Super Smash Bros. Charged

Super Smash Bros. Charged (大乱闘ジアップスマラザーズチャー Great Fray Super Smash Brothers Charged Up) is a platform fighting game developed by Crash Co. and released for the Nintendo Switch. It is the sixth game in the Super Smash Bros. series and the second one to be released on the Switch, following Super Smash Bros. Ultim
ate.
Following the "Everyone is Here!" approach from the previous game, Charged aims to take a more unconventional, gameplay-centric approach. Specifically, the game takes inspiration from the Super Smash Bros. Brawl mod Brawl-, in that every character has been given significant buffs, attacks, tools, and fighting prowess compared to those in previous installments, making them overall much better fighters. However, because every character now has more useful options, the roster is still technically balanced. This was mainly done to make battles much more interesting to play and watch. Several more new mechanics and game modes have also been added to make the game feel fresh.
As the game is directed by Crash Co., their games and properties are taken as canon alongside the rest of the Nintendo franchises.
==Gameplay==
The gameplay is very similar to previous Super Smash Bros. games. Unlike traditional fighting games where the players must try to whittle down their opponent's health bar to be the last one standing, Charged' is a platform fighter where every attack deals a certain amount of damage, labelled as percent. The higher a player's percent is, the farther they will be launched from attacks. The objective of the game is to launch the opponent far enough so they are knocked off-screen and into the Blast Zone, KOing them. This can be done by conventional methods such as racking up enough damage to launch them with a powerful attack, or through other means such as preventing opponents from reaching the ledge or sending them downward with a meteor smash so they hit the bottom Blast Zone.
Compared to other Smash games, Charged plays near identically to Ultimate, having very similar knockback properties and mechanics. Every player has access to a certain amount of attacks, ranging from smash attacks that can be charged to be stronger or special moves that are a lot more involved and unique.
===Gameplay changes from Ultimate===
*Custom Moves - Custom Moves return from Super Smash Bros. for Nintendo 3DS / Wii U. With a few exceptions such as Dart Monkey's entire moveset or Meloetta's Relic Song, every character has three Custom Moves, all of which are available from the start and don't need to be unlocked. Some Custom Moves are entirely new moves, and while most of them are simply variations of the default move, a greater effort has been taken to make them mechanically different.
*New Moves - All characters have access to new types of moves, which include the following:
**Crash Attacks, which are Smash Attacks performed in midair. They have shorter charging times than Smash Attacks, and while they do stall the user's falling speed they don't stop their horizontal momentum.
**Counters, which were previously exclusive to certain characters, can now be used by all characters with a new input dedicated to them. The user enters a defensive state, and if attacked during this time, they will dodge and counterattack. Most Counters only counter physical attacks and deal 1.5x the damage and knockback. Some Counters are unique, such as Pichu's being able to stun opponents and King K. Rool's doubling as both a counter and reflector.
***Most characters who have had counters in their moveset in previous Smash games have been given new moves. Exceptions include Incineroar, Bayonetta, and Joker, who retain Revenge, Witch Time, and Tetrakarn / Makarakarn respectively.
**Charged States, which are an alternative to Final Smashes. After grabbing a Smash Ball or filling the FS Meter, the player can press the Counter button instead of the special button to use their Charged State. This is similar to the transformation Final Smashes in Brawl and Smash 4, where the user turns into a more powerful state, though they aren't invincible and can still suffer damage and knockback. They keep this state indefinitely until they lose a stock.
*Heavy Shield - By inputting the shield and Counter buttons, players can create a heavy shield. It is large and can protect the user from any attacks, and in addition has more health than a regular shield and can sustain more damage. However, it can only be hit once before it breaks, and it cannot be used again for another 40 seconds. It is also not immune to attacks that ignore shields, such as grabs, Incineroar's Darkest Lariat, or Rambi's smash attacks, and the user cannot perfect shield with it. Because of this, it is best used when defending against a heavy attack or when the regular shield is low on health and regenerating.
*Perfect Shield - Perfect Shielding can now be done by using a shield just as an attack hits the user like in previous Smash games or just letting go of a shield just as an attack hits like in Ultimate. Both variants allow the user to dodge the attack and use any move like in Ultimate.
*Shield Save - Shield Save is a new technique that can only be performed just as the user's shield is about to break. By Perfect Shielding a move that would break the shield, their shield will be fully restored and they can dodge the attack to avoid being put in a vulnerable state. The timing is more strict than regular Perfect Shielding, though the user has more time to attack the opponent.
*Gliding - Gliding returns from Brawl. Certain characters can hold up on the control stick after their (final) midair jump to enter a gliding state, where up and down on the control stick can be used to change their flight pattern, though they are vulnerable until they use an attack or land. Some attacks such as Meta Knight's Shuttle Loop also put the user into a gliding state immediately. This can be used to improve and mix up horizontal recovery.
==Characters==
Character Spread by Series	Character Spread by Series	Character Spread by Series
{| width=100% 	
{| width=100% 	
{| width=100%
 	Mario 	
 	Pokmon 	
 	Kirby 	13
 	The Legend of Zelda 	10
 	Fire Emblem 	9
 	Donkey Kong 	8
 	Sonic 	
 	Star Fox 	7
 	Dragon Quest 	6
 	Metroid 	6
 	My Little Pony 	6
 	Animal Crossing 	5
 	MOTHER 	5
 	Rabbids 	5
 	ARMS 	4
 	Kid Icarus 	4
 	The King of Fighters 	
 	Yoshi 	4
 	Castlevania 	3
 	Dragon Quest 	3
 	Freedom Planet 	3
 	Mega Man 	3
 	Pikmin 	3
 	Punch-Out!! 	3
 	Splatoon 	3
 	Super Smash Bros. 	3
 	Xenoblade 	
 	A Hat in Time 	2
 	Bloons Tower Defense 	2
 	F-Zero 	2
 	FINAL FANTASY 	2
 	PAC-MAN 	2
 	Street Fighter 	2
 	Astral Chain 	1
 	Balloon Fight 	1
 	Banjo-Kazooie 	1
 	Bayonetta 	1
 	Bravely 	1
 	Bubble Bobble 	1
 	Cat Girl Without Salad 	1
 	Cooking Mama 	1
 	Crash Bandicoot 	1
 	Cuphead 	1
 	Darkstalkers 	1
 	Dead Cells 	1
 	Digimon 	1
 	Dillon's Rolling Western 	1
 	Duck Hunt 	1
 	Ever Oasis 	1
 	Fatal Fury 	1
 	Flipnote Studio 	1
 	Game & Watch 	1
 	Halo 	1
 	Ice Climber 	1
 	Jam with the Band 	1
 	LarryBoy 	1
 	Metal Gear 	1
 	Miitopia 	1
 	Minecraft 	1
 	Monster Hunter 	1
 	Nintendo Land 	1
 	Persona 	1
 	Plants vs. Zombies 	1
 	Puyp Puyo 	1
 	R.O.B. 	1
 	Shantae 	1
 	Shin Megami Tensei 	1
 	Snipperclips 	1
 	Somari 	1
 	Tekken 	1
 	UNDERTALE 	1
 	Wario 	1
 	Wii Fit 	1
 	Wrecking Crew 	1
Currently, Charged features an expansive roster of 217 characters. All 89 characters from Ultimate return, alongside several newcomers. The majority of these characters hail from Nintendo games, though there are other characters that originate from third party franchises such as SEGA, Capcom, and Namco, and even characters that haven't originated from video games at all.
Additionally, the concept of Echo Fighters returns from Ultimate; marked by an Epsilon (ϵ), these characters share a lot of their moveset with another fighter, and like Ultimate, they can either be displayed in their own icon on the character select screen or merged with their base character. Compared with Ultimate however, most of the Echo Fighters play a bit differently from their base character, be it the changing or implementation of certain mechanics, moves borrowed from other characters, or new moves altogether. These changes were made to make Echo Fighters more distinct from their base character and so they wouldn't be seen as lazy additions. As a result of this, two Echo Fighters from Ultimate (Daisy and Dark Pit) are now no longer considered as such.
A new type of characters are also introduced in Charged, being called Fusion Fighters. These characters are marked with a Zeta symbol (ζ). In a similar vein to Echo Fighters, Fusion Fighters are directly based off of two or more characters, combining their attacks and abilities in order to create a new fighter who plays uniquely. They tend to stand on their own moreso than Echo Fighters, even those that have different moves from their base character. Unlike Echo Fighters, there is no option to merge Fusion Fighters with other characters on the character select screen.
The majority of the roster is largely author appeal in order to differentiate it from the official Smash games. With this in mind, three goals were made when it came to characters; change the veterans in a way that they are both more interesting to play as and are significantly better, introduce newcomers that could be seen as unfitting for a fighting game and show them off more than a simple proof-of-concept, and to prioritize unique gameplay and interesting mechanics in a similar way Smash 4 handled its newcomers.
The Mario franchise is split between five different franchises represented by their own series icon; the Mario series, the Donkey Kong series, the Yoshi series, the Wario series, and the Wrecking Crew series. Other franchises such as the Luigi's Mansion, Dr. Mario, Paper Mario, and Mario & Luigi series are represented under the Mario series.
Click on a character to skip to that character. Characters highlighted have their movesets finished.	Click on a character to skip to that character. Characters highlighted have their movesets finished.	Click on a character to skip to that character. Characters highlighted have their movesets finished.	Click on a character to skip to that character. Characters highlighted have their movesets finished.	Click on a character to skip to that character. Characters highlighted have their movesets finished.	Click on a character to skip to that character. Characters highlighted have their movesets finished.
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
Echo Fighters 	Echo Fighters 	Echo Fighters 	Echo Fighters 	Echo Fighters 	Echo Fighters
 	 	 	 	 	
 	 	 	 	 	
 	 	 	 	 	
Fusion Fighters 	Fusion Fighters 	Fusion Fighters 	Fusion Fighters 	Fusion Fighters 	Fusion Fighters
 	 	 	 	 	
Mii Fighters 	Mii Fighters 	Mii Fighters 	Mii Fighters 	Mii Fighters 	Mii Fighters
 	 	 	 	 	
==Stages==
Stage Spread by Series	Stage Spread by Series	Stage Spread by Series
{| width=100% 	
{| width=100% 	
{| width=100%
 	Mario 	19
 	Donkey Kong 	8
 	Kirby 	7
 	Yoshi 	7
 	Sonic 	4
 	Wario 	3
 	Fire Emblem 	3
 	Metroid 	3
 	Pokmon 	3
 	Game & Watch 	2
 	MOTHER 	2
 	Star Fox 	2
 	The Legend of Zelda 	2
 	Xenoblade 	2
 	Atari 	1
 	Banjo-Kazooie 	1
 	Bravely 	1
 	Castlevania 	1
 	Cuphead 	1
 	Duck Hunt 	1
 	Electroplankton 	1
 	Fatal Fury 	1
 	Mega Man 	1
 	Game Boy 	1
 	Metal Gear 	1
 	My Little Pony 	1
 	Nintendo DS 	1
 	PAC-MAN 	1
 	Persona 	1
 	Pinball 	1
 	Punch-Out!! 	1
 	Pushmo 	1
 	Rabbids 	1
 	Splatoon 	1
 	Tetris 	1
 	Urban Champion 	1
Like Ultimate, many stages from previous Smash games return. though there are also plenty of new stages. Any music can play on any stage as long as they both share the same series, and like Ultimate, every stage has an Omega form (themed after Final Destination) and a Battlefield form, now called an Alpha form. Players are also able to toggle certain stage hazards on and off. Stage Morph also returns, allowing players to switch between two different stages during battle. All stages are also available in 8-Player Smash.
The unique gimmick of fighting on two different planes first seen in the Jungle Hijinxs stage in Smash 4 is now used for multiple new stages. In these stages, players are restricted to playing on the foreground when Stage Morph is turned on, and all corresponding stage hazards are disabled.
75mDonkey Kong (1981)
		75m's stage layout is, as the name suggests, a recreation of the stage of the same name from Donkey Kong. As such, it consists of an irregular array of soft platforms, the largest of which being at the top and extends to the left blast zone. There are several ladders scattered around the stage, which can be climbed upward. Fireballs will also appear on the left and right of the stage, damaging fighters they touch. Occasionally, Donkey Kong will also appear on the top-left corner of the stage, who also damages fighters that touch him. When he appears, five Springs will bounce across the top platform and fall down on the right side, which can damage fighters if they aren't careful.
		75m's stage layout is, as the name suggests, a recreation of the stage of the same name from Donkey Kong. As such, it consists of an irregular array of soft platforms, the largest of which being at the top and extends to the left blast zone. There are several ladders scattered around the stage, which can be climbed upward. Fireballs will also appear on the left and right of the stage, damaging fighters they touch. Occasionally, Donkey Kong will also appear on the top-left corner of the stage, who also damages fighters that touch him. When he appears, five Springs will bounce across the top platform and fall down on the right side, which can damage fighters if they aren't careful.
Altitude AdjustmentYoshi's Crafted World (2019)
		Altitude Adjustment consists of one solid platform to the far left of the stage. The platform will shift up and down depending on how much weight is on one side; more weight at the front will cause it to lower downward, while more weight at the back will cause it to rise upward. There is also a propeller at the front of the platform that will damage players that touch it. There are also several balloons that can carry items or mines. The propeller or the players' attacks can pop balloons, causing the items or mines to drop down. Mines will explode on impact, both damaging players in the blast radius and lowering the platform.
		Altitude Adjustment consists of one solid platform to the far left of the stage. The platform will shift up and down depending on how much weight is on one side; more weight at the front will cause it to lower downward, while more weight at the back will cause it to rise upward. There is also a propeller at the front of the platform that will damage players that touch it. There are also several balloons that can carry items or mines. The propeller or the players' attacks can pop balloons, causing the items or mines to drop down. Mines will explode on impact, both damaging players in the blast radius and lowering the platform.
AncheimBravely Default (2012)
		Ancheim's layout consists of a few platforms spread out, some with slopes connecting each other that fighters can use to climb. At the top of the stage are more platforms, with two long ones to the left and several smaller platforms to the right.
		Ancheim's layout consists of a few platforms spread out, some with slopes connecting each other that fighters can use to climb. At the top of the stage are more platforms, with two long ones to the left and several smaller platforms to the right.
Ancient GardensMario + Rabbids Kingdom Battle (2017)
		Ancient Gardens consists of a single platform, the middle of which extends to the lower blast zone. Also on the stage are a random assortment of Brick Blocks and metal blocks that serve as solid platforms; the former can be destroyed with attacks, while the latter cannot. Some are also only half-tall. Defeating Rabbid Kong will reset the blocks, which will be in different positions.
		Ancient Gardens consists of a single platform, the middle of which extends to the lower blast zone. Also on the stage are a random assortment of Brick Blocks and metal blocks that serve as solid platforms; the former can be destroyed with attacks, while the latter cannot. Some are also only half-tall. Defeating Rabbid Kong will reset the blocks, which will be in different positions.
Arena FeroxFire Emblem Awakening (2012)
		<tabber>
Default=Arena Ferox starts as a single platform, which has a bottom that connects to the bottom blast zone. Throughout the batle, the stage will assume various forms, each with a different layout.
		<tabber>
Default=Arena Ferox starts as a single platform, which has a bottom that connects to the bottom blast zone. Throughout the batle, the stage will assume various forms, each with a different layout.
Battle FortSuper Mario 64 DS (2004)
		Battle Fort is a pretty large stage, consisting of a main platform with various slops, extending to the left and right blast zones. Above it are five smaller platforms, two of which also extend to the blast zones. The main obstacles are Heave-Hos and iron balls. The former will patrol random areas of the stage for a short time and throw back any plauers that step on it, and the latter will roll across the bottom of the stage, dealing heavy damage to players in their way.
		Battle Fort is a pretty large stage, consisting of a main platform with various slops, extending to the left and right blast zones. Above it are five smaller platforms, two of which also extend to the blast zones. The main obstacles are Heave-Hos and iron balls. The former will patrol random areas of the stage for a short time and throw back any plauers that step on it, and the latter will roll across the bottom of the stage, dealing heavy damage to players in their way.
Behind The ShojiYoshi's Crafted World (2019)
		Behind the Shoji has a single platform with walls that extend to the bottom blast zone. There are also seven soft platforms evenly spread across the stage. A shoji will sometimes appear and obscure half of the stage, leaving only the shadows of the players, items, and stage visible. Shojis can also cover the center of the stage, only leave the center of the stage visible, or cover the entire stage.
		Behind the Shoji has a single platform with walls that extend to the bottom blast zone. There are also seven soft platforms evenly spread across the stage. A shoji will sometimes appear and obscure half of the stage, leaving only the shadows of the players, items, and stage visible. Shojis can also cover the center of the stage, only leave the center of the stage visible, or cover the entire stage.
Big BlueF-Zero (1990)
		Big Blue starts on top of the Falcon Flyer, which is one solid platform with an irregular shape. After awhile, it will fly closer to the race track below as it starts flying away, and the players must use the race machines below as platforms. The road can also be stood on, though the stage moves so fast that the players will get carried off-screen and be KO'ed. As the stage continues, race machines will move on and off the track, as will various soft platforms that appear briefly.
		Big Blue starts on top of the Falcon Flyer, which is one solid platform with an irregular shape. After awhile, it will fly closer to the race track below as it starts flying away, and the players must use the race machines below as platforms. The road can also be stood on, though the stage moves so fast that the players will get carried off-screen and be KO'ed. As the stage continues, race machines will move on and off the track, as will various soft platforms that appear briefly.
Boxing RingPunch-Out!! (1984)
		Boxing Ring mainly takes place on a ring, elevated on a high platform. On either side are upward slopes that extend past the left and rightmost blast zones. There is also a suspended platform near the top blast zone which holds lights. However, this platform can be damaged, and if attacked enough, it will fall on the ring and damage any fighters below. After awhile, the platform will reappear. The ropes on either side of the ring can be used to bounce up to this platform, as they grant really high jump height after bouncing on them. Lastly, there is a jumbotron in the background, which will show two random fighters currently in the match, as well as a unique fighter title. Each title is listed below:
		Boxing Ring mainly takes place on a ring, elevated on a high platform. On either side are upward slopes that extend past the left and rightmost blast zones. There is also a suspended platform near the top blast zone which holds lights. However, this platform can be damaged, and if attacked enough, it will fall on the ring and damage any fighters below. After awhile, the platform will reappear. The ropes on either side of the ring can be used to bounce up to this platform, as they grant really high jump height after bouncing on them. Lastly, there is a jumbotron in the background, which will show two random fighters currently in the match, as well as a unique fighter title. Each title is listed below:
Bridge of EldinThe Legend of Zelda: Twilight Princess (2006)
		The Bridge of Eldin's layout is simply a flat platform that extends past the left and rightmost blast zones. Sometimes, a horn is heard, and King Bulblin will ride his steed Lord Bullbo across the stage, damaging players he runs over. He will drop a bomb in the middle of the stage, which explodes, not only damaging players in its blast radius, but also destroying the center of the bridge, creating a pit. After awhile, a Twilight Portal will appear above the stage and repair the bridge.
		The Bridge of Eldin's layout is simply a flat platform that extends past the left and rightmost blast zones. Sometimes, a horn is heard, and King Bulblin will ride his steed Lord Bullbo across the stage, damaging players he runs over. He will drop a bomb in the middle of the stage, which explodes, not only damaging players in its blast radius, but also destroying the center of the bridge, creating a pit. After awhile, a Twilight Portal will appear above the stage and repair the bridge.
BrinstarMetroid (1986)
		Brinstar consists of one main platform, and three smaller platforms above it. Two of these platforms are connected to the main platform by fleshy tendrils; if these are attacked enough, they will break and the platform will move to a different place, though it will return after awhile. The middle of the platform also has a membrane-like substance in its center; destroying it will split the platform for a short time. Lastly, the stage will sometimes sink into acid, which will damage players that step in it as well as cover some of the stage.
		Brinstar consists of one main platform, and three smaller platforms above it. Two of these platforms are connected to the main platform by fleshy tendrils; if these are attacked enough, they will break and the platform will move to a different place, though it will return after awhile. The middle of the platform also has a membrane-like substance in its center; destroying it will split the platform for a short time. Lastly, the stage will sometimes sink into acid, which will damage players that step in it as well as cover some of the stage.
Casino Night ZoneSonic the Hedgehog 2 (1992)
		Casino Night Zone consists of one solid platform that rises in the middle. On either side are two smaller platforms, and above them are three more platforms. At the center of these platforms is a roulette that opens from time to time; players can jump in it to spin three wheels in the background, which can either replenish their health or (albeit rarely) damage them depending on what three matching pictures the wheels land on. Above and below the stage are four bumpers, which will bounce players backward.
		Casino Night Zone consists of one solid platform that rises in the middle. On either side are two smaller platforms, and above them are three more platforms. At the center of these platforms is a roulette that opens from time to time; players can jump in it to spin three wheels in the background, which can either replenish their health or (albeit rarely) damage them depending on what three matching pictures the wheels land on. Above and below the stage are four bumpers, which will bounce players backward.
Castle BleckSuper Paper Mario (2007)
		Castle Bleck consists of a flat platform that extends to the left and right blast zones, as well as eight platforms above it that move side to side. The stage is massive, and sometimes the platforms will grow faces and spit square-like projectiles at the nearest player, damaging them.
		Castle Bleck consists of a flat platform that extends to the left and right blast zones, as well as eight platforms above it that move side to side. The stage is massive, and sometimes the platforms will grow faces and spit square-like projectiles at the nearest player, damaging them.
Castle SiegeFire Emblem: Shadow Dragon and the Blade of Light (1990)
		<tabber>
Default=Castle Siege's frst form consists of one main platform with edges that extend to the bottom blast zone, and on either side rests a smaller platform above it. There is also a slant in the middle of the stage.
		<tabber>
Default=Castle Siege's frst form consists of one main platform with edges that extend to the bottom blast zone, and on either side rests a smaller platform above it. There is also a slant in the middle of the stage.
ColiseumFire Emblem: Shadow Dragon and the Blade of Light (1990)
		Coliseum is set on a flat plane, extending to the left and right blast zones. Throughout the battle, different sections of the ground will rise at different intervals, creating smaller platforms above the ground. After awhile, these will disappear.
		Coliseum is set on a flat plane, extending to the left and right blast zones. Throughout the battle, different sections of the ground will rise at different intervals, creating smaller platforms above the ground. After awhile, these will disappear.
CorneriaStar Fox (1993)
		As the stage is set on the Great Fox, the stage layout is pretty awkward. To the right is an alcove that players can potentially pull combos with. The left has a smaller alcove, though it is harder to reach. The Great Fox's cannons can sometimes fire, damaging fighters in point blank range heavily. These blasters can also be destroyed if attacked enough. Occasionally, Arwings can also fly onto the stage and act as temporary platforms. However, they will shoot blasts forward, that damage opponents.
		As the stage is set on the Great Fox, the stage layout is pretty awkward. To the right is an alcove that players can potentially pull combos with. The left has a smaller alcove, though it is harder to reach. The Great Fox's cannons can sometimes fire, damaging fighters in point blank range heavily. These blasters can also be destroyed if attacked enough. Occasionally, Arwings can also fly onto the stage and act as temporary platforms. However, they will shoot blasts forward, that damage opponents.
Crane FeverKirby's Adventure (1993)
		Crane Fever's stage layout consists of two walls that extend to the top blast zone. Slightly left of the stage's center are also two walls that extend to the lower blast zone. The rest of the stage consists of various plushies of Kirby, and rarely other characters, the layout of which is random every time the stage is played. Because of the walls, the only way to KO opponents is through the top blast zone or through the small opening to the bottom blast zone. A crane is also present, which will occasionally hover above a random fighter and quickly dive down to grab them. If successful, it will drag them to the opening ad drop them in, resulting in a meteor smash. Players can escape the crane by button mashing.
		Crane Fever's stage layout consists of two walls that extend to the top blast zone. Slightly left of the stage's center are also two walls that extend to the lower blast zone. The rest of the stage consists of various plushies of Kirby, and rarely other characters, the layout of which is random every time the stage is played. Because of the walls, the only way to KO opponents is through the top blast zone or through the small opening to the bottom blast zone. A crane is also present, which will occasionally hover above a random fighter and quickly dive down to grab them. If successful, it will drag them to the opening ad drop them in, resulting in a meteor smash. Players can escape the crane by button mashing.
CrateriaSuper Metroid (1994)
		Crateria consists of three mai platforms, the bottom of which extends to the lower blast zone. The sections in between these platforms are caves, which will reveal themselves if a player enters it. Two smaller platforms are also found o either side of the stage. Occasionally, the rain will become acid rain, as indicated by a yellow warning sign, which will damage opponents heavily if they are out in it. To avoid it, players can enter the caves until it becomes regular rain.
		Crateria consists of three mai platforms, the bottom of which extends to the lower blast zone. The sections in between these platforms are caves, which will reveal themselves if a player enters it. Two smaller platforms are also found o either side of the stage. Occasionally, the rain will become acid rain, as indicated by a yellow warning sign, which will damage opponents heavily if they are out in it. To avoid it, players can enter the caves until it becomes regular rain.
Dinosaur LandSuper Mario World (1991)
300x300px|center	300x300px|center	Dinosaur Land has a similar layout to Yoshi's Island from Melee; it consists of two main platforms, with the one on the left having a slanted Warp Pipe as a slope, and the other having a natural slope that extends to the rightmost blast zone. In between these two platforms is a platform consisting of Note Blocks, which bounce fighters upward when they jump on them. Platforms of Flip Blocks also appear around the stage; hitting a Flip Block will cause it to turn, making it intangible for a short time. A wall of Flip Blocks is present on the right platform, which acts identically to the platforms.
 	 	Dinosaur Land has a similar layout to Yoshi's Island from Melee; it consists of two main platforms, with the one on the left having a slanted Warp Pipe as a slope, and the other having a natural slope that extends to the rightmost blast zone. In between these two platforms is a platform consisting of Note Blocks, which bounce fighters upward when they jump on them. Platforms of Flip Blocks also appear around the stage; hitting a Flip Block will cause it to turn, making it intangible for a short time. A wall of Flip Blocks is present on the right platform, which acts identically to the platforms.
Dr. MarioDr. Mario (1990)
		Dr. Mario's stage layout is a single platform that extends past the bottom blast zone. When the stage starts, several Viruses will be present and Megavitamins will continually drop from above and land on the stage, which also serve as platforms. The Viruses will be eventually cleared, and when this happens, the remaining Megavitamins also disappear, and more Viruses take their place.
		Dr. Mario's stage layout is a single platform that extends past the bottom blast zone. When the stage starts, several Viruses will be present and Megavitamins will continually drop from above and land on the stage, which also serve as platforms. The Viruses will be eventually cleared, and when this happens, the remaining Megavitamins also disappear, and more Viruses take their place.
Dracula's CastleCastlevania (1986)
		Dracula's Castle has a main platform, with a straight drop-off to the left and a downward slope to the right, with two platforms in the center. Sometimes, candle lights will appear, and hitting them with an attack will spawn a random item.
		Dracula's Castle has a main platform, with a straight drop-off to the left and a downward slope to the right, with two platforms in the center. Sometimes, candle lights will appear, and hitting them with an attack will spawn a random item.
Dream LandKirby's Dream Land (1992)
		Dream Land's state layout is almost identical to that of Battlefield's, consisting of one solid platform and three soft platforms above it. In the stage's center is Whispy Woods, who at regular intervals will begin blowing to the left or right, pushing fighters and items on that side of him in that direction.
		Dream Land's state layout is almost identical to that of Battlefield's, consisting of one solid platform and three soft platforms above it. In the stage's center is Whispy Woods, who at regular intervals will begin blowing to the left or right, pushing fighters and items on that side of him in that direction.
Duck HuntDuck Hunt (1984)
		Duck Hunt is a recreation of the main screen in Duck Hunt where the player shoots ducks. The stage consists of one solid platform that extends to the lower blast zone, a platform to the right, and five higher platforms to the left. Ducks will periodically appear and fly around the stage; if attacked, they will drop an item, otherwise they will fly away. After this, the dog will rise out of the grass either holding the duck or laughing respectively, which can serve as another platform. Tall grass will also grow in the foreground which can obscure vision.
		Duck Hunt is a recreation of the main screen in Duck Hunt where the player shoots ducks. The stage consists of one solid platform that extends to the lower blast zone, a platform to the right, and five higher platforms to the left. Ducks will periodically appear and fly around the stage; if attacked, they will drop an item, otherwise they will fly away. After this, the dog will rise out of the grass either holding the duck or laughing respectively, which can serve as another platform. Tall grass will also grow in the foreground which can obscure vision.
Figure-8 CircuitMario Kart DS (2005)
		Figure-8 Circuit's stage layout consists of a solid main platform that extends to the left and right blast zones. Above are three soft platforms: one in the center, and two on either side that also extend to their respective blast zone. These two are also sloped upward towards the middle of the stage. At periodic intervals, a group of Shy Guys driving karts will drive through the stage, damaging fighters they hit. They can either drive through the center of the bottom of the stage, or on the platforms on top. A jumbotron in the background shows a map of the track and where the Shy Guys currently are. The Shy Guys can be kncoked away by attacking them, causing them to spin out and move off the track, but they reappear with the other Shy Guys after one complete cycle.
		Figure-8 Circuit's stage layout consists of a solid main platform that extends to the left and right blast zones. Above are three soft platforms: one in the center, and two on either side that also extend to their respective blast zone. These two are also sloped upward towards the middle of the stage. At periodic intervals, a group of Shy Guys driving karts will drive through the stage, damaging fighters they hit. They can either drive through the center of the bottom of the stage, or on the platforms on top. A jumbotron in the background shows a map of the track and where the Shy Guys currently are. The Shy Guys can be kncoked away by attacking them, causing them to spin out and move off the track, but they reappear with the other Shy Guys after one complete cycle.
Fine FieldsKirby: Triple Deluxe (2014)
		Fine Fields is a basic stage consisting of a small main platform that extends down to the lower blast zone, as well as two slanted smaller platforms above it. Sometimes a 3D Warp Star will appear on the stage, which will allow players to travel from the foreground to the background. The background consists of three main platforms, all of which extend to the lower blast zone and two of which extend to the left and rightmost blast zones, as well as three smaller platforms. At least two 3D Warp Stars will always appear together.
		Fine Fields is a basic stage consisting of a small main platform that extends down to the lower blast zone, as well as two slanted smaller platforms above it. Sometimes a 3D Warp Star will appear on the stage, which will allow players to travel from the foreground to the background. The background consists of three main platforms, all of which extend to the lower blast zone and two of which extend to the left and rightmost blast zones, as well as three smaller platforms. At least two 3D Warp Stars will always appear together.
Flat ZoneHelmet (1981)
		Flat Zone takes place inside a Game & Watch system, and uniquely, the camera has a fixed angle and every character is flat. It consists of a flat plane that extends to the left and right blast zones, with a house that has a slanted roof as a soft platform. In the middle are a random array of platforms, some being switched around by the Game & Watch character from Manhole. Sometimes, objects will randomly fall from above and damage players like in Helmet. Finally, a Game & Watch character can walk across the stage and accidentally trip, dropping a puddle of oil that slows down players like in Oil Panic.
		Flat Zone takes place inside a Game & Watch system, and uniquely, the camera has a fixed angle and every character is flat. It consists of a flat plane that extends to the left and right blast zones, with a house that has a slanted roof as a soft platform. In the middle are a random array of platforms, some being switched around by the Game & Watch character from Manhole. Sometimes, objects will randomly fall from above and damage players like in Helmet. Finally, a Game & Watch character can walk across the stage and accidentally trip, dropping a puddle of oil that slows down players like in Oil Panic.
Flat Zone 2Fire (1980)
		<tabber>
Fire=Flat Zone 2 has four layouts that will periodically switch between each other, indicated by a Game & Watch character appearing on the top corner of the screen and ringing a bell. Flat Zone 2 always starts on the form based on Fire, consisting of a flat plane that extends to the side blast zones, and an array of platforms to the left, also extending to the leftmost blast zone. A random array of soft platforms also appears in the stage's center, some held up by the character from Manhole. Two firemen can also carry a trampoline around the stage, which will bounce players that jump on it high upward.
		<tabber>
Fire=Flat Zone 2 has four layouts that will periodically switch between each other, indicated by a Game & Watch character appearing on the top corner of the screen and ringing a bell. Flat Zone 2 always starts on the form based on Fire, consisting of a flat plane that extends to the side blast zones, and an array of platforms to the left, also extending to the leftmost blast zone. A random array of soft platforms also appears in the stage's center, some held up by the character from Manhole. Two firemen can also carry a trampoline around the stage, which will bounce players that jump on it high upward.
Floral FuryCuphead (2017)
		Floral Fury consists of one main platform that extends to the left and rightmost blast zones. On the left side of the stage are three smaller platforms. These platforms will dip slightly if a player is standing on them.
		Floral Fury consists of one main platform that extends to the left and rightmost blast zones. On the left side of the stage are three smaller platforms. These platforms will dip slightly if a player is standing on them.
Fountain of DreamsKirby's Adventure (1993)
		Fountain of Dreams is structured very similarly to Battlefield, with one main platform and three smaller platforms above it. The left and rightmost platforms are supported by fountains, which will gradually move up and down.
		Fountain of Dreams is structured very similarly to Battlefield, with one main platform and three smaller platforms above it. The left and rightmost platforms are supported by fountains, which will gradually move up and down.
G.F.S. OlympusMetroid Prime 3: Corruption (2007)
		G.F.S. Olympus takes place on a single platform, with four other platforms in the form of holograms suspended in midair. These platforms will gradually move back and forth. Since these platforms are holograms, they can sometimes not be used despite being visible, and fighters will pass through them if they try to land on it. This is indicated by it flashing blue.
		G.F.S. Olympus takes place on a single platform, with four other platforms in the form of holograms suspended in midair. These platforms will gradually move back and forth. Since these platforms are holograms, they can sometimes not be used despite being visible, and fighters will pass through them if they try to land on it. This is indicated by it flashing blue.
Gang-Plank GalleonDonkey Kong Country (1994)
		<tabber>
Gang-Plank Galleon=Gang-Plank Galleon is set on a ship floating across the water. The central platform will tilt back and forth as it floats. Above it is a large platform on the ship's mast. Various crates and bunches of bananas also litter the ship, which also serve as platforms. Occasionally, a Kannonball can fall from the sky, which can be picked up and thrown as an item.
		<tabber>
Gang-Plank Galleon=Gang-Plank Galleon is set on a ship floating across the water. The central platform will tilt back and forth as it floats. Above it is a large platform on the ship's mast. Various crates and bunches of bananas also litter the ship, which also serve as platforms. Occasionally, a Kannonball can fall from the sky, which can be picked up and thrown as an item.
Game Boy(1989)
		<tabber>
Kirby's Dream Land=The first form of the Game Boy stage is a recreation of part of Green Greens from Kirby's Dream Land. It consists of a single platform that extends to the left and right blast zones, the right having steps that scale upward.
		<tabber>
Kirby's Dream Land=The first form of the Game Boy stage is a recreation of part of Green Greens from Kirby's Dream Land. It consists of a single platform that extends to the left and right blast zones, the right having steps that scale upward.
GamerGame & Wario (2013)
		Gamer consists of a solid platform that extends to the bottom blast zone. Above it is a random array of soft or solid platforms. As the fight goes on, shadows will appear in the window, TV, or door in the background. Sometimes, 5-Volt will appear from the shadow, and scan an area indicated by it lighting up. If players don't get away from the area or hide behind a block so she can't see, she will roar, causing immense damage and knockback to opponents caught. Sometimes, a Wii U GamePad or sketchbook can appear in the background of the stage; 5-Volt can appear from these as well.
		Gamer consists of a solid platform that extends to the bottom blast zone. Above it is a random array of soft or solid platforms. As the fight goes on, shadows will appear in the window, TV, or door in the background. Sometimes, 5-Volt will appear from the shadow, and scan an area indicated by it lighting up. If players don't get away from the area or hide behind a block so she can't see, she will roar, causing immense damage and knockback to opponents caught. Sometimes, a Wii U GamePad or sketchbook can appear in the background of the stage; 5-Volt can appear from these as well.
Gaur PlainXenoblade Chronicles (2010)
		Gaur Plain consists of an irregular array of platforms. The top two extend to the left and rightmost blast zones, and below them ate several other platforms. The bottom two are solid and extend to the bottom blast zone. There is also a spring on these platforms, which bounces players upward if they jump on it.
		Gaur Plain consists of an irregular array of platforms. The top two extend to the left and rightmost blast zones, and below them ate several other platforms. The bottom two are solid and extend to the bottom blast zone. There is also a spring on these platforms, which bounces players upward if they jump on it.
Golden PlainsNew Super Mario Bros. 2 (2012)
		<tabber>
Default=Golden Plains starts with one main platform that extends to the side blast zones, with a rise in the middle. There are also three soft platforms, one of which is stationary and two of which move from side to side or up and down. Occasionally, an arrow will appear to the left or right of the stage, and it will begin scrolling in that direction.
		<tabber>
Default=Golden Plains starts with one main platform that extends to the side blast zones, with a rise in the middle. There are also three soft platforms, one of which is stationary and two of which move from side to side or up and down. Occasionally, an arrow will appear to the left or right of the stage, and it will begin scrolling in that direction.
Gourmet Go-GoKirby Fighters 2 (2020)
		Gourmet Go-Go matches its layout in Kirby Fighters 2: the stage consists of one solid platform that extends to the side blast zones, with four soft platforms above it. Items in this stage don't spawn normally, and are instead thrown by Waddle Dees from the background. Sometimes, a Waddle Dee will pop a popper, and King Dedede wukk run across the stage, striking any opponents with his hammer and dealing heavy damage and knockback. Both King Dedede and the Waddle Dees appear as their sprites in Kirby Super Star Ultra.
		Gourmet Go-Go matches its layout in Kirby Fighters 2: the stage consists of one solid platform that extends to the side blast zones, with four soft platforms above it. Items in this stage don't spawn normally, and are instead thrown by Waddle Dees from the background. Sometimes, a Waddle Dee will pop a popper, and King Dedede wukk run across the stage, striking any opponents with his hammer and dealing heavy damage and knockback. Both King Dedede and the Waddle Dees appear as their sprites in Kirby Super Star Ultra.
Green Hill ZoneSonic the Hedgehog (1991)
		Green Hill Zone's layout consist of a single, solid platform that extends past the left and right blast zones. There is a curve in the middle of the stage, and right side is higher than the left side. If the center of the stage is attacked enough, it will break off and create a pit, though it will regenerate soon after. Checkpoint Lampposts will also randomly spring up. If attacked, that will begin spinning around, harming players that touch them, with the one who hit it being immune to the attack.
		Green Hill Zone's layout consist of a single, solid platform that extends past the left and right blast zones. There is a curve in the middle of the stage, and right side is higher than the left side. If the center of the stage is attacked enough, it will break off and create a pit, though it will regenerate soon after. Checkpoint Lampposts will also randomly spring up. If attacked, that will begin spinning around, harming players that touch them, with the one who hit it being immune to the attack.
HalberdKirby Super Star (1996)
		<tabber>
Start=At the start of the battle, the stage consists of a single platform that extends to the left and right blast zones, with a smaller soft platform above it. The Halberd is seen in the background and will soon take off, as the stage transitions to its second form. If players are not at the center of the stage at this point, they will be left behind and be KO'ed.
		<tabber>
Start=At the start of the battle, the stage consists of a single platform that extends to the left and right blast zones, with a smaller soft platform above it. The Halberd is seen in the background and will soon take off, as the stage transitions to its second form. If players are not at the center of the stage at this point, they will be left behind and be KO'ed.
HanenbowElectroplankton (2005)
		Hanebow has a rather strange layout; the only platforms are leaves on tiny sprouts, which grow from the water and the top of the screen. Hitting these leaves causes them to tilt, as well as change color from green, to yellow, to orange, to finally red. If a leaf is left alone for long enough, it will revert back to its previous state. Electroplankton also bounce from the water and hit leaves, which can alter them as well. If all the leaves are red, the sprout on the right will have a flower bloom. Notably, fighters cannot swim in the water.
		Hanebow has a rather strange layout; the only platforms are leaves on tiny sprouts, which grow from the water and the top of the screen. Hitting these leaves causes them to tilt, as well as change color from green, to yellow, to orange, to finally red. If a leaf is left alone for long enough, it will revert back to its previous state. Electroplankton also bounce from the water and hit leaves, which can alter them as well. If all the leaves are red, the sprout on the right will have a flower bloom. Notably, fighters cannot swim in the water.
Hither Thither HillPaper Mario: Sticker Star (2012)
		Hither Thither Hill consists of a main platform that extends to the left blast zone. It also has a rise and an edge that extends to the bottom blast zone. A Warp Pipe is also on this rise, as well as a windmill with four platforms. Another platform, being a cloud connected to a string, is on the top-left. Sometimes, a Fan can appear in the background, which will blow and create wind, pushing players around the stage and turning the windmill. This also causes the Warp Pipe to fly away, though it will reappear eventually.
		Hither Thither Hill consists of a main platform that extends to the left blast zone. It also has a rise and an edge that extends to the bottom blast zone. A Warp Pipe is also on this rise, as well as a windmill with four platforms. Another platform, being a cloud connected to a string, is on the top-left. Sometimes, a Fan can appear in the background, which will blow and create wind, pushing players around the stage and turning the windmill. This also causes the Warp Pipe to fly away, though it will reappear eventually.
Horn Top HopDonkey Kong Country: Tropical Freeze (2014)
		Horn Top Hop features one main platform that extends to the lower blast zone, and three soft platforms above it. Every few seconds, a large horn will sound and wind will start blowing from below, causing the soft platforms to lift into the background and the fighters to propel in the air. In this state, they can only use aerial attacks, but can drift in any direction. The stage will eventually turn to normal after a few seconds, and the process repeats.
		Horn Top Hop features one main platform that extends to the lower blast zone, and three soft platforms above it. Every few seconds, a large horn will sound and wind will start blowing from below, causing the soft platforms to lift into the background and the fighters to propel in the air. In this state, they can only use aerial attacks, but can drift in any direction. The stage will eventually turn to normal after a few seconds, and the process repeats.
Hyrule CastleThe Legend of Zelda: Ocarina of Time (1998)
		Hyrule Castle is a fairly large stage, with the center platform having rises and walls, as well as extending down to the lower blast zone. Three platforms are found near the center of the stage, placed on the tower in the background, The right of the stage also has a tower the players can walk through, serving as both another platform and a ceiling. Occasionally, tornadoes will appear in random parts of the stage. If a player is caught in one, they will be launched upward with heavy knockback.
		Hyrule Castle is a fairly large stage, with the center platform having rises and walls, as well as extending down to the lower blast zone. Three platforms are found near the center of the stage, placed on the tower in the background, The right of the stage also has a tower the players can walk through, serving as both another platform and a ceiling. Occasionally, tornadoes will appear in random parts of the stage. If a player is caught in one, they will be launched upward with heavy knockback.
Jungle HijinxsDonkey Kong Country Returns (2010)
		Jungle Hijinxs consists of one main platform that extends to the lower blast zone and two smaller platforms at the sides. Barrel Cannons are found all over the stage, and using them takes players to the background, which has three main platforms that extend to the lower blast zone, the rightmost of which is smaller and has four small platforms above it. After entering a Barrel Cannon, the player will be covered in flames for a short time; this doesn't damage them, but if they try to enter a Barrel Cannon again while covered in these flames, it will explode and damage them instead. Sometimes, a Screaming Tiki will appear in the foreground and block players from reaching the background, causing it to fall to the ground and hit any players below when hit by a launched player. The foreground or background may also disappear, forcing players to fight on one of the two.
		Jungle Hijinxs consists of one main platform that extends to the lower blast zone and two smaller platforms at the sides. Barrel Cannons are found all over the stage, and using them takes players to the background, which has three main platforms that extend to the lower blast zone, the rightmost of which is smaller and has four small platforms above it. After entering a Barrel Cannon, the player will be covered in flames for a short time; this doesn't damage them, but if they try to enter a Barrel Cannon again while covered in these flames, it will explode and damage them instead. Sometimes, a Screaming Tiki will appear in the foreground and block players from reaching the background, causing it to fall to the ground and hit any players below when hit by a launched player. The foreground or background may also disappear, forcing players to fight on one of the two.
Kalos Pokmon LeaguePokmon X and Pokmon Y (2013)
		Kalos Pokmon League starts in the Main Hall, consisting a main platform that extends to the lower blast zone, with two smaller platforms positioned on either side just over the edge of the main platform. The stage will gradually change into one of four other chambers: the Blazing Chamber, the Flood Chamber, the Ironworks Chamber, and the Dragonmark Chamber, each with their own set of hazards. Transitions to these are random, and it reverts back to the Main Hall after each one. Each chamber's mechanics is as follows:
<tabber>
Blazing Chamber=In the Blazing Chamber, two smaller platforms rest above the main platform, supported by pillars of flame that damage players that touch them. Pillars of flames are also present on either side of the main platform. Ho-Oh may also appear, and will raise the pillars of flame on-stage as well as make them deal more damage.
		Kalos Pokmon League starts in the Main Hall, consisting a main platform that extends to the lower blast zone, with two smaller platforms positioned on either side just over the edge of the main platform. The stage will gradually change into one of four other chambers: the Blazing Chamber, the Flood Chamber, the Ironworks Chamber, and the Dragonmark Chamber, each with their own set of hazards. Transitions to these are random, and it reverts back to the Main Hall after each one. Each chamber's mechanics is as follows:
<tabber>
Blazing Chamber=In the Blazing Chamber, two smaller platforms rest above the main platform, supported by pillars of flame that damage players that touch them. Pillars of flames are also present on either side of the main platform. Ho-Oh may also appear, and will raise the pillars of flame on-stage as well as make them deal more damage.
King of Fighters StadiumFatal Fury: King of Fighters (1991)
		King of Fighters Stadium has a simple layout consisting of one flat platform that extends past the left and right blast zones, as well as a very high ceiling. Uniquely, there are invisible walls blocking both of the side blast zones, so characters will bounce off of them. They can be broken if a fighter is launched into it with enough knockback, KOing them. Characters from the Fatal Fury and The King of Fighters series will also appear in the background.
		King of Fighters Stadium has a simple layout consisting of one flat platform that extends past the left and right blast zones, as well as a very high ceiling. Uniquely, there are invisible walls blocking both of the side blast zones, so characters will bounce off of them. They can be broken if a fighter is launched into it with enough knockback, KOing them. Characters from the Fatal Fury and The King of Fighters series will also appear in the background.
Kongo FallsDonkey Kong Country (1994)
		Kongo Falls takes place on a rope bridge that serves as the main platform. Four smaller platforms are positioned above it, and on the bottom-right corner of the stage is a rock, serving as another solid platform. Sometimes a log will appear from the waterfall to serve as a small, temporary platform. The bottom of the screen houses a Barrel Cannon, which will launch players that fall into it. Lastly, a Klaptrap can jump from the waterfall and bite opponents dealing heavy damage. It may also fall into the Barrel Cannon, damaging anyone that tries to get in it.
		Kongo Falls takes place on a rope bridge that serves as the main platform. Four smaller platforms are positioned above it, and on the bottom-right corner of the stage is a rock, serving as another solid platform. Sometimes a log will appear from the waterfall to serve as a small, temporary platform. The bottom of the screen houses a Barrel Cannon, which will launch players that fall into it. Lastly, a Klaptrap can jump from the waterfall and bite opponents dealing heavy damage. It may also fall into the Barrel Cannon, damaging anyone that tries to get in it.
Kongo JungleDonkey Kong Country (1994)
		Kongo Jungle consists of one main, wooden platform with trees growing on it on either end, which have their own platforms. In the center, two platforms rotate around each other. At the bottom of the stage, a Barrel Cannon will move back and forth. Fighters that enter this Barrel Cannon can launch out of it by pressing the attack button, damaging opponents they hit. However, it can sometimes spin around and aim at the blast zones, so fighters who are not careful may get KO'ed.
		Kongo Jungle consists of one main, wooden platform with trees growing on it on either end, which have their own platforms. In the center, two platforms rotate around each other. At the bottom of the stage, a Barrel Cannon will move back and forth. Fighters that enter this Barrel Cannon can launch out of it by pressing the attack button, damaging opponents they hit. However, it can sometimes spin around and aim at the blast zones, so fighters who are not careful may get KO'ed.
Lightning CupMario Kart Wii (2007)
		<tabber>
Transition=Lightning Cup tours around the four courses in the Lightning Cup in Mario Kart Wii; SNES Mario Circuit 3, DS Peach Gardens, GCN DK Mountain, and N64 Bowser's Castle. During transitions between courses, a set of platforms will appear and carry the fighters, indicated by Lakitu floating above the stage and waving a checkered flag. The set of platforms consists of one solid platform and two smaller platforms above it.
		<tabber>
Transition=Lightning Cup tours around the four courses in the Lightning Cup in Mario Kart Wii; SNES Mario Circuit 3, DS Peach Gardens, GCN DK Mountain, and N64 Bowser's Castle. During transitions between courses, a set of platforms will appear and carry the fighters, indicated by Lakitu floating above the stage and waving a checkered flag. The set of platforms consists of one solid platform and two smaller platforms above it.
Luigi's MansionLuigi's Mansion (2001)
		Luigi's Mansion consists of one solid platform, which supports the mansion. Inside are four platforms - two large ones and two miniature ones underneath - and on either side of the mansion are two platforms that move up and down. Normally, the inside of the mansion is obscured, though the front of the mansion will fade away if a player is inside. The pillars can be destroyed by attacking them, which will destroy part of the mansion. After the whole mansion is destroyed, it will regenerate after some time.
		Luigi's Mansion consists of one solid platform, which supports the mansion. Inside are four platforms - two large ones and two miniature ones underneath - and on either side of the mansion are two platforms that move up and down. Normally, the inside of the mansion is obscured, though the front of the mansion will fade away if a player is inside. The pillars can be destroyed by attacking them, which will destroy part of the mansion. After the whole mansion is destroyed, it will regenerate after some time.
Mario Bros.Mario Bros. (1983)
		Mario Bros. is a recreation of the layout in Mario Bros.; the bottom of the stage extends to the left and rightmost blast zones, and seven solid platforms are above it. These platforms are special in that one can jump at thmem from underneath, and damage opponents above. The bottom of the stage also has a POW Block, which can be attacked to damage any ground-bound opponents. It can be attacked three times before dispapearing, though it will reappear eventually. Enemies from Mario Bros. - Shellcreepers, Sidesteppers, and Fighter Flies - can appear out of the pipes and walk around the stage, damaging opponents they hit. If attacked, they will be knocked over, and they can be picked up as items and thrown at opponents. Lastly, if a player walks through the left or right blast zones, they will appear on the other side.
		Mario Bros. is a recreation of the layout in Mario Bros.; the bottom of the stage extends to the left and rightmost blast zones, and seven solid platforms are above it. These platforms are special in that one can jump at thmem from underneath, and damage opponents above. The bottom of the stage also has a POW Block, which can be attacked to damage any ground-bound opponents. It can be attacked three times before dispapearing, though it will reappear eventually. Enemies from Mario Bros. - Shellcreepers, Sidesteppers, and Fighter Flies - can appear out of the pipes and walk around the stage, damaging opponents they hit. If attacked, they will be knocked over, and they can be picked up as items and thrown at opponents. Lastly, if a player walks through the left or right blast zones, they will appear on the other side.
Mario ClashMario Clash (1995)
		Mario Clash consists of one main platform that extends to the left and rightmost blast zones, and three smaller, solid platforms above it. On either side of of the stage are two Warp Pipes players can enter by walking into them, one on the main platform and one on one of the upper platforms. The Warp Pipes on the left side take the player up and down, while the Warp Pipes on the right side take players to the background, which has an identical layout to the foreground. Enemies can spawn on the stage and move around, damaging players if they are hit. Most can be defeated by damaging them, though Koopa Troopas are special in that they hide in their shells when attacked, and can be picked up as items. When thrown from a player on the foreground, it will target and hit a player in the background and vice-versa.
		Mario Clash consists of one main platform that extends to the left and rightmost blast zones, and three smaller, solid platforms above it. On either side of of the stage are two Warp Pipes players can enter by walking into them, one on the main platform and one on one of the upper platforms. The Warp Pipes on the left side take the player up and down, while the Warp Pipes on the right side take players to the background, which has an identical layout to the foreground. Enemies can spawn on the stage and move around, damaging players if they are hit. Most can be defeated by damaging them, though Koopa Troopas are special in that they hide in their shells when attacked, and can be picked up as items. When thrown from a player on the foreground, it will target and hit a player in the background and vice-versa.
Mario GalaxySuper Mario Galaxy (2007)
		Mario Galaxy features a unique, gravity based mechanic where the center of gravity is located at the stage's bottom-center. As such, players who get launched upward at the edge of the stage will move more diagonally. Projectiles also travel along the flow of gravity rather than straight forward, where they would otherwise collide with the stage. The stage itself conists of one solid platform that is rounded and extends to the left and right blast zones. There are also two soft platforms on either side.
		Mario Galaxy features a unique, gravity based mechanic where the center of gravity is located at the stage's bottom-center. As such, players who get launched upward at the edge of the stage will move more diagonally. Projectiles also travel along the flow of gravity rather than straight forward, where they would otherwise collide with the stage. The stage itself conists of one solid platform that is rounded and extends to the left and right blast zones. There are also two soft platforms on either side.
MementosPersona 5 (2016)
		Mementos consists of one main platform, as well as two smaller platforms above it, and another solid platform. Several events can happen throughout the battle, such as trains passing through the sky and ground that damage fighters and walls that can appear on either side of the stage. Additionally, the Phantom Thieves of Hearts can also appear on the stage, serving as background characters. Uniquely, the stage will change color depending on what music is playing; it will be red when a Persona 5 track is playing, yellow when a Persona 4 track is playing, blue when a Persona 3 track is playing, and purple when a Persona 2 track is playing. The victory screens after the battle also change color depending on the same criteria.
		Mementos consists of one main platform, as well as two smaller platforms above it, and another solid platform. Several events can happen throughout the battle, such as trains passing through the sky and ground that damage fighters and walls that can appear on either side of the stage. Additionally, the Phantom Thieves of Hearts can also appear on the stage, serving as background characters. Uniquely, the stage will change color depending on what music is playing; it will be red when a Persona 5 track is playing, yellow when a Persona 4 track is playing, blue when a Persona 3 track is playing, and purple when a Persona 2 track is playing. The victory screens after the battle also change color depending on the same criteria.
Moray TowersSplatoon (2015)
		Moray Towers has a unique layout consisting of several ramps that stack on top of each other. This makes the stage overall large and spacious. The only solid platforms are the bottom one and a single platform where two ramps meet to the left. All other platforms can be passed through. When a match starts, ink of random colors will splatter along the stage and stay there for the whole match, though this has no bearing on gameplay.
		Moray Towers has a unique layout consisting of several ramps that stack on top of each other. This makes the stage overall large and spacious. The only solid platforms are the bottom one and a single platform where two ramps meet to the left. All other platforms can be passed through. When a match starts, ink of random colors will splatter along the stage and stay there for the whole match, though this has no bearing on gameplay.
Mushroom KingdomSuper Mario Bros. (1985)
		Mushroom Kingdom has two main platforms, both of which extend to the left and right blast zones. In between them is a pit. There are three platforms made of Used Blocks, one of the left and two on the right. In the middle of the pit are Seesaw Lifts, which act as platforms. Fighters who stand on them will cause their platform to fall and the other to rise. If one platform goes to low, both will fall down, and cannot be used until they reappear. There is another platform made of Brick Blocks top the left, that extends past the blast zone. There are three Warp Pipes around the stage that fighters can enter to appear out of another. There is one located within the pit however, so it is rather risky.
		Mushroom Kingdom has two main platforms, both of which extend to the left and right blast zones. In between them is a pit. There are three platforms made of Used Blocks, one of the left and two on the right. In the middle of the pit are Seesaw Lifts, which act as platforms. Fighters who stand on them will cause their platform to fall and the other to rise. If one platform goes to low, both will fall down, and cannot be used until they reappear. There is another platform made of Brick Blocks top the left, that extends past the blast zone. There are three Warp Pipes around the stage that fighters can enter to appear out of another. There is one located within the pit however, so it is rather risky.
Mushroom Kingdom IIYume Kōjō: Doki Doki Panic (1987)
		Mushroom Kingdom II consist of two main platforms, and a lower platform in between them. The leftmost and rightmost platforms extend past the blast zones. In between the two main platforms is a waterfall, where logs fall down in the gaps between the platforms, which can either be used for recovery or can trap fighters below. A Pidgit can sometimes be found flying around on a magic carpet, which can also be used as a temporary platform.
		Mushroom Kingdom II consist of two main platforms, and a lower platform in between them. The leftmost and rightmost platforms extend past the blast zones. In between the two main platforms is a waterfall, where logs fall down in the gaps between the platforms, which can either be used for recovery or can trap fighters below. A Pidgit can sometimes be found flying around on a magic carpet, which can also be used as a temporary platform.
Mushroom Kingdom IIISuper Mario Bros. 3 (1989)
		Mushroom Kingdom III's layout consist of two main platforms, both of which extend past the left and right blast zones. The left platform is taller, but the right one is longer. To the right are platforms that consist of Brick Blocks and ? Blocks, which can be broken by attacks. ? Blocks can sometimes spawn items when broken. Once broken, the blocks will respawn after some time. Meanwhile, the right platform has pass-through platforms above it in the form of colorful blocks.
		Mushroom Kingdom III's layout consist of two main platforms, both of which extend past the left and right blast zones. The left platform is taller, but the right one is longer. To the right are platforms that consist of Brick Blocks and ? Blocks, which can be broken by attacks. ? Blocks can sometimes spawn items when broken. Once broken, the blocks will respawn after some time. Meanwhile, the right platform has pass-through platforms above it in the form of colorful blocks.
Mushroom Kingdom UNew Super Mario Bros. U (2012)
		<tabber>
Acorn Plains=Mushroom Kingdom U starts in Acorn Plains, which consists of one main platform with edges that extend down to the bottom blast zone. Above it are three soft platforms, two to the left and one to the right. Periodically, Kamek (or a red Magikoopa if Kamek is in the battle) will appear at the top of the screen and cackle, then cover the stage in magic, transforming it into one of three other forms.
		<tabber>
Acorn Plains=Mushroom Kingdom U starts in Acorn Plains, which consists of one main platform with edges that extend down to the bottom blast zone. Above it are three soft platforms, two to the left and one to the right. Periodically, Kamek (or a red Magikoopa if Kamek is in the battle) will appear at the top of the screen and cackle, then cover the stage in magic, transforming it into one of three other forms.
Mushroomy KingdomSuper Mario Bros. (1985)
		Mushroomy Kingdom is a recreation of World 1-1 from Super Mario Bros., and the stage will follow the same format. There are Brick Blocks and ? Blocks, which when attacked, will break and reveal items respectively. These can also be broken by jumping at them from below. They alongside the pipes also serve as solid platforms, meaning players cannot pass through them.If either of the trigger buttons are held while selecting the stage on the stage select screen, then the stage will instead be based on World 1-2, which has been absent from the stage in Smash 4 and Ultimate. It follows the same mechanics as World 1-1, but with a different layout.
		Mushroomy Kingdom is a recreation of World 1-1 from Super Mario Bros., and the stage will follow the same format. There are Brick Blocks and ? Blocks, which when attacked, will break and reveal items respectively. These can also be broken by jumping at them from below. They alongside the pipes also serve as solid platforms, meaning players cannot pass through them.If either of the trigger buttons are held while selecting the stage on the stage select screen, then the stage will instead be based on World 1-2, which has been absent from the stage in Smash 4 and Ultimate. It follows the same mechanics as World 1-1, but with a different layout.
Mute CityF-Zero (1990)
		Mute City mainly consists of three platforms, two soft platforms on either side and the Blue Falcon. There is a road below, but it will damage players that touch it. The side platforms will slowly move from side to side, and the Blue Falcon will tilt as it drifts. Sometimes, other race machines - the Pink Stingray, the Wild Goose, or the Golden Fox - can crash into the Blue Falcon and replace it as the center platform for a short time: this damages players that are on it.
		Mute City mainly consists of three platforms, two soft platforms on either side and the Blue Falcon. There is a road below, but it will damage players that touch it. The side platforms will slowly move from side to side, and the Blue Falcon will tilt as it drifts. Sometimes, other race machines - the Pink Stingray, the Wild Goose, or the Golden Fox - can crash into the Blue Falcon and replace it as the center platform for a short time: this damages players that are on it.
New Los AngelesXenoblade Chronicles X (2015)
		New Los Angeles has a stair-like layout, with the sides of the main platform extending to the left ad right blast zones. Above this are two smaller platforms near the center of the stage.
		New Los Angeles has a stair-like layout, with the sides of the main platform extending to the left ad right blast zones. Above this are two smaller platforms near the center of the stage.
New Pork CityMOTHER 3 (2006)
		New Pork City is a gigantic stage with various platforms. The three main solid platforms are on the left, right, and bottom: the right and bottom ones are connected by a small bridge, which can be broken if it is attacked enough, though it will respawn eventually. The bottom platform has a much smaller, slanted platform to the left of it. The right platform has an array of five soft platforms above it. The left platform also has soft platforms around it, as well as another solid platform to the left. Finally, the soft platform in the middle will sway back and forth periodically. Occasionally, the Ultimate Chimera will spawn, either on the left, right, or bottom of the stage. It will walk around a set path slowly, and if it gets close enough to a fighter, it will chomp ferociously, instantly KOing them. It disappears after a short time.
		New Pork City is a gigantic stage with various platforms. The three main solid platforms are on the left, right, and bottom: the right and bottom ones are connected by a small bridge, which can be broken if it is attacked enough, though it will respawn eventually. The bottom platform has a much smaller, slanted platform to the left of it. The right platform has an array of five soft platforms above it. The left platform also has soft platforms around it, as well as another solid platform to the left. Finally, the soft platform in the middle will sway back and forth periodically. Occasionally, the Ultimate Chimera will spawn, either on the left, right, or bottom of the stage. It will walk around a set path slowly, and if it gets close enough to a fighter, it will chomp ferociously, instantly KOing them. It disappears after a short time.
Oil Ocean ZoneSonic the Hedgehog 2 (1992)
		Oil Ocean Zone consists of three main platforms, the left and right of which extend to their respective blast zones, and the middle being higher and wider than the others. Above them are two solid platforms on either side of the stage, the right being slightly higher than the left. On these platforms as well as either side of the middle platform are soft platforms that extend outard. If stepped on, they will crumble and disappear after a few seconds, but will respawn after a short time. On the middle platform also has two small green objects, which periodically launch platforms upward. Uniquely, the bottom of the stage is covered in oil: this is different from water as players will begin sinking into it, and must jump repeatedly to get out of it. If they sink too far down, they will lose a stock. Sometimes, fire will drop from above into the oil, which sets it on fire for a few seconds, and damages players that come in contact with it.
		Oil Ocean Zone consists of three main platforms, the left and right of which extend to their respective blast zones, and the middle being higher and wider than the others. Above them are two solid platforms on either side of the stage, the right being slightly higher than the left. On these platforms as well as either side of the middle platform are soft platforms that extend outard. If stepped on, they will crumble and disappear after a few seconds, but will respawn after a short time. On the middle platform also has two small green objects, which periodically launch platforms upward. Uniquely, the bottom of the stage is covered in oil: this is different from water as players will begin sinking into it, and must jump repeatedly to get out of it. If they sink too far down, they will lose a stock. Sometimes, fire will drop from above into the oil, which sets it on fire for a few seconds, and damages players that come in contact with it.
OnettEarthBound (1994)
		Onett's ground extends to the left and right blast zones and takes place along a street, with three buildings. The building on the far left is solid on the right side, and has a soft platform slanting downward on its left side. Above it are two trees which also serve as soft platforms, and will dip downward depending on how much weight is placed on them. The center building is in the background, with two awnings acting as soft platforms. Stepping on one of them causes the "Drug Store" sign to tilt, and stepping on them two more times causes the sign to fall and remove the awnings; they will be restored after a short time. Finally, the right building is completely solid and have a curved soft platform above it. Occasionally, a warning sign will appear to the left or right, signifying a car will pass through the stage in that direction, dealing high damage to anyone standing at the bottom of the stage.
		Onett's ground extends to the left and right blast zones and takes place along a street, with three buildings. The building on the far left is solid on the right side, and has a soft platform slanting downward on its left side. Above it are two trees which also serve as soft platforms, and will dip downward depending on how much weight is placed on them. The center building is in the background, with two awnings acting as soft platforms. Stepping on one of them causes the "Drug Store" sign to tilt, and stepping on them two more times causes the sign to fall and remove the awnings; they will be restored after a short time. Finally, the right building is completely solid and have a curved soft platform above it. Occasionally, a warning sign will appear to the left or right, signifying a car will pass through the stage in that direction, dealing high damage to anyone standing at the bottom of the stage.
Outer SpaceSpace Invaders (1978)
		Outer Space takes place on one solid platform, with a soft platform right above it. It periodically switches between stage hazards based on two Atari games: Space Invaders and Asteroids. In the former, the Space Invaders will appear at the top of the stage and move downward just as they do in their original game, and will occasionally shoot down projectiles that deal damage. They can be defeated with any attack, but if one touches the main platform, it will flash white and deal damage and knockback to players standing on it. In the latter, asteroids of various sizes will start floating aimlessly around the stage, damaging fighters they hit. They can be attacked, which will cause them to break into smaller asteroids and be sent in different directions.
		Outer Space takes place on one solid platform, with a soft platform right above it. It periodically switches between stage hazards based on two Atari games: Space Invaders and Asteroids. In the former, the Space Invaders will appear at the top of the stage and move downward just as they do in their original game, and will occasionally shoot down projectiles that deal damage. They can be defeated with any attack, but if one touches the main platform, it will flash white and deal damage and knockback to players standing on it. In the latter, asteroids of various sizes will start floating aimlessly around the stage, damaging fighters they hit. They can be attacked, which will cause them to break into smaller asteroids and be sent in different directions.
PAC-MAZEPAC-MAN (1980)
		PAC-MAZE consists of one main platform, and five other platforms surrounding it. The center platform also serves as a ceiling to the bottom platform. Blinky, Inky, Pink, and Clyde will move around the stage, following their patterns in the original PAC-MAN. PAC-DOTs will appear around the stage, and collecting them will add points that can be seen by the players' icon. Bonus Fruits can also appear, which count as 10 points. After a player has reached 100 points, a Power Pellet in their player color will appear around the stage; collecting it gives them a 1.7x power boost for a few seconds, as well as allow them to touch the ghosts without being damaged. Players can destroy each other's Power Pellets by attacking them.
		PAC-MAZE consists of one main platform, and five other platforms surrounding it. The center platform also serves as a ceiling to the bottom platform. Blinky, Inky, Pink, and Clyde will move around the stage, following their patterns in the original PAC-MAN. PAC-DOTs will appear around the stage, and collecting them will add points that can be seen by the players' icon. Bonus Fruits can also appear, which count as 10 points. After a player has reached 100 points, a Power Pellet in their player color will appear around the stage; collecting it gives them a 1.7x power boost for a few seconds, as well as allow them to touch the ghosts without being damaged. Players can destroy each other's Power Pellets by attacking them.
PictoChat XPictoChat (2004)
		PictoChat X consists of a single solid platform with slightly sloped edges. Like Flat Zone X in Smash 4 and Ultimate, PictoChat X combines all of the elements from PictoChat in Brawl and PictoChat 2 in Smash 4 and Ultimate. At regular intervals, something will be drawn on-screen, which can range from simple platforms to hazards that need to be avoided. Below is a list of things that can be drawn:
<tabber>
From PictoChat=
*Two fireballs can appear on the stage, which damage fighters that touch them.
*Two rockets fly from both sides of the screen and explode on contact, dealing damage.
*A halfpipe-like structure will appear with a minecart on it. It will move from side to side, damaging fighters it collides with.
*Two sets of spikes will appear on either of the side blast zones, damaging fighters that touch them.
*A stack of blocks drawn in 3D will appear, which serve as platforms.
*A spring will appear on either side of the main platform, bouncing fighters upward.
*A ferris wheel-like object will appear, which has four platforms that move in a circle.
*A girder swinging from a rope will move from side to side, serving as a platform.
*A large face will appear on the right side of the stage and blow, pushing fighters to the left.
*A farm is drawn in the background, along with two additional platforms on either side of the stage that extend to the side blast zones.
*A Piranha Plant appears in the middle of the stage and chomps upward, damaging fighters that touch its head.
*A whale is drawn, which serves as a large platform. It sometimes creates a spout of water from its blowhole, which is also a platform.
*A clock appears in the background, with its moving minute and hour hands serving as platforms.
*Four large spears stick up from the ground. The sides serve as walls, and the tops will damage fighters.
*Eyes are drawn in the background, with an upward diagonal line cutting across the middle that serves as a platform.
*Several lines are drawn, which serve as platforms.
*Two raised platforms appear on either side of the stage.
*A house is drawn in the background, the roof serving as a platform.
*Two ladders appear that lead up to a long girder platform.
*Five platforms at different angles appear above the stage, randing from vertical to horizontal.
*A head and a hand are drawn, which serve as platforms.
*A large tree is drawn in the background with three branches, which serve as platforms.
*Two pine trees are drawn, which serve as platforms.
*A boat is drawn, with a single line serving as a platform.
*A sailboat is drawn in wavy waters, both serving as platforms. The boat moves to the left and right.
*An umbrella is drawn, which serves as both a platform and ceiling.
*Angry eyes are drawn in the background, the eyebrows serving as slanted platforms.
		PictoChat X consists of a single solid platform with slightly sloped edges. Like Flat Zone X in Smash 4 and Ultimate, PictoChat X combines all of the elements from PictoChat in Brawl and PictoChat 2 in Smash 4 and Ultimate. At regular intervals, something will be drawn on-screen, which can range from simple platforms to hazards that need to be avoided. Below is a list of things that can be drawn:
<tabber>
From PictoChat=
*Two fireballs can appear on the stage, which damage fighters that touch them.
*Two rockets fly from both sides of the screen and explode on contact, dealing damage.
*A halfpipe-like structure will appear with a minecart on it. It will move from side to side, damaging fighters it collides with.
*Two sets of spikes will appear on either of the side blast zones, damaging fighters that touch them.
*A stack of blocks drawn in 3D will appear, which serve as platforms.
*A spring will appear on either side of the main platform, bouncing fighters upward.
*A ferris wheel-like object will appear, which has four platforms that move in a circle.
*A girder swinging from a rope will move from side to side, serving as a platform.
*A large face will appear on the right side of the stage and blow, pushing fighters to the left.
*A farm is drawn in the background, along with two additional platforms on either side of the stage that extend to the side blast zones.
*A Piranha Plant appears in the middle of the stage and chomps upward, damaging fighters that touch its head.
*A whale is drawn, which serves as a large platform. It sometimes creates a spout of water from its blowhole, which is also a platform.
*A clock appears in the background, with its moving minute and hour hands serving as platforms.
*Four large spears stick up from the ground. The sides serve as walls, and the tops will damage fighters.
*Eyes are drawn in the background, with an upward diagonal line cutting across the middle that serves as a platform.
*Several lines are drawn, which serve as platforms.
*Two raised platforms appear on either side of the stage.
*A house is drawn in the background, the roof serving as a platform.
*Two ladders appear that lead up to a long girder platform.
*Five platforms at different angles appear above the stage, randing from vertical to horizontal.
*A head and a hand are drawn, which serve as platforms.
*A large tree is drawn in the background with three branches, which serve as platforms.
*Two pine trees are drawn, which serve as platforms.
*A boat is drawn, with a single line serving as a platform.
*A sailboat is drawn in wavy waters, both serving as platforms. The boat moves to the left and right.
*An umbrella is drawn, which serves as both a platform and ceiling.
*Angry eyes are drawn in the background, the eyebrows serving as slanted platforms.
PinballPinball (1984)
		Pinball's stage layout is a recreation of the bottom screen in Pinball. The bottom half of the stage has two walls, with various platforms and slopes in between. Above it are three platforms, and above those are six miniature platforms. Flippers are found at the bottom of the stage, and will sometimes fling players upward and launch them if they are standing on them. Bumpers also move around the stage, bouncing players backward on contact. In between the top six platforms are slots; if opponents are knocked through one of them, one of the eggs found on the bottom half will hatch into a penguin. If this is done three times, all three eggs will be hatched, and will balance balls on their beaks. When this happens, all players who launched others into one of the slots will be given an extra stock in stock battles or a point in timed battles.
		Pinball's stage layout is a recreation of the bottom screen in Pinball. The bottom half of the stage has two walls, with various platforms and slopes in between. Above it are three platforms, and above those are six miniature platforms. Flippers are found at the bottom of the stage, and will sometimes fling players upward and launch them if they are standing on them. Bumpers also move around the stage, bouncing players backward on contact. In between the top six platforms are slots; if opponents are knocked through one of them, one of the eggs found on the bottom half will hatch into a penguin. If this is done three times, all three eggs will be hatched, and will balance balls on their beaks. When this happens, all players who launched others into one of the slots will be given an extra stock in stock battles or a point in timed battles.
PonyvilleMy Little Pony: Friendship is Magic (2010)
		Ponyville has a simple layout, consisting of one main platform and three smaller platforms above; one and the middle and two on either side that are tilted downward and extend closer to the blast zone. The stage takes place on a giant floating rock held up by clouds, which tours around Equestria. The stage starts in Ponyville, but will periodically travel to other locations in the series randomly: these are Sweet Apple Acres, the Everfree Forest, Cloudsdale, Canterlot, Appleloosa, Manehattan, New Town, dodge Junction, the Crystal Empire, and the Dragon Lands. Several characters will make a cameo in the background as the stage changes.
		Ponyville has a simple layout, consisting of one main platform and three smaller platforms above; one and the middle and two on either side that are tilted downward and extend closer to the blast zone. The stage takes place on a giant floating rock held up by clouds, which tours around Equestria. The stage starts in Ponyville, but will periodically travel to other locations in the series randomly: these are Sweet Apple Acres, the Everfree Forest, Cloudsdale, Canterlot, Appleloosa, Manehattan, New Town, dodge Junction, the Crystal Empire, and the Dragon Lands. Several characters will make a cameo in the background as the stage changes.
PushmoPushmo (2011)
		Pushmo consists of a main platform that extends to the left and rightmost blast zones. Above it is a randomly-generated array of shapes that are initially just in the background. At regular intervals, some of the shapes will push out, creating solid platforms for the players to fight on.
		Pushmo consists of a main platform that extends to the left and rightmost blast zones. Above it is a randomly-generated array of shapes that are initially just in the background. At regular intervals, some of the shapes will push out, creating solid platforms for the players to fight on.
Raphael the Raven's CastleSuper Mario World 2: Yoshi's Island (1995)
		Raphael the Raven's Castle takes place on the moon where Raphael the Raven is battled in Super Mario World 2: Yoshi's Island. The main platform is a round sphere. Four pegs poke out of the sides, with two underground and two revealed. Attacking one peg will push it into the ground and reveal the opposite peg, damaging any opponents it hits. Surrounding the stage are two Flatbed Ferries that serve as platforms, which rotate around the stage.
		Raphael the Raven's Castle takes place on the moon where Raphael the Raven is battled in Super Mario World 2: Yoshi's Island. The main platform is a round sphere. Four pegs poke out of the sides, with two underground and two revealed. Attacking one peg will push it into the ground and reveal the opposite peg, damaging any opponents it hits. Surrounding the stage are two Flatbed Ferries that serve as platforms, which rotate around the stage.
S.S. FlavionPaper Mario: The Thousand-Year Door (2004)
		S.S. Flavion takes place on a ship above water, which players can swim in. Above the ship are three platforms that can be fallen through. Occasionally, a giant Blooper will appear and cause waves with its tentacles, tilting the ship back and forth. The Whale from Paper Mario can also appear, lifting the ship on its back and rising it into the air, bringing it closer to the upper blast zone.
		S.S. Flavion takes place on a ship above water, which players can swim in. Above the ship are three platforms that can be fallen through. Occasionally, a giant Blooper will appear and cause waves with its tentacles, tilting the ship back and forth. The Whale from Paper Mario can also appear, lifting the ship on its back and rising it into the air, bringing it closer to the upper blast zone.
Shadow Moses IslandMetal Gear Solid (1998)
		Shadow Moses Island consists of a bottom platform that extends past the left and rightmost blast zones. There is a platform near the center of the stage that also extends to the blast zones, and two platforms in between them. Unique to the stage are walls on either side, which means that opponents must be KO'ed by launching them upward. However, the walls can be knocked down if they are damaged enough, allowing players to KO each other via the other blast zones. The walls will rebuild themselves after a short time. A spotlight will sometimes move around the stage, and if it hits a player, a red "!" appears and the spotlight focuses on them. This is purely visual and serves no gameplay purpose.
		Shadow Moses Island consists of a bottom platform that extends past the left and rightmost blast zones. There is a platform near the center of the stage that also extends to the blast zones, and two platforms in between them. Unique to the stage are walls on either side, which means that opponents must be KO'ed by launching them upward. However, the walls can be knocked down if they are damaged enough, allowing players to KO each other via the other blast zones. The walls will rebuild themselves after a short time. A spotlight will sometimes move around the stage, and if it hits a player, a red "!" appears and the spotlight focuses on them. This is purely visual and serves no gameplay purpose.
Sky Sanctuary ZoneSonic the Hedgehog 3 & Knuckles (1994)
		Sky Sanctuary Zone is made up of one main platform, and four floating platforms above it. On either side of the main platform are slopes that extend past the left and rightmost blast zones; should a player step on them, part of the platform will fall under them. They will regenerate after some time.
		Sky Sanctuary Zone is made up of one main platform, and four floating platforms above it. On either side of the main platform are slopes that extend past the left and rightmost blast zones; should a player step on them, part of the platform will fall under them. They will regenerate after some time.
Spiral MountainBanjo-Kazooie (1998)
		Spiral Mountain consists of a single solid platform with walls that extend below the bottom blast zone. The stage will occasionally rotate, carrying fighters and items with it. The spiral incline can also serve as a platform depending on how the mountain rotates. Additional platforms can also appear, including a bridge that leads to Gruntilda's lair.
		Spiral Mountain consists of a single solid platform with walls that extend below the bottom blast zone. The stage will occasionally rotate, carrying fighters and items with it. The spiral incline can also serve as a platform depending on how the mountain rotates. Additional platforms can also appear, including a bridge that leads to Gruntilda's lair.
Stage 2Donkey Kong Jr. (1982)
		Stage 2's layout is, for the most part, a perfect recreation of the second stage in Donkey Kong Jr. There are an odd array of platforms throughout the stage, all of which are pass-through. Only the top one extends to the leftmost blast zone. The stage is covered in chains, which fighters can use to climb and reach higher areas quicker. Two chains in the center move left and right. There is a Spring on the bottom-left of the stage that players can jump on to reach new heights. Sometimes, the chains below the bottom platform can drop fruit if fighters touch them, which fall down and damage opponents they hit.
		Stage 2's layout is, for the most part, a perfect recreation of the second stage in Donkey Kong Jr. There are an odd array of platforms throughout the stage, all of which are pass-through. Only the top one extends to the leftmost blast zone. The stage is covered in chains, which fighters can use to climb and reach higher areas quicker. Two chains in the center move left and right. There is a Spring on the bottom-left of the stage that players can jump on to reach new heights. Sometimes, the chains below the bottom platform can drop fruit if fighters touch them, which fall down and damage opponents they hit.
Sunset ShoreDonkey Kong Country Returns (2010)
		Sunset Shore has an uneven ground which extends to the left and right blast zones. Above are four soft platforms held up by wooden structures; if too much weight is put on them, the platforms will collapse for a short time before returning to normal. The left side of the stage also features a bridge that can be attacked. If damaged enough, it will break, creating a pit that leads to the bottom blast zone. It will repair shortly after, but not if players are in the pit. Uniquely, the stage features a sihlouette aesthetic, remeniscent of Sunset Shore and other similar stages in Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze: the stage, characters, and items are all completely black, with certain parts of the character's body showing a solid color to make them easier to see, such as Mario's hat and overalls, Donkey Kong's tie, Link's tunic, and Kirby's feet.
		Sunset Shore has an uneven ground which extends to the left and right blast zones. Above are four soft platforms held up by wooden structures; if too much weight is put on them, the platforms will collapse for a short time before returning to normal. The left side of the stage also features a bridge that can be attacked. If damaged enough, it will break, creating a pit that leads to the bottom blast zone. It will repair shortly after, but not if players are in the pit. Uniquely, the stage features a sihlouette aesthetic, remeniscent of Sunset Shore and other similar stages in Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze: the stage, characters, and items are all completely black, with certain parts of the character's body showing a solid color to make them easier to see, such as Mario's hat and overalls, Donkey Kong's tie, Link's tunic, and Kirby's feet.
Super Happy TreeYoshi's Story (1997)
		Supper Happy Tree consists of one main platform that caves inward toward the middle. Above it are three smaller platforms that are slanted. On the far left and right side of the stage are three clouds: one on the left side and two on the right. These can also be stood on as platforms, though they will disappear for awhile if they are stood on for too long.
		Supper Happy Tree consists of one main platform that caves inward toward the middle. Above it are three smaller platforms that are slanted. On the far left and right side of the stage are three clouds: one on the left side and two on the right. These can also be stood on as platforms, though they will disappear for awhile if they are stood on for too long.
Super Mario Maker 2Super Mario Maker 2 (2019)
		Super Mario Maker 2 is an evolution of the Super Mario Maker stage from previous games, now using objects and assets from its sequel, Super Mario Maker 2. The stage layout is randomly generated; as the battle begins, a hand creates the stage by placing blocks as the fighters enter on pink blocks that disappear immediately. The stage layouts can have multiple different hazards present, from lava that damages fighters, ice blocks that make turning harder, conveyor belts that push fighters around, moving platforms, and donut lifts that drop if a fighter stands on it for too long. Brick Blocks and ? can also be present, which can be hit to break them or reveal an item respectively. After this, the hand will place the blocks back where they were. There are a total of 1680 possible layouts. The stage will also periodically transition between the Super Mario Bros., Super Mario Bros. 3, Super Mario World, New Super Mario Bros. U, and Super Mario 3D World styles. Furthermore, the level theme can also change randomly from the following: Ground, Underground, Sky, Underwater, Desert, Snow, Forest, Ghost House, Airship, and Castle.
		Super Mario Maker 2 is an evolution of the Super Mario Maker stage from previous games, now using objects and assets from its sequel, Super Mario Maker 2. The stage layout is randomly generated; as the battle begins, a hand creates the stage by placing blocks as the fighters enter on pink blocks that disappear immediately. The stage layouts can have multiple different hazards present, from lava that damages fighters, ice blocks that make turning harder, conveyor belts that push fighters around, moving platforms, and donut lifts that drop if a fighter stands on it for too long. Brick Blocks and ? can also be present, which can be hit to break them or reveal an item respectively. After this, the hand will place the blocks back where they were. There are a total of 1680 possible layouts. The stage will also periodically transition between the Super Mario Bros., Super Mario Bros. 3, Super Mario World, New Super Mario Bros. U, and Super Mario 3D World styles. Furthermore, the level theme can also change randomly from the following: Ground, Underground, Sky, Underwater, Desert, Snow, Forest, Ghost House, Airship, and Castle.
TetrisTetris (1984)
300x300px|center	300x300px|center	Tetris has an extremely unconventional layout, with the bottom, left, and right blast zones being blocked off, leaving only the top one. Fighters first spawn on platforms before they immediately disappear, and drop to the bottom to fight. Throughout the battle, Tetrominoes will randomly spawn and drop on the stage; they will damage any fighters they hit, but also raise the stage layout upward. The game will continue like a normal game of Tetris, with the stage constantly rising and, thus, making it easier to KO opponents. Eventually, the Tetrominoes will reach too high, and the game resets, causing all the Tetrominoes to disappear.
 	 	Tetris has an extremely unconventional layout, with the bottom, left, and right blast zones being blocked off, leaving only the top one. Fighters first spawn on platforms before they immediately disappear, and drop to the bottom to fight. Throughout the battle, Tetrominoes will randomly spawn and drop on the stage; they will damage any fighters they hit, but also raise the stage layout upward. The game will continue like a normal game of Tetris, with the stage constantly rising and, thus, making it easier to KO opponents. Eventually, the Tetrominoes will reach too high, and the game resets, causing all the Tetrominoes to disappear.
Twin WoodsKirby Super Star (1996)
		Twin Woods takes place in between two trees, which act as walls. The can be scaled to higher platforms, with the tops of the tress extending past the blast zones. Landing on the platforms in the treetops will cause them to shake; if enough weight is placed on them, they will collapse, but will reappar after some time.
		Twin Woods takes place in between two trees, which act as walls. The can be scaled to higher platforms, with the tops of the tress extending past the blast zones. Landing on the platforms in the treetops will cause them to shake; if enough weight is placed on them, they will collapse, but will reappar after some time.
Ultra DesertPokmon Sun and Pokmon Moon (2016)
		Ultra Desert consists of an uneven main platform that extends to the left and rightmost blast zones, with a large slope upward present to the right. Stone structures also extend into the foreground, creating platforms that can also serve as walls and ceilings.
		Ultra Desert consists of an uneven main platform that extends to the left and rightmost blast zones, with a large slope upward present to the right. Stone structures also extend into the foreground, creating platforms that can also serve as walls and ceilings.
Unova Pokmon LeaguePokmon Black and Pokmon White (2010)
		By default, Unova Pokmon League's layout consists of a main platform with edges that extend to the bottom blast zone, and two smaller platforms above it. Sometimes, N's Castle can rise from the ground in the background, causing two slopes that appear on either side of the stage that extend to the left and rightmost blast zones. Afterwards, Reshiram or Zekrom can fly in and will attack opponents. The former uses Fusion Flare, covering parts of the stage in flames that damage players, and the latter uses Fusion Bolt, shooting a ball of electricity tat either destroys the ramps or tilts the stage for a short time. Afterwards, they will fly away and the stage will revert to normal. Whismicott, Milotic, and Shaymin may also appear in the background, though they won't have a effect on the battle and will simply fly away.
		By default, Unova Pokmon League's layout consists of a main platform with edges that extend to the bottom blast zone, and two smaller platforms above it. Sometimes, N's Castle can rise from the ground in the background, causing two slopes that appear on either side of the stage that extend to the left and rightmost blast zones. Afterwards, Reshiram or Zekrom can fly in and will attack opponents. The former uses Fusion Flare, covering parts of the stage in flames that damage players, and the latter uses Fusion Bolt, shooting a ball of electricity tat either destroys the ramps or tilts the stage for a short time. Afterwards, they will fly away and the stage will revert to normal. Whismicott, Milotic, and Shaymin may also appear in the background, though they won't have a effect on the battle and will simply fly away.
Urban ChampionUrban Champion (1984)
		Urban Champion consists of a main platform that extends to the left and right blast zones. Two buldings are in the background, which house a random set of platforms. Occasionally, a person can appear in the window of the buildings and drop a flower pot below, which damages players it hits. Additionally, if a player is KO'ed on either side of the screen, the stage will scroll in that direction, revealing a new building with a different set of platforms. Sometimes a manhole will be present, and players can fall down it and be KO'ed.
		Urban Champion consists of a main platform that extends to the left and right blast zones. Two buldings are in the background, which house a random set of platforms. Occasionally, a person can appear in the window of the buildings and drop a flower pot below, which damages players it hits. Additionally, if a player is KO'ed on either side of the screen, the stage will scroll in that direction, revealing a new building with a different set of platforms. Sometimes a manhole will be present, and players can fall down it and be KO'ed.
VenomStar Fox 64 (1997)
		Like Corneria, Venom takes place on the Great Fox, although it is facing towards the screen, resulting in a different layout. It consists of one large, round platform that extends upwards at the top, with the wings serving as smaller, soft platforms, with two on each side. As the Great Fox travels around Venom, it will sometimes enter caves, which will bounce players backward if they are knocked into them.
		Like Corneria, Venom takes place on the Great Fox, although it is facing towards the screen, resulting in a different layout. It consists of one large, round platform that extends upwards at the top, with the wings serving as smaller, soft platforms, with two on each side. As the Great Fox travels around Venom, it will sometimes enter caves, which will bounce players backward if they are knocked into them.
Wario's CastleWario Land II (1998)
		Wario's Castle consists of three main platforms, with a large one to the left, a small square one in the center, and a long one with a slope to the right. Above them are three soft platforms, and below them is rushing water that flows to the left. Players that jump in it will be carried by it, and will need to jump out of it and recover quickly so they don't get carried off into the leftmost blast zone.
		Wario's Castle consists of three main platforms, with a large one to the left, a small square one in the center, and a long one with a slope to the right. Above them are three soft platforms, and below them is rushing water that flows to the left. Players that jump in it will be carried by it, and will need to jump out of it and recover quickly so they don't get carried off into the leftmost blast zone.
WarioWare, Inc.WarioWare, Inc.: Mega Microgame$! (2003)
		WarioWare, Inc. consists of a main platform that extends to the lower blast zone, with four soft platforms above it, two on either side. At regular intervals, the players will be thrown into a microgame from the WarioWare series, which will have to be completed within a few seconds. If it is completed, then the players that participated have a chance to be given a reward status effect, such as becoming giant, metal, invisible, or invincible. Meanwhile, players who don't participate may be punished by being shrunk.
The microgames players can be in are as follows:
*Arrow Space: An array of arrows launches from the background and land on the foreground, damaging fighters they hit. Players must avoid damage.
*Blowin' Up: Players must hit all of the party poppers. There can be one to three.
*Crack Down: A large man swings a hammer in the background. Players must jump to avoid being damaged and buried. Sometimes, he will do a fake-out.
*Crazy Cars: A car will drive by the screen very fast from the left or right, and players must jump over it to avoid damage. The car can sometimes stop for a few seconds or jump.
*Don't Move: Players must not perform any action for the duration of the microgame.
*Kitty Cover: An umbrella will move across the stage above a kitten, covering it from rain. Players must stay under the umbrella for the duration of the microgame.
*Lose Your Marble: Players must keep attacking a block of marble to reveal a statue behind it.
*Sole Man: A giant foot will move above the stage before stomping, burying fighters underneath. Players must avoid being hit.
*Taunt: Players must taunt.
		WarioWare, Inc. consists of a main platform that extends to the lower blast zone, with four soft platforms above it, two on either side. At regular intervals, the players will be thrown into a microgame from the WarioWare series, which will have to be completed within a few seconds. If it is completed, then the players that participated have a chance to be given a reward status effect, such as becoming giant, metal, invisible, or invincible. Meanwhile, players who don't participate may be punished by being shrunk.
The microgames players can be in are as follows:
*Arrow Space: An array of arrows launches from the background and land on the foreground, damaging fighters they hit. Players must avoid damage.
*Blowin' Up: Players must hit all of the party poppers. There can be one to three.
*Crack Down: A large man swings a hammer in the background. Players must jump to avoid being damaged and buried. Sometimes, he will do a fake-out.
*Crazy Cars: A car will drive by the screen very fast from the left or right, and players must jump over it to avoid damage. The car can sometimes stop for a few seconds or jump.
*Don't Move: Players must not perform any action for the duration of the microgame.
*Kitty Cover: An umbrella will move across the stage above a kitten, covering it from rain. Players must stay under the umbrella for the duration of the microgame.
*Lose Your Marble: Players must keep attacking a block of marble to reveal a statue behind it.
*Sole Man: A giant foot will move above the stage before stomping, burying fighters underneath. Players must avoid being hit.
*Taunt: Players must taunt.
Whoopsy DesertWario Land: Shake It! (2008)
		Whoopsy Desert's stage layout consist of a single platform with declines on either side that extend past the blast zones. There is a large stone structure in the center. Sometimes, the stage will shake, causing the structure to rise from the ground and act as a platform. If the stage shakes again, the structure will sink back into the ground. Any fighters below it as it sinks will get KO'ed.
		Whoopsy Desert's stage layout consist of a single platform with declines on either side that extend past the blast zones. There is a large stone structure in the center. Sometimes, the stage will shake, causing the structure to rise from the ground and act as a platform. If the stage shakes again, the structure will sink back into the ground. Any fighters below it as it sinks will get KO'ed.
Wily CastleMega Man (1987)
		Wily Castle consists of a single, solid platform that extends below the bottom blast zone. During the battle, platforms will appear, such as ones that ride on randomly-generated rails and ones that rise on either side of the stage on pendulums.
		Wily Castle consists of a single, solid platform that extends below the bottom blast zone. During the battle, platforms will appear, such as ones that ride on randomly-generated rails and ones that rise on either side of the stage on pendulums.
Woolly WorldYoshi's Woolly World (2015)
		Woolly World consists of one solid platform that extends past the left and rightmost blast zones. Above it are several smaller platforms held by string, which will tilt depending on the weight of the characters and objects on them. Sometimes, the bottom platform will sink below the bottom blast zone, forcing players to fight on the platforms. It will return eventually however.
		Woolly World consists of one solid platform that extends past the left and rightmost blast zones. Above it are several smaller platforms held by string, which will tilt depending on the weight of the characters and objects on them. Sometimes, the bottom platform will sink below the bottom blast zone, forcing players to fight on the platforms. It will return eventually however.
Yoshi's IslandSuper Mario World 2: Yoshi's Island (1995)
		Yoshi's Island's layout consists of a sloped platform with edges that extend to the bottom blast zone. On top of it is another platform, which will tilt depending on the weight of characters, items, and other objects on it. Fly Guys can sometimes appear, which will be defeated if damaged. Some of them carry Food or other items, which will drop when they're defeated. A Blarggwich may also appear on either side of the stage, providing a platform for players to stand on before it disappears.
		Yoshi's Island's layout consists of a sloped platform with edges that extend to the bottom blast zone. On top of it is another platform, which will tilt depending on the weight of characters, items, and other objects on it. Fly Guys can sometimes appear, which will be defeated if damaged. Some of them carry Food or other items, which will drop when they're defeated. A Blarggwich may also appear on either side of the stage, providing a platform for players to stand on before it disappears.
Yoshi's StoryYoshi's Story (1997)
		Yoshi's Story consists of a solid platform with sloped edges, extending down to the bottom blast zone. Above it are three smaller platforms, arranged like Battlefield's platforms. A cloud will move along a rectangular track through the stage, which serves as another temporary platform. Propeller Shy Guys can appear, and sometimes will carry items, and any attack can defeat them, dropping said items.
		Yoshi's Story consists of a solid platform with sloped edges, extending down to the bottom blast zone. Above it are three smaller platforms, arranged like Battlefield's platforms. A cloud will move along a rectangular track through the stage, which serves as another temporary platform. Propeller Shy Guys can appear, and sometimes will carry items, and any attack can defeat them, dropping said items.
===Stage Bosses===
BirdoYume Kōjō: Doki Doki Panic (1987)
		Birdo is a recurring character in the Mario series. She is a pink dinosaur creature similar to Yoshis, who has the ability to shoot eggs out of her cannon-like snout. In her debut in Yume Kōjō: Doki Doki Panic, she was a midboss that worked for Wart, though has become an ally to Mario in later appearances.Birdo can sometimes appear on the Mushroom Kingdom II stage. She isn't really a Stage Boss as much as she is a stage hazard however. She attacks by firing eggs from her snout that can damage fighters they hit. After this, she retreats off-screen. Birdo can be defeated with enough attacks; otherwise she serves as a wall of sorts.	Birdo is a recurring character in the Mario series. She is a pink dinosaur creature similar to Yoshis, who has the ability to shoot eggs out of her cannon-like snout. In her debut in Yume Kōjō: Doki Doki Panic, she was a midboss that worked for Wart, though has become an ally to Mario in later appearances.Birdo can sometimes appear on the Mushroom Kingdom II stage. She isn't really a Stage Boss as much as she is a stage hazard however. She attacks by firing eggs from her snout that can damage fighters they hit. After this, she retreats off-screen. Birdo can be defeated with enough attacks; otherwise she serves as a wall of sorts.
		Birdo is a recurring character in the Mario series. She is a pink dinosaur creature similar to Yoshis, who has the ability to shoot eggs out of her cannon-like snout. In her debut in Yume Kōjō: Doki Doki Panic, she was a midboss that worked for Wart, though has become an ally to Mario in later appearances.Birdo can sometimes appear on the Mushroom Kingdom II stage. She isn't really a Stage Boss as much as she is a stage hazard however. She attacks by firing eggs from her snout that can damage fighters they hit. After this, she retreats off-screen. Birdo can be defeated with enough attacks; otherwise she serves as a wall of sorts.	Birdo is a recurring character in the Mario series. She is a pink dinosaur creature similar to Yoshis, who has the ability to shoot eggs out of her cannon-like snout. In her debut in Yume Kōjō: Doki Doki Panic, she was a midboss that worked for Wart, though has become an ally to Mario in later appearances.Birdo can sometimes appear on the Mushroom Kingdom II stage. She isn't really a Stage Boss as much as she is a stage hazard however. She attacks by firing eggs from her snout that can damage fighters they hit. After this, she retreats off-screen. Birdo can be defeated with enough attacks; otherwise she serves as a wall of sorts.
Cagney CarnationCuphead (2017)
		Cagney Carnation is one of the bosses that Cuphead must battle in Cuphead, battled in the level Floral Fury in Inkwell Isle One. He is a giant flower who has several attacks, ranging from turning his head into a gatling gun-like object to shoot seeds that grow from the ground and extending his head outward. In the final phase, Cagney becomes much larger and his spiked roots cover the ground, making Cuphead restricted to standing on the platforms.Cagney Carnation can sometimes appear on the Floral Fury stage. Battling him is near identical to how he's battled in Cuphead; the first phase has him spew seeds that can grow into tiny plants that roam around the stage, lunge his head forward either above or below the platforms, and creating seeds or boomerangs from his hands that fly across the stage. When he's damaged enough, he transitions to his second phase, where he covers the ground in roots that will damage players if they jump on them. He can spit pollen from his mouth that flies ofrward, and his roots can extend upward and cover one of the platforms for a short time. Once defeated, he sinks back into the ground as his roots disappear.	Cagney Carnation is one of the bosses that Cuphead must battle in Cuphead, battled in the level Floral Fury in Inkwell Isle One. He is a giant flower who has several attacks, ranging from turning his head into a gatling gun-like object to shoot seeds that grow from the ground and extending his head outward. In the final phase, Cagney becomes much larger and his spiked roots cover the ground, making Cuphead restricted to standing on the platforms.Cagney Carnation can sometimes appear on the Floral Fury stage. Battling him is near identical to how he's battled in Cuphead; the first phase has him spew seeds that can grow into tiny plants that roam around the stage, lunge his head forward either above or below the platforms, and creating seeds or boomerangs from his hands that fly across the stage. When he's damaged enough, he transitions to his second phase, where he covers the ground in roots that will damage players if they jump on them. He can spit pollen from his mouth that flies ofrward, and his roots can extend upward and cover one of the platforms for a short time. Once defeated, he sinks back into the ground as his roots disappear.
		Cagney Carnation is one of the bosses that Cuphead must battle in Cuphead, battled in the level Floral Fury in Inkwell Isle One. He is a giant flower who has several attacks, ranging from turning his head into a gatling gun-like object to shoot seeds that grow from the ground and extending his head outward. In the final phase, Cagney becomes much larger and his spiked roots cover the ground, making Cuphead restricted to standing on the platforms.Cagney Carnation can sometimes appear on the Floral Fury stage. Battling him is near identical to how he's battled in Cuphead; the first phase has him spew seeds that can grow into tiny plants that roam around the stage, lunge his head forward either above or below the platforms, and creating seeds or boomerangs from his hands that fly across the stage. When he's damaged enough, he transitions to his second phase, where he covers the ground in roots that will damage players if they jump on them. He can spit pollen from his mouth that flies ofrward, and his roots can extend upward and cover one of the platforms for a short time. Once defeated, he sinks back into the ground as his roots disappear.	Cagney Carnation is one of the bosses that Cuphead must battle in Cuphead, battled in the level Floral Fury in Inkwell Isle One. He is a giant flower who has several attacks, ranging from turning his head into a gatling gun-like object to shoot seeds that grow from the ground and extending his head outward. In the final phase, Cagney becomes much larger and his spiked roots cover the ground, making Cuphead restricted to standing on the platforms.Cagney Carnation can sometimes appear on the Floral Fury stage. Battling him is near identical to how he's battled in Cuphead; the first phase has him spew seeds that can grow into tiny plants that roam around the stage, lunge his head forward either above or below the platforms, and creating seeds or boomerangs from his hands that fly across the stage. When he's damaged enough, he transitions to his second phase, where he covers the ground in roots that will damage players if they jump on them. He can spit pollen from his mouth that flies ofrward, and his roots can extend upward and cover one of the platforms for a short time. Once defeated, he sinks back into the ground as his roots disappear.
CarmillaCastlevania II: Simon's Quest (1987)
		Carmilla is a female vampire that appears in the Castlevania series, being one of Dracula's loyal servants. She is known to take many forms, usually that of a beautiful woman, and often appears as a boss. Her design in Super Smash Bros. is based off of her appearance in Castlevania II: Simon's Quest, where she took the form of a large, stone mask.Carmilla is one of the Stage Bosses that can appear on the Dracula's Castle stage, floating in through the window in the center. She will float above the stage in a circular motion, with her sole attack being to drop tears from her eye as she moves; these will fall down and explode into smaller fireballs that travel in all directions upon landing. As she takes more damage, she will begin moving faster, and her tears split into more fireballs. Once defeated, she disappears.	Carmilla is a female vampire that appears in the Castlevania series, being one of Dracula's loyal servants. She is known to take many forms, usually that of a beautiful woman, and often appears as a boss. Her design in Super Smash Bros. is based off of her appearance in Castlevania II: Simon's Quest, where she took the form of a large, stone mask.Carmilla is one of the Stage Bosses that can appear on the Dracula's Castle stage, floating in through the window in the center. She will float above the stage in a circular motion, with her sole attack being to drop tears from her eye as she moves; these will fall down and explode into smaller fireballs that travel in all directions upon landing. As she takes more damage, she will begin moving faster, and her tears split into more fireballs. Once defeated, she disappears.
		Carmilla is a female vampire that appears in the Castlevania series, being one of Dracula's loyal servants. She is known to take many forms, usually that of a beautiful woman, and often appears as a boss. Her design in Super Smash Bros. is based off of her appearance in Castlevania II: Simon's Quest, where she took the form of a large, stone mask.Carmilla is one of the Stage Bosses that can appear on the Dracula's Castle stage, floating in through the window in the center. She will float above the stage in a circular motion, with her sole attack being to drop tears from her eye as she moves; these will fall down and explode into smaller fireballs that travel in all directions upon landing. As she takes more damage, she will begin moving faster, and her tears split into more fireballs. Once defeated, she disappears.	Carmilla is a female vampire that appears in the Castlevania series, being one of Dracula's loyal servants. She is known to take many forms, usually that of a beautiful woman, and often appears as a boss. Her design in Super Smash Bros. is based off of her appearance in Castlevania II: Simon's Quest, where she took the form of a large, stone mask.Carmilla is one of the Stage Bosses that can appear on the Dracula's Castle stage, floating in through the window in the center. She will float above the stage in a circular motion, with her sole attack being to drop tears from her eye as she moves; these will fall down and explode into smaller fireballs that travel in all directions upon landing. As she takes more damage, she will begin moving faster, and her tears split into more fireballs. Once defeated, she disappears.
DeathCastlevania (1986)
		Death, also known as the Grim Reaper, is a major antagonist in the Castlevania series. Born out of the evil hearts of humans, he is Dracula's second-in-command. Because of this, he often appears as the penultimate boss before Dracula himself. His design in Super Smash Bros. is based off of that in the original Castlevania.Death is one of the Stage Bosses that can appear on the Dracula's Castle stage, breaking through a window with his scythe. Throughout the battle, he will float around the stage, and can periodically teleport. He will create small scythes that will float through the air and home in on players, damaging them. If a player is nearby, he can also swing them with his scythe, which can immediately KO them if they are at 100% or higher. As the battle continues, the scythes he summons become bigger and faster, and he can disappear more. Once defeated, he disappears in flames.	Death, also known as the Grim Reaper, is a major antagonist in the Castlevania series. Born out of the evil hearts of humans, he is Dracula's second-in-command. Because of this, he often appears as the penultimate boss before Dracula himself. His design in Super Smash Bros. is based off of that in the original Castlevania.Death is one of the Stage Bosses that can appear on the Dracula's Castle stage, breaking through a window with his scythe. Throughout the battle, he will float around the stage, and can periodically teleport. He will create small scythes that will float through the air and home in on players, damaging them. If a player is nearby, he can also swing them with his scythe, which can immediately KO them if they are at 100% or higher. As the battle continues, the scythes he summons become bigger and faster, and he can disappear more. Once defeated, he disappears in flames.
		Death, also known as the Grim Reaper, is a major antagonist in the Castlevania series. Born out of the evil hearts of humans, he is Dracula's second-in-command. Because of this, he often appears as the penultimate boss before Dracula himself. His design in Super Smash Bros. is based off of that in the original Castlevania.Death is one of the Stage Bosses that can appear on the Dracula's Castle stage, breaking through a window with his scythe. Throughout the battle, he will float around the stage, and can periodically teleport. He will create small scythes that will float through the air and home in on players, damaging them. If a player is nearby, he can also swing them with his scythe, which can immediately KO them if they are at 100% or higher. As the battle continues, the scythes he summons become bigger and faster, and he can disappear more. Once defeated, he disappears in flames.	Death, also known as the Grim Reaper, is a major antagonist in the Castlevania series. Born out of the evil hearts of humans, he is Dracula's second-in-command. Because of this, he often appears as the penultimate boss before Dracula himself. His design in Super Smash Bros. is based off of that in the original Castlevania.Death is one of the Stage Bosses that can appear on the Dracula's Castle stage, breaking through a window with his scythe. Throughout the battle, he will float around the stage, and can periodically teleport. He will create small scythes that will float through the air and home in on players, damaging them. If a player is nearby, he can also swing them with his scythe, which can immediately KO them if they are at 100% or higher. As the battle continues, the scythes he summons become bigger and faster, and he can disappear more. Once defeated, he disappears in flames.
MedusaCastlevania (1986)
		Medusa is a recurring antagonist in the Castlevania series, often appearing as a boss. Her hair is made of living snakes, and she has the ability to turn anyone she stares at into stone. Her design is taken from her appearance in the original Castlevania.Medusa is one of the Stage Bosses that can appear on the Dracula's Castle stage, her statue rising from the background before her head detaches from it and begins floating. Medusa will float around the stage aimlessly, as snakes fall from her hair and slither around the stage to bite players, damaging them. Throughout the battle, smaller Medusa Heads will also spawn from her hair, which float around aimlessly and damage players they make contact with. After taking enough damage, Medusa will be defeated, with her turning back to stone and disappearing.	Medusa is a recurring antagonist in the Castlevania series, often appearing as a boss. Her hair is made of living snakes, and she has the ability to turn anyone she stares at into stone. Her design is taken from her appearance in the original Castlevania.Medusa is one of the Stage Bosses that can appear on the Dracula's Castle stage, her statue rising from the background before her head detaches from it and begins floating. Medusa will float around the stage aimlessly, as snakes fall from her hair and slither around the stage to bite players, damaging them. Throughout the battle, smaller Medusa Heads will also spawn from her hair, which float around aimlessly and damage players they make contact with. After taking enough damage, Medusa will be defeated, with her turning back to stone and disappearing.
		Medusa is a recurring antagonist in the Castlevania series, often appearing as a boss. Her hair is made of living snakes, and she has the ability to turn anyone she stares at into stone. Her design is taken from her appearance in the original Castlevania.Medusa is one of the Stage Bosses that can appear on the Dracula's Castle stage, her statue rising from the background before her head detaches from it and begins floating. Medusa will float around the stage aimlessly, as snakes fall from her hair and slither around the stage to bite players, damaging them. Throughout the battle, smaller Medusa Heads will also spawn from her hair, which float around aimlessly and damage players they make contact with. After taking enough damage, Medusa will be defeated, with her turning back to stone and disappearing.	Medusa is a recurring antagonist in the Castlevania series, often appearing as a boss. Her hair is made of living snakes, and she has the ability to turn anyone she stares at into stone. Her design is taken from her appearance in the original Castlevania.Medusa is one of the Stage Bosses that can appear on the Dracula's Castle stage, her statue rising from the background before her head detaches from it and begins floating. Medusa will float around the stage aimlessly, as snakes fall from her hair and slither around the stage to bite players, damaging them. Throughout the battle, smaller Medusa Heads will also spawn from her hair, which float around aimlessly and damage players they make contact with. After taking enough damage, Medusa will be defeated, with her turning back to stone and disappearing.
Metal FaceXenoblade Chronicles (2010)
		Metal Face is the main antagonist of Xenoblade Chronicles. He is a Mechon who raids Shulk's home town, Colony 9, and kills several Homs, including his childhood friend Fiora. He displays a level of cockiness and enjoyment in his killings among other Mechons. His only weakness is the Monado, which comes into Shulk's possession.Metal Face can appear as a stage boss on the Gaur Plain stage. He can fire his Grand Shot attack to destroy one of the top platforms for a short time, and he may also perch himself on the center of the stage and use his Killing Claw move to damage nearby opponents. He will only appear at night, and if he isn't defeated before dawn, he will fly away, sometimes with a "parting gift" in the form of a quick and powerful slash attack. If he is defeated, he will explode, damaging any players in the blast radius if they didn't land the final hit.	Metal Face is the main antagonist of Xenoblade Chronicles. He is a Mechon who raids Shulk's home town, Colony 9, and kills several Homs, including his childhood friend Fiora. He displays a level of cockiness and enjoyment in his killings among other Mechons. His only weakness is the Monado, which comes into Shulk's possession.Metal Face can appear as a stage boss on the Gaur Plain stage. He can fire his Grand Shot attack to destroy one of the top platforms for a short time, and he may also perch himself on the center of the stage and use his Killing Claw move to damage nearby opponents. He will only appear at night, and if he isn't defeated before dawn, he will fly away, sometimes with a "parting gift" in the form of a quick and powerful slash attack. If he is defeated, he will explode, damaging any players in the blast radius if they didn't land the final hit.
		Metal Face is the main antagonist of Xenoblade Chronicles. He is a Mechon who raids Shulk's home town, Colony 9, and kills several Homs, including his childhood friend Fiora. He displays a level of cockiness and enjoyment in his killings among other Mechons. His only weakness is the Monado, which comes into Shulk's possession.Metal Face can appear as a stage boss on the Gaur Plain stage. He can fire his Grand Shot attack to destroy one of the top platforms for a short time, and he may also perch himself on the center of the stage and use his Killing Claw move to damage nearby opponents. He will only appear at night, and if he isn't defeated before dawn, he will fly away, sometimes with a "parting gift" in the form of a quick and powerful slash attack. If he is defeated, he will explode, damaging any players in the blast radius if they didn't land the final hit.	Metal Face is the main antagonist of Xenoblade Chronicles. He is a Mechon who raids Shulk's home town, Colony 9, and kills several Homs, including his childhood friend Fiora. He displays a level of cockiness and enjoyment in his killings among other Mechons. His only weakness is the Monado, which comes into Shulk's possession.Metal Face can appear as a stage boss on the Gaur Plain stage. He can fire his Grand Shot attack to destroy one of the top platforms for a short time, and he may also perch himself on the center of the stage and use his Killing Claw move to damage nearby opponents. He will only appear at night, and if he isn't defeated before dawn, he will fly away, sometimes with a "parting gift" in the form of a quick and powerful slash attack. If he is defeated, he will explode, damaging any players in the blast radius if they didn't land the final hit.
MummyCastlevania (1986)
		Mummies are common enemies in the Castlevania series, often working under Dracula and his forces. In the original Castlevania, two of them appear as bosses of the third stage, and it is this appearance the Mummies in Super Smash Bros. are based on.Two Mummies are a Stage Boss that can appear on the Dracula's Castle stage, rising from the ground on either side. They will slowly move around the stage, throwing bandage projectiles at players to damage them. They can also use physical attacks if players are too close. Both Mummies have their independent health, and once one is defeated, the other will start attacking faster and stronger.	Mummies are common enemies in the Castlevania series, often working under Dracula and his forces. In the original Castlevania, two of them appear as bosses of the third stage, and it is this appearance the Mummies in Super Smash Bros. are based on.Two Mummies are a Stage Boss that can appear on the Dracula's Castle stage, rising from the ground on either side. They will slowly move around the stage, throwing bandage projectiles at players to damage them. They can also use physical attacks if players are too close. Both Mummies have their independent health, and once one is defeated, the other will start attacking faster and stronger.
		Mummies are common enemies in the Castlevania series, often working under Dracula and his forces. In the original Castlevania, two of them appear as bosses of the third stage, and it is this appearance the Mummies in Super Smash Bros. are based on.Two Mummies are a Stage Boss that can appear on the Dracula's Castle stage, rising from the ground on either side. They will slowly move around the stage, throwing bandage projectiles at players to damage them. They can also use physical attacks if players are too close. Both Mummies have their independent health, and once one is defeated, the other will start attacking faster and stronger.	Mummies are common enemies in the Castlevania series, often working under Dracula and his forces. In the original Castlevania, two of them appear as bosses of the third stage, and it is this appearance the Mummies in Super Smash Bros. are based on.Two Mummies are a Stage Boss that can appear on the Dracula's Castle stage, rising from the ground on either side. They will slowly move around the stage, throwing bandage projectiles at players to damage them. They can also use physical attacks if players are too close. Both Mummies have their independent health, and once one is defeated, the other will start attacking faster and stronger.
NabbitNew Super Mario Bros. U (2012)
		Nabbit is a recurring rabbit-like character in the Mario series, first appearing in New Super Mario Bros. U. He always carries a bag, which he stores stolen items in. In his debut game, he steals items from Toad Houses, and Mario must chase him down in levels he previously beat to reclaim them. He would later be playable in New Super Luigi U, where he was completely invincible, but couldn't use power-ups. Instead, collecting power-ups will be converted to 1-Ups when he reaches the end of the level.Nabbit can sometimes appear on the Mushroom Kingdom U stage during stage transitions. He will chase players down and try to trap them in his bag. If he is successful, he will float upward to try and carry the player past the top blast zone, KOing them. A caught layer can escape his bag by button mashing. Unlike most other stage bosses, Nabbit doesn't have a traditional health pool, and instead is defeated by launching him past the blast zones with attacks.	Nabbit is a recurring rabbit-like character in the Mario series, first appearing in New Super Mario Bros. U. He always carries a bag, which he stores stolen items in. In his debut game, he steals items from Toad Houses, and Mario must chase him down in levels he previously beat to reclaim them. He would later be playable in New Super Luigi U, where he was completely invincible, but couldn't use power-ups. Instead, collecting power-ups will be converted to 1-Ups when he reaches the end of the level.Nabbit can sometimes appear on the Mushroom Kingdom U stage during stage transitions. He will chase players down and try to trap them in his bag. If he is successful, he will float upward to try and carry the player past the top blast zone, KOing them. A caught layer can escape his bag by button mashing. Unlike most other stage bosses, Nabbit doesn't have a traditional health pool, and instead is defeated by launching him past the blast zones with attacks.
		Nabbit is a recurring rabbit-like character in the Mario series, first appearing in New Super Mario Bros. U. He always carries a bag, which he stores stolen items in. In his debut game, he steals items from Toad Houses, and Mario must chase him down in levels he previously beat to reclaim them. He would later be playable in New Super Luigi U, where he was completely invincible, but couldn't use power-ups. Instead, collecting power-ups will be converted to 1-Ups when he reaches the end of the level.Nabbit can sometimes appear on the Mushroom Kingdom U stage during stage transitions. He will chase players down and try to trap them in his bag. If he is successful, he will float upward to try and carry the player past the top blast zone, KOing them. A caught layer can escape his bag by button mashing. Unlike most other stage bosses, Nabbit doesn't have a traditional health pool, and instead is defeated by launching him past the blast zones with attacks.	Nabbit is a recurring rabbit-like character in the Mario series, first appearing in New Super Mario Bros. U. He always carries a bag, which he stores stolen items in. In his debut game, he steals items from Toad Houses, and Mario must chase him down in levels he previously beat to reclaim them. He would later be playable in New Super Luigi U, where he was completely invincible, but couldn't use power-ups. Instead, collecting power-ups will be converted to 1-Ups when he reaches the end of the level.Nabbit can sometimes appear on the Mushroom Kingdom U stage during stage transitions. He will chase players down and try to trap them in his bag. If he is successful, he will float upward to try and carry the player past the top blast zone, KOing them. A caught layer can escape his bag by button mashing. Unlike most other stage bosses, Nabbit doesn't have a traditional health pool, and instead is defeated by launching him past the blast zones with attacks.
Rabbid KongMario + Rabbids Kingdom Battle (2017)
		Rabbid Kong is the first main boss in Mario + Rabbids Kingdom Battle, created by Spawny at the top of a large block tower in Ancient Gardens. As his name suggests, he is a Rabbid that bears a heavy resemblance to Donkey Kong, down to wearing his signature necktie, though his movements are a lot more gorilla-like than Donkey Kong's more cartoonish movements. Throughout the battle, he will replenish his health with an infinite supply of bananas, which must be dispatched of before he can be taken care of. He also appears as the main antagonist of the Donkey Kong Adventure DLC expansion, leading an army of Rabbids to collect Bad Bananas which make him stronger.Rabbid Kong will appear at periodic intervals on the Ancient Gardens stage. He will break through a stack of blocks in the background, then jump to either the far left or far right of the stage. His main attack is smacking the ground to create a green shockwave, which travels across the stage and deals little damage, but high knockback. If a player is close to him, he may also grab them and use them to scratch his rear before throwing them, which deals a large amount of damage. Finally, he can sometimes take out a banana and eat it to restore health. Once defeated, he falls off of the block tower.	Rabbid Kong is the first main boss in Mario + Rabbids Kingdom Battle, created by Spawny at the top of a large block tower in Ancient Gardens. As his name suggests, he is a Rabbid that bears a heavy resemblance to Donkey Kong, down to wearing his signature necktie, though his movements are a lot more gorilla-like than Donkey Kong's more cartoonish movements. Throughout the battle, he will replenish his health with an infinite supply of bananas, which must be dispatched of before he can be taken care of. He also appears as the main antagonist of the Donkey Kong Adventure DLC expansion, leading an army of Rabbids to collect Bad Bananas which make him stronger.Rabbid Kong will appear at periodic intervals on the Ancient Gardens stage. He will break through a stack of blocks in the background, then jump to either the far left or far right of the stage. His main attack is smacking the ground to create a green shockwave, which travels across the stage and deals little damage, but high knockback. If a player is close to him, he may also grab them and use them to scratch his rear before throwing them, which deals a large amount of damage. Finally, he can sometimes take out a banana and eat it to restore health. Once defeated, he falls off of the block tower.
		Rabbid Kong is the first main boss in Mario + Rabbids Kingdom Battle, created by Spawny at the top of a large block tower in Ancient Gardens. As his name suggests, he is a Rabbid that bears a heavy resemblance to Donkey Kong, down to wearing his signature necktie, though his movements are a lot more gorilla-like than Donkey Kong's more cartoonish movements. Throughout the battle, he will replenish his health with an infinite supply of bananas, which must be dispatched of before he can be taken care of. He also appears as the main antagonist of the Donkey Kong Adventure DLC expansion, leading an army of Rabbids to collect Bad Bananas which make him stronger.Rabbid Kong will appear at periodic intervals on the Ancient Gardens stage. He will break through a stack of blocks in the background, then jump to either the far left or far right of the stage. His main attack is smacking the ground to create a green shockwave, which travels across the stage and deals little damage, but high knockback. If a player is close to him, he may also grab them and use them to scratch his rear before throwing them, which deals a large amount of damage. Finally, he can sometimes take out a banana and eat it to restore health. Once defeated, he falls off of the block tower.	Rabbid Kong is the first main boss in Mario + Rabbids Kingdom Battle, created by Spawny at the top of a large block tower in Ancient Gardens. As his name suggests, he is a Rabbid that bears a heavy resemblance to Donkey Kong, down to wearing his signature necktie, though his movements are a lot more gorilla-like than Donkey Kong's more cartoonish movements. Throughout the battle, he will replenish his health with an infinite supply of bananas, which must be dispatched of before he can be taken care of. He also appears as the main antagonist of the Donkey Kong Adventure DLC expansion, leading an army of Rabbids to collect Bad Bananas which make him stronger.Rabbid Kong will appear at periodic intervals on the Ancient Gardens stage. He will break through a stack of blocks in the background, then jump to either the far left or far right of the stage. His main attack is smacking the ground to create a green shockwave, which travels across the stage and deals little damage, but high knockback. If a player is close to him, he may also grab them and use them to scratch his rear before throwing them, which deals a large amount of damage. Finally, he can sometimes take out a banana and eat it to restore health. Once defeated, he falls off of the block tower.
Raphael the RavenSuper Mario World 2: Yoshi's Island (1995)
		Raphael the Raven is the boss of the fifth world in Super Mario World 2: Yoshi's Island. He was a regular Raven that was enlarged by Kamek to battle Yoshi and Baby Mario. He is battled on the moon, and to defeat him, Yoshi would need to ground pound the pegs to damage him from below. After three hits, he is defeated, though he will become progressively faster.Raphael the Raven can appear on the Raphael the Raven's Castle stage. His only attack is stomping on the ground, causing a shockwave that damages any fighters on the moon. However, when he moves around the main platform, he will damage any fighters he touches. The pegs can be used to deal heavy damage, though simply attacking him can also work. As he takes damage, he will get angrier and run faster. Once defeated, Raphael the Raven flies into space and disappears as a constellation of himself appears.	Raphael the Raven is the boss of the fifth world in Super Mario World 2: Yoshi's Island. He was a regular Raven that was enlarged by Kamek to battle Yoshi and Baby Mario. He is battled on the moon, and to defeat him, Yoshi would need to ground pound the pegs to damage him from below. After three hits, he is defeated, though he will become progressively faster.Raphael the Raven can appear on the Raphael the Raven's Castle stage. His only attack is stomping on the ground, causing a shockwave that damages any fighters on the moon. However, when he moves around the main platform, he will damage any fighters he touches. The pegs can be used to deal heavy damage, though simply attacking him can also work. As he takes damage, he will get angrier and run faster. Once defeated, Raphael the Raven flies into space and disappears as a constellation of himself appears.
		Raphael the Raven is the boss of the fifth world in Super Mario World 2: Yoshi's Island. He was a regular Raven that was enlarged by Kamek to battle Yoshi and Baby Mario. He is battled on the moon, and to defeat him, Yoshi would need to ground pound the pegs to damage him from below. After three hits, he is defeated, though he will become progressively faster.Raphael the Raven can appear on the Raphael the Raven's Castle stage. His only attack is stomping on the ground, causing a shockwave that damages any fighters on the moon. However, when he moves around the main platform, he will damage any fighters he touches. The pegs can be used to deal heavy damage, though simply attacking him can also work. As he takes damage, he will get angrier and run faster. Once defeated, Raphael the Raven flies into space and disappears as a constellation of himself appears.	Raphael the Raven is the boss of the fifth world in Super Mario World 2: Yoshi's Island. He was a regular Raven that was enlarged by Kamek to battle Yoshi and Baby Mario. He is battled on the moon, and to defeat him, Yoshi would need to ground pound the pegs to damage him from below. After three hits, he is defeated, though he will become progressively faster.Raphael the Raven can appear on the Raphael the Raven's Castle stage. His only attack is stomping on the ground, causing a shockwave that damages any fighters on the moon. However, when he moves around the main platform, he will damage any fighters he touches. The pegs can be used to deal heavy damage, though simply attacking him can also work. As he takes damage, he will get angrier and run faster. Once defeated, Raphael the Raven flies into space and disappears as a constellation of himself appears.
Super DimentioSuper Paper Mario (2007)
		Super Dimentio is a giant puppet-like monster that serves as the final boss of Super Paper Mario. It was created through a fusion of Mr. L, Dimentio, and the Chaos Heart. It is initially invincible, but the love Count Bleck and Tippi share restore power to the Pure Hearts, weakening Super Dimentio and allowing Mario, Peach, and Bowser to defeat him.Super Dimentio can appear on the Castle Bleck stage. It only has two main attacks, swinging its fists around the stage and trying to stomp on players, but both can deal high damage. The platforms spitting projectiles can also make fighting Super Dimentio difficult. Once it reaches half health, it will start using another attack where it launches itself in the air and tries to land on a random opponent, which deals heavy damage and knockback. Once defeated, Super Dimentio's body explodes and leaves the head, which blows up as it sinks into the ground.	Super Dimentio is a giant puppet-like monster that serves as the final boss of Super Paper Mario. It was created through a fusion of Mr. L, Dimentio, and the Chaos Heart. It is initially invincible, but the love Count Bleck and Tippi share restore power to the Pure Hearts, weakening Super Dimentio and allowing Mario, Peach, and Bowser to defeat him.Super Dimentio can appear on the Castle Bleck stage. It only has two main attacks, swinging its fists around the stage and trying to stomp on players, but both can deal high damage. The platforms spitting projectiles can also make fighting Super Dimentio difficult. Once it reaches half health, it will start using another attack where it launches itself in the air and tries to land on a random opponent, which deals heavy damage and knockback. Once defeated, Super Dimentio's body explodes and leaves the head, which blows up as it sinks into the ground.
		Super Dimentio is a giant puppet-like monster that serves as the final boss of Super Paper Mario. It was created through a fusion of Mr. L, Dimentio, and the Chaos Heart. It is initially invincible, but the love Count Bleck and Tippi share restore power to the Pure Hearts, weakening Super Dimentio and allowing Mario, Peach, and Bowser to defeat him.Super Dimentio can appear on the Castle Bleck stage. It only has two main attacks, swinging its fists around the stage and trying to stomp on players, but both can deal high damage. The platforms spitting projectiles can also make fighting Super Dimentio difficult. Once it reaches half health, it will start using another attack where it launches itself in the air and tries to land on a random opponent, which deals heavy damage and knockback. Once defeated, Super Dimentio's body explodes and leaves the head, which blows up as it sinks into the ground.	Super Dimentio is a giant puppet-like monster that serves as the final boss of Super Paper Mario. It was created through a fusion of Mr. L, Dimentio, and the Chaos Heart. It is initially invincible, but the love Count Bleck and Tippi share restore power to the Pure Hearts, weakening Super Dimentio and allowing Mario, Peach, and Bowser to defeat him.Super Dimentio can appear on the Castle Bleck stage. It only has two main attacks, swinging its fists around the stage and trying to stomp on players, but both can deal high damage. The platforms spitting projectiles can also make fighting Super Dimentio difficult. Once it reaches half health, it will start using another attack where it launches itself in the air and tries to land on a random opponent, which deals heavy damage and knockback. Once defeated, Super Dimentio's body explodes and leaves the head, which blows up as it sinks into the ground.
The Creature & Flea ManCastlevania (1986)
		The Creature is a monster made of human corpses sewn together, reanimated to life, who appears as a common boss in the Castlevania series. Meanwhile, Flea Men are enemies that first appear in Castlevania: Rondo of Blood; they will leap around the area to try and damage the player, and their quick speed makes them difficult to defeat. One Flea Man, named Igor, accompanies The Creature during his boss battle in the original Castlevania.The Creature & Flea Man are one of the Stage Bosses that can appear on the Dracula's Castle stage, rising from the background. Both of them attack independently and are essentially two Stage Bosses in one. The Creature will move around the stage slowly, though mostly stay on the right side, and attack players nearby with physical attacks. Meanwhile, the Flea Man will frantically hop around the stage and deliver quick attacks to players nearby. It may also spit fireballs if there are no players close to it where it lands. The Creature has more health, but the Flea Man is significantly more difficult to catch.	The Creature is a monster made of human corpses sewn together, reanimated to life, who appears as a common boss in the Castlevania series. Meanwhile, Flea Men are enemies that first appear in Castlevania: Rondo of Blood; they will leap around the area to try and damage the player, and their quick speed makes them difficult to defeat. One Flea Man, named Igor, accompanies The Creature during his boss battle in the original Castlevania.The Creature & Flea Man are one of the Stage Bosses that can appear on the Dracula's Castle stage, rising from the background. Both of them attack independently and are essentially two Stage Bosses in one. The Creature will move around the stage slowly, though mostly stay on the right side, and attack players nearby with physical attacks. Meanwhile, the Flea Man will frantically hop around the stage and deliver quick attacks to players nearby. It may also spit fireballs if there are no players close to it where it lands. The Creature has more health, but the Flea Man is significantly more difficult to catch.
		The Creature is a monster made of human corpses sewn together, reanimated to life, who appears as a common boss in the Castlevania series. Meanwhile, Flea Men are enemies that first appear in Castlevania: Rondo of Blood; they will leap around the area to try and damage the player, and their quick speed makes them difficult to defeat. One Flea Man, named Igor, accompanies The Creature during his boss battle in the original Castlevania.The Creature & Flea Man are one of the Stage Bosses that can appear on the Dracula's Castle stage, rising from the background. Both of them attack independently and are essentially two Stage Bosses in one. The Creature will move around the stage slowly, though mostly stay on the right side, and attack players nearby with physical attacks. Meanwhile, the Flea Man will frantically hop around the stage and deliver quick attacks to players nearby. It may also spit fireballs if there are no players close to it where it lands. The Creature has more health, but the Flea Man is significantly more difficult to catch.	The Creature is a monster made of human corpses sewn together, reanimated to life, who appears as a common boss in the Castlevania series. Meanwhile, Flea Men are enemies that first appear in Castlevania: Rondo of Blood; they will leap around the area to try and damage the player, and their quick speed makes them difficult to defeat. One Flea Man, named Igor, accompanies The Creature during his boss battle in the original Castlevania.The Creature & Flea Man are one of the Stage Bosses that can appear on the Dracula's Castle stage, rising from the background. Both of them attack independently and are essentially two Stage Bosses in one. The Creature will move around the stage slowly, though mostly stay on the right side, and attack players nearby with physical attacks. Meanwhile, the Flea Man will frantically hop around the stage and deliver quick attacks to players nearby. It may also spit fireballs if there are no players close to it where it lands. The Creature has more health, but the Flea Man is significantly more difficult to catch.
Twin WoodsKirby Super Star (1996)
		Twin Woods is a boss that appears in Kirby Super Star. As its name suggests, they consist of two Whispy Woods, and both must be defeated in order to move onto the next stage. They have the same attacks as Whispy Woods, but with a few new ones as well.They can appear on the Win Woods stage, animating themselves sometimes during the battle. Their main attacks consist of dropping apples from the treetops onto fighters and blowing gusts of wind at them. They can also swap sections of their trunks with each other, damaging fighters they hit. If one of them is defeated, the other will get angry and start attacking faster. Once both are defeated, their faces disappear off the trees and the battle proceeds as normal.	Twin Woods is a boss that appears in Kirby Super Star. As its name suggests, they consist of two Whispy Woods, and both must be defeated in order to move onto the next stage. They have the same attacks as Whispy Woods, but with a few new ones as well.They can appear on the Win Woods stage, animating themselves sometimes during the battle. Their main attacks consist of dropping apples from the treetops onto fighters and blowing gusts of wind at them. They can also swap sections of their trunks with each other, damaging fighters they hit. If one of them is defeated, the other will get angry and start attacking faster. Once both are defeated, their faces disappear off the trees and the battle proceeds as normal.
		Twin Woods is a boss that appears in Kirby Super Star. As its name suggests, they consist of two Whispy Woods, and both must be defeated in order to move onto the next stage. They have the same attacks as Whispy Woods, but with a few new ones as well.They can appear on the Win Woods stage, animating themselves sometimes during the battle. Their main attacks consist of dropping apples from the treetops onto fighters and blowing gusts of wind at them. They can also swap sections of their trunks with each other, damaging fighters they hit. If one of them is defeated, the other will get angry and start attacking faster. Once both are defeated, their faces disappear off the trees and the battle proceeds as normal.	Twin Woods is a boss that appears in Kirby Super Star. As its name suggests, they consist of two Whispy Woods, and both must be defeated in order to move onto the next stage. They have the same attacks as Whispy Woods, but with a few new ones as well.They can appear on the Win Woods stage, animating themselves sometimes during the battle. Their main attacks consist of dropping apples from the treetops onto fighters and blowing gusts of wind at them. They can also swap sections of their trunks with each other, damaging fighters they hit. If one of them is defeated, the other will get angry and start attacking faster. Once both are defeated, their faces disappear off the trees and the battle proceeds as normal.
WerewolfCastlevania II: Simon's Quest (1987)
		Werewolf is a recurring villain in the Castlevania series, debuting in Castlevania II: Simon's Quest. He is a man with lycanthropy, transforming into a ferocious wolf-like beats at night, developing a taste for blood. His design in Super Smash Bros. is taken from his appearance in Castlevania: Rondo of Blood.Werewolf is one of the Stage Bosses that can appear on the Dracula's Castle stage, breaking through the window and howling. He will rush around the stage at high speeds, swiping any players nearby with his claws to damage them. He can also launch energy projectiles at players from afar, which deal heavy damage and knockback. As the battle continues and he takes more damage, Werewolf will become faster and stronger. Once defeated, he turns back into his human form and dies.	Werewolf is a recurring villain in the Castlevania series, debuting in Castlevania II: Simon's Quest. He is a man with lycanthropy, transforming into a ferocious wolf-like beats at night, developing a taste for blood. His design in Super Smash Bros. is taken from his appearance in Castlevania: Rondo of Blood.Werewolf is one of the Stage Bosses that can appear on the Dracula's Castle stage, breaking through the window and howling. He will rush around the stage at high speeds, swiping any players nearby with his claws to damage them. He can also launch energy projectiles at players from afar, which deal heavy damage and knockback. As the battle continues and he takes more damage, Werewolf will become faster and stronger. Once defeated, he turns back into his human form and dies.
		Werewolf is a recurring villain in the Castlevania series, debuting in Castlevania II: Simon's Quest. He is a man with lycanthropy, transforming into a ferocious wolf-like beats at night, developing a taste for blood. His design in Super Smash Bros. is taken from his appearance in Castlevania: Rondo of Blood.Werewolf is one of the Stage Bosses that can appear on the Dracula's Castle stage, breaking through the window and howling. He will rush around the stage at high speeds, swiping any players nearby with his claws to damage them. He can also launch energy projectiles at players from afar, which deal heavy damage and knockback. As the battle continues and he takes more damage, Werewolf will become faster and stronger. Once defeated, he turns back into his human form and dies.	Werewolf is a recurring villain in the Castlevania series, debuting in Castlevania II: Simon's Quest. He is a man with lycanthropy, transforming into a ferocious wolf-like beats at night, developing a taste for blood. His design in Super Smash Bros. is taken from his appearance in Castlevania: Rondo of Blood.Werewolf is one of the Stage Bosses that can appear on the Dracula's Castle stage, breaking through the window and howling. He will rush around the stage at high speeds, swiping any players nearby with his claws to damage them. He can also launch energy projectiles at players from afar, which deal heavy damage and knockback. As the battle continues and he takes more damage, Werewolf will become faster and stronger. Once defeated, he turns back into his human form and dies.
Yellow DevilMega Man (1987)
		The Yellow Devil is a boss in Mega Man, appearing at the end of the first stage in Wily's Castle. It main attack involves splitting itself into parts and moving across the area. It can only be damaged if its eye is shot.When a siren is heard on the Wily Castle stage, the Yellow Devil will fall onto the stage soon after. It will attack by splitting into parts and moving from one side of the stage to the other, damaging players hit by them. It can also attack by firing lasers from its eye aimed at players. To damage it, its eye must be attacked. After enough damage, it will explode, causing any players caught in the blast radius to take massive damage and knockback. The player who landed the last hit on it will be immune to the explosion. If it isn't defeated quick enough, it will exit the stage.	The Yellow Devil is a boss in Mega Man, appearing at the end of the first stage in Wily's Castle. It main attack involves splitting itself into parts and moving across the area. It can only be damaged if its eye is shot.When a siren is heard on the Wily Castle stage, the Yellow Devil will fall onto the stage soon after. It will attack by splitting into parts and moving from one side of the stage to the other, damaging players hit by them. It can also attack by firing lasers from its eye aimed at players. To damage it, its eye must be attacked. After enough damage, it will explode, causing any players caught in the blast radius to take massive damage and knockback. The player who landed the last hit on it will be immune to the explosion. If it isn't defeated quick enough, it will exit the stage.
		The Yellow Devil is a boss in Mega Man, appearing at the end of the first stage in Wily's Castle. It main attack involves splitting itself into parts and moving across the area. It can only be damaged if its eye is shot.When a siren is heard on the Wily Castle stage, the Yellow Devil will fall onto the stage soon after. It will attack by splitting into parts and moving from one side of the stage to the other, damaging players hit by them. It can also attack by firing lasers from its eye aimed at players. To damage it, its eye must be attacked. After enough damage, it will explode, causing any players caught in the blast radius to take massive damage and knockback. The player who landed the last hit on it will be immune to the explosion. If it isn't defeated quick enough, it will exit the stage.	The Yellow Devil is a boss in Mega Man, appearing at the end of the first stage in Wily's Castle. It main attack involves splitting itself into parts and moving across the area. It can only be damaged if its eye is shot.When a siren is heard on the Wily Castle stage, the Yellow Devil will fall onto the stage soon after. It will attack by splitting into parts and moving from one side of the stage to the other, damaging players hit by them. It can also attack by firing lasers from its eye aimed at players. To damage it, its eye must be attacked. After enough damage, it will explode, causing any players caught in the blast radius to take massive damage and knockback. The player who landed the last hit on it will be immune to the explosion. If it isn't defeated quick enough, it will exit the stage.
==Game Modes==
===Adventure Mode: Labyrinth of Ancients===
:Main Article: Super Smash Bros. Charged/Labyrinth of Ancients
Labyrinth of Ancients serves as the game's adventure mode, following World of Light in Ultimate. The mode primarily takes inspiration from The Great Cave Offensive in Kirby Super Star and The Great Maze in The Subspace Emissary in Brawl, in that the mode takes place entirely inside a Metroidvania-esque maze, the titular Labyrinth of Ancients.
The story focuses on a massive labyrinth built by the Ancients, which serves as the previous home of the very same race that lived on the Isle of Ancients. Here, several dark titans reawaken, exit the area and enter the World of Trophies. Master Hand and Crazy Hand lead the playable characters, the Smashers, to war with these beings before they merge into a black hole, sucking everyone in, including the Hands. A chosen group of fighters, called "The Chosen Ones" manage to escape with the help of a being named Denka. They all team up to rescue their friends, who are trapped in there and stop this new threat.
===Classic Mode===
Classic Mode returns from previous games. Similar to Smash 4 and Ultimate, players can set the difficulty anywhere from 0.1 (Effortless) to 9.0 (Nothing Harder!). Compared to previous games, this game's Classic Mode is most similar to its iterations in Melee and Brawl; it follows a rough structure of 10 stages, with Target Test, Board the Platforms, and Race to the Finish being minigames found throughout. Where these minigames appear is randomized each time, always being between stage 1 and the final boss. Two bosses are encountered: a randomized mid-boss, and a final encounter with Master Hand on Final Destination. On intensity 5.0 or higher, Crazy Hand will also appear once Master Hand's health is halved.
The normal stages are also randomized, similar to Melee. There is always at least one of the following matches: one-on-one battles, two-on-two battles, three-on-one battles against a giant opponent, multi-man battles, and one-on-one battles against a metal opponent. The first stage is always a one-on-one battle, and the second-to-last stage is always a four-player free-for-all. Sometimes, the opponents may hail from the same series similar to Brawl: for example if Donkey Kong is one of the opponents in a two-on-two battle, then the other opponent will usually also hail from the Donkey Kong series. Stages may be altered if the intensity is set higher, such as opponents being randomly giant or metal, battles against giant opponents having no teammates, and multi-man battles increasing the number of opponents from 10 to up to 30. Clearing Classic Mode with any character will award the player with that character's Trophy.
===Quest Mode===
Quest Mode is inspired by the Adventure Mode in Melee and Milky Way Wishes in Kirby Super Star and Kirby Super Star Ultra. As in the latter mode, players must select from planets based on various universes represented in the game. Any of them can be picked, which throws them into a set of stages based on that series, usually involving a platforming stage and a battle against characters from that series. Some bosses can also be battled as well. Upon beating a certain number of planets, a portal to Final Destination opens, where players must battle Master Core who serves as the final boss. However, it is also possible to ignore Subspace and play more levels; this puts the player at risk of losing, but also grants more rewards. Clearing Quest Mode as any character will award the player with that character's alternate Trophy.
As in Classic Mode, the intensity can be set from 0.1 (Effortless) to 9.9 (Nothing Harder!). Not only does this raise the difficulty of the stages, but it also requires more stages to be complete before Final Destination can be accessed.
===All-Star Mode===
After being merged with Multi-Man Smash in Ultimate, All-Star Mode appears as its own separate mode. Like Melee and Brawl, it is unlocked only after every playable character has been unlocked. Like Classic Mode, the difficulty can be set from 0.1 (Effortless) to 9.9 (Nothing Harder!).
As in all previous versions of the mode, the player must battle every other playable character. In terms of function, it is most similar to its appearance in Smash 4, where the player must battle waves of fighters before moving to the rest area. Opponents are battled in waves of 15, and the order can be set by the player so they are battled randomly, by number, by debut, or by series. Additionally, especially on higher difficulties, characters can randomly appear in their Charged State, making them more difficult to defeat.
Recovering health between stages works differently compared to previous games. Every time the player visits the rest area, a Heart Container will always be provided. However, it will only replenish 100% health rather than all of it, unlike previous games. This means that while players can heal after every stage, they still need to keep track of their health. Clearing All-Star Mode as any character will award the player that character's Final Smash Trophy.
The different orders for battling opponents in All-Star Mode are listed below.
===Boss Rush Mode===
Boss Rush Mode is unlocked by defeating every boss in the game at least once, and is very similar to Boss Battles in Brawl, pitting the player against every boss battled in Classic Mode, Quest Mode, and Labyrinth of Ancients, one by one. As with Classic and Quest Mode, the intensity can be set from 0.1 to 9.9, determining the difficulty of the bosses. Much like The Arena in the Kirby series, players have access to a rest area between bosses, and have several recovery items to replenish their health. Also, like The Ultimate Choice in Kirby Star Allies, not all bosses need to be defeated on lower intensities to complete the mode, the number of requireds battles scaling with the difficulty, although there is an option to fight all of them regardless of difficulty. The final battle is always against Master Hand and Crazy Hand, and defeating both will reveal Master Core, the true final battle, although the order of every other boss is randomized. Clearing Boss Rush Mode as any character will award the player with that character's Charged State Trophy.
====True Boss Rush Mode====
True Boss Rush Mode is unlocked by clearing Boss Rush Mode on intensity 9.0 without using continues. When this mode is selected, players will battle recolored versions of all of the bosses that are much harder, deal much more damage, have new attacks, and attack faster, similar to The True Arena in the Kirby series. It is not required to complete over regular Boss Rush Mode to obtain character Trophies.
Below are a list of bosses that are encountered in this mode, as well as where they are encountered in the various other modes.
Master HandSuper Smash Bros. (1999)
 	 	Master Hand is a powerful being of unknown origin, acting as the embodiment of creation. He seems to enjoy battling chosen warriors, although he doesn't use his full power against them, instead merely toying with them for his own amusement. He has appeared in every Super Smash Bros. game as the final boss faced in 1P Game in Smash 64 and Classic Mode in Melee, Brawl, Smash 4, and some characters' paths in Ultimate.Master Hand is once again the final boss faced in Classic Mode, and briefly appears in the final stage of Quest Mode before he is weakened and becomes Master Core. He is faced on all intensities, and is always battled on Final Destination. He has many powerful attacks, from poking, to slapping, to grabbing, to punching. Almost all of Master Hand's attacks from previous games return, and he has a few new abilities as well. Once he is defeated, Classic Mode will be complete.
 	 	Master Hand is a powerful being of unknown origin, acting as the embodiment of creation. He seems to enjoy battling chosen warriors, although he doesn't use his full power against them, instead merely toying with them for his own amusement. He has appeared in every Super Smash Bros. game as the final boss faced in 1P Game in Smash 64 and Classic Mode in Melee, Brawl, Smash 4, and some characters' paths in Ultimate.Master Hand is once again the final boss faced in Classic Mode, and briefly appears in the final stage of Quest Mode before he is weakened and becomes Master Core. He is faced on all intensities, and is always battled on Final Destination. He has many powerful attacks, from poking, to slapping, to grabbing, to punching. Almost all of Master Hand's attacks from previous games return, and he has a few new abilities as well. Once he is defeated, Classic Mode will be complete.
Master Hand's Moveset	Master Hand's Moveset	Master Hand's Moveset
<tabber>
Individual=
*Finger Gun: Master Hand makes a gun-like shape with his fingers and follows the player, before firing fiery bullets at them. He can fire anywhere from one to five rounds of bullets depending on both his damage and the intensity.
*Slap: Master Hand throws a heavy slap across the entire stage.
*Triple Swipe: Master Hand swipes across the stage three times.
*Finger Walk: Master Hand walks on two fingers across the stage, and flicks away the player if he walks into them.
*Grab: Master Hand will float in front of the player, and then reach over to grab them. If successful, he will squeeze them three times, before throwing them forward, backward, upward, or downward. The player can escape his grasp via button mashing, though this becomes more difficult to do depending on Master Hand's damage and the intensity.
*Downward Slam: Master Hand rises above the stage, tries to get above the player, and either slams the ground with his fist or his palm. The former launches the player, and the latter buries them.
*Background Attack: Master Hand rises above the stage, and appears in the background, either trying to punch the player or slam them into the ground, which creates a shockwave.
*Drill: Master Hand makes a drill-like shape with his fingers and flies above the stage, and comes down on the player as he drills into the ground, damaging them multiple times before launching them.
*Rocket: Master Hand makes a rocket shape with his fingers and flies above the stage, then appears in the background and flies around before flying straight into the player in the foreground, doing heavy damage and knockback.
*Triple Poke: Master Hand points his finger at the player, then throws three consecutive pokes.
*Laser Nails: Master Hand produces lasers from each of his fingertips, which travel across the stage at varying angles and damage the player on contact.
*Fiery Crush: Master Hand creates a large orange fireball and squeezes it, creating fiery fragments that spread across the stage that damage the player.
*Dizzy Snap: Master Hand snaps, causing the player to be dizzy. If they are in midair, it instead knocks them away.
*Platform Dealer: Master Hand deals out orange, card-like platforms that rise upward, trying to carry the player through the upper blast zone. Each platform covers a quarter of the stage, and cannot be dropped through.
*Icy Wind: Master Hand flaps rapidly, creating windboxes that pushes the player backwards as well as creating ice projectiles that damage and freeze the player.
*Hazardous Spikes: Master Hand scrapes his fingers across the ground, causing spikes to sprout from that location for a short time that damage the player on contact.
*Ball Bowl: Master Hand underhands three iron, spiked balls, which either roll or bounce across the stage. These can be attacked to be sent back at him.
*Mirror Laser: Master Hand creates several mirrors around the stage, and fires a single laser from his fingertip that reflects off of the mirrors.
*Fireball Blitz: Master Hand appears in the background and sends five fireballs into the foreground, then rockets forward for a punch.
*Ink Blob: Master Hand creates a ball of ink that covers the screen for a short time.
*Ring Toss: Master Hand flings two yellow rings from his index finger forward, which also have a chance of boomeranging backward.	<tabber>
Individual=
*Finger Gun: Master Hand makes a gun-like shape with his fingers and follows the player, before firing fiery bullets at them. He can fire anywhere from one to five rounds of bullets depending on both his damage and the intensity.
*Slap: Master Hand throws a heavy slap across the entire stage.
*Triple Swipe: Master Hand swipes across the stage three times.
*Finger Walk: Master Hand walks on two fingers across the stage, and flicks away the player if he walks into them.
*Grab: Master Hand will float in front of the player, and then reach over to grab them. If successful, he will squeeze them three times, before throwing them forward, backward, upward, or downward. The player can escape his grasp via button mashing, though this becomes more difficult to do depending on Master Hand's damage and the intensity.
*Downward Slam: Master Hand rises above the stage, tries to get above the player, and either slams the ground with his fist or his palm. The former launches the player, and the latter buries them.
*Background Attack: Master Hand rises above the stage, and appears in the background, either trying to punch the player or slam them into the ground, which creates a shockwave.
*Drill: Master Hand makes a drill-like shape with his fingers and flies above the stage, and comes down on the player as he drills into the ground, damaging them multiple times before launching them.
*Rocket: Master Hand makes a rocket shape with his fingers and flies above the stage, then appears in the background and flies around before flying straight into the player in the foreground, doing heavy damage and knockback.
*Triple Poke: Master Hand points his finger at the player, then throws three consecutive pokes.
*Laser Nails: Master Hand produces lasers from each of his fingertips, which travel across the stage at varying angles and damage the player on contact.
*Fiery Crush: Master Hand creates a large orange fireball and squeezes it, creating fiery fragments that spread across the stage that damage the player.
*Dizzy Snap: Master Hand snaps, causing the player to be dizzy. If they are in midair, it instead knocks them away.
*Platform Dealer: Master Hand deals out orange, card-like platforms that rise upward, trying to carry the player through the upper blast zone. Each platform covers a quarter of the stage, and cannot be dropped through.
*Icy Wind: Master Hand flaps rapidly, creating windboxes that pushes the player backwards as well as creating ice projectiles that damage and freeze the player.
*Hazardous Spikes: Master Hand scrapes his fingers across the ground, causing spikes to sprout from that location for a short time that damage the player on contact.
*Ball Bowl: Master Hand underhands three iron, spiked balls, which either roll or bounce across the stage. These can be attacked to be sent back at him.
*Mirror Laser: Master Hand creates several mirrors around the stage, and fires a single laser from his fingertip that reflects off of the mirrors.
*Fireball Blitz: Master Hand appears in the background and sends five fireballs into the foreground, then rockets forward for a punch.
*Ink Blob: Master Hand creates a ball of ink that covers the screen for a short time.
*Ring Toss: Master Hand flings two yellow rings from his index finger forward, which also have a chance of boomeranging backward.	<tabber>
Individual=
*Finger Gun: Master Hand makes a gun-like shape with his fingers and follows the player, before firing fiery bullets at them. He can fire anywhere from one to five rounds of bullets depending on both his damage and the intensity.
*Slap: Master Hand throws a heavy slap across the entire stage.
*Triple Swipe: Master Hand swipes across the stage three times.
*Finger Walk: Master Hand walks on two fingers across the stage, and flicks away the player if he walks into them.
*Grab: Master Hand will float in front of the player, and then reach over to grab them. If successful, he will squeeze them three times, before throwing them forward, backward, upward, or downward. The player can escape his grasp via button mashing, though this becomes more difficult to do depending on Master Hand's damage and the intensity.
*Downward Slam: Master Hand rises above the stage, tries to get above the player, and either slams the ground with his fist or his palm. The former launches the player, and the latter buries them.
*Background Attack: Master Hand rises above the stage, and appears in the background, either trying to punch the player or slam them into the ground, which creates a shockwave.
*Drill: Master Hand makes a drill-like shape with his fingers and flies above the stage, and comes down on the player as he drills into the ground, damaging them multiple times before launching them.
*Rocket: Master Hand makes a rocket shape with his fingers and flies above the stage, then appears in the background and flies around before flying straight into the player in the foreground, doing heavy damage and knockback.
*Triple Poke: Master Hand points his finger at the player, then throws three consecutive pokes.
*Laser Nails: Master Hand produces lasers from each of his fingertips, which travel across the stage at varying angles and damage the player on contact.
*Fiery Crush: Master Hand creates a large orange fireball and squeezes it, creating fiery fragments that spread across the stage that damage the player.
*Dizzy Snap: Master Hand snaps, causing the player to be dizzy. If they are in midair, it instead knocks them away.
*Platform Dealer: Master Hand deals out orange, card-like platforms that rise upward, trying to carry the player through the upper blast zone. Each platform covers a quarter of the stage, and cannot be dropped through.
*Icy Wind: Master Hand flaps rapidly, creating windboxes that pushes the player backwards as well as creating ice projectiles that damage and freeze the player.
*Hazardous Spikes: Master Hand scrapes his fingers across the ground, causing spikes to sprout from that location for a short time that damage the player on contact.
*Ball Bowl: Master Hand underhands three iron, spiked balls, which either roll or bounce across the stage. These can be attacked to be sent back at him.
*Mirror Laser: Master Hand creates several mirrors around the stage, and fires a single laser from his fingertip that reflects off of the mirrors.
*Fireball Blitz: Master Hand appears in the background and sends five fireballs into the foreground, then rockets forward for a punch.
*Ink Blob: Master Hand creates a ball of ink that covers the screen for a short time.
*Ring Toss: Master Hand flings two yellow rings from his index finger forward, which also have a chance of boomeranging backward.
Crazy HandSuper Smash Bros. Melee (2001)
 	 	Crazy Hand is the left-hand counterpart of Master Hand; while he is the embodiment of creation, Crazy Hand is the embodiment of destruction. As his name suggests, he is a lot more erratic than Master Hand in his movements, attacks, and even voice, and thus is generally more dangerous. He first appeared in Melee where he could be encountered in Classic Mode under specific conditions, and appeared in all Super Smash Bros. games since.The player can encounter Crazy Hand at the end of Classic Mode if the intensity is set to 5.1 or higher, and the player makes it to the final stage in 10 minutes or less without using a continue. Once Master Hand's health is halved, Crazy Hand will appear and start helping him. Many of Crazy Hand's attacks are variations of Master Hand's, but are more damaging and have different properties. He also has a few attacks of his own, as well as attacks he can perform alongside Master Hand if both are alive. Both must be defeated to complete Classic Mode.
 	 	Crazy Hand is the left-hand counterpart of Master Hand; while he is the embodiment of creation, Crazy Hand is the embodiment of destruction. As his name suggests, he is a lot more erratic than Master Hand in his movements, attacks, and even voice, and thus is generally more dangerous. He first appeared in Melee where he could be encountered in Classic Mode under specific conditions, and appeared in all Super Smash Bros. games since.The player can encounter Crazy Hand at the end of Classic Mode if the intensity is set to 5.1 or higher, and the player makes it to the final stage in 10 minutes or less without using a continue. Once Master Hand's health is halved, Crazy Hand will appear and start helping him. Many of Crazy Hand's attacks are variations of Master Hand's, but are more damaging and have different properties. He also has a few attacks of his own, as well as attacks he can perform alongside Master Hand if both are alive. Both must be defeated to complete Classic Mode.
Crazy Hand's Moveset	Crazy Hand's Moveset	Crazy Hand's Moveset
<tabber>
Individual=
*Finger Bomb: Crazy Hand drops several bombs from his fingertips that explode on contact. He tries to follow the player as he drops them.
*Backhand: Crazy Hand throws a heavy backhanded slap across the entire stage.
*Triple Swipe: Crazy Hand swipes across the stage three times.
*Spider Walk: Crazy Hand uses his fingers to crawl across the ground like a spider, damaging the player multiple times before launching them.
*Grab: Crazy Hand will float in front of the player, and then reach over to grab them. If successful, he will squeeze them three times, putting a flower on the player's head, before laying them down on the ground, putting them to sleep.
*Downward Slam: Crazy Hand rises above the stage, tries to get above the player, and either slams the ground with his fist or his palm. The former launches the player, and the latter buries them.
*Background Attack: Crazy Hand rises above the stage, and appears in the background, either trying to punch the player or slam them into the ground, which creates a shockwave.
*Drill: Crazy Hand makes a drill-like shape with his fingers and flies above the stage, and comes down on the player as he drills into the ground, damaging them multiple times before launching them.
*Rocket: Crazy Hand makes a rocket shape with his fingers and flies above the stage, then appears in the background and flies around before flying straight into the player in the foreground, doing heavy damage and knockback.
*Triple Poke: Crazy Hand points his finger at the player, then throws three consecutive pokes. The second poke freezes the player while the third puts a flower on their head.
*Laser Nails: Crazy Hand produces lasers from each of his fingertips, which travel across the stage at varying angles and damage the player on contact.
*Spasm: Crazy Hand lays on the ground and starts flailing and flopping around, damaging the player multiple times before launching them by slapping the ground.
*Dimensional Rift: Crazy hand opens a rift in the fabric of space and time, which creates vacuumboxes that try to drag the player in. If they are sucked into the rift, they are damaged multiple times before being launched with a flower or mushroom on their head.
*Pink Pillars: Crazy Hand sticks a series of pink rods of energy into the stage, which explode on contact with the player or after enough time has passed, damaging them.
*Shadow Ball: Crazy Hand creates a ball of shadowy energy, tosses it upward, and slams it onto the stage.
*Hazardous Spikes: Master Hand scrapes his fingers across the ground, causing spikes to sprout from that location for a short time that damage the player on contact.
*Roving Void: Crazy Hand creates a purple void that moves around the stage for a short time. If the player is caught in it, they are damaged and meteor smashed. Crazy Hand can create two voids depending on his health and the intensity.
*Paralyzing Glare: Crazy Hand manifests an eye between his thumb and index finger, which creates a beam that encircles around the stage. If the player is caught, the eye will lock onto them and charge up a purple blast that deals heavy damage and knockback. It can encircle the stage between two to four times depending on Crazy Hand's damage and the intensity.
*Pentaflame: Crazy Hand snaps and creates five blue fireballs that encircle around him, damaging the player on contact. They gradually get closer and farther away from him.
*Shovel Claw: Crazy Hand digs his fingers into the ground and scoops them up like a shovel, sending dirt forward that damages the player.
*Frozen Poke: Crazy Hand extends his index finger about five times its length and pokes the player, freezing them.	<tabber>
Individual=
*Finger Bomb: Crazy Hand drops several bombs from his fingertips that explode on contact. He tries to follow the player as he drops them.
*Backhand: Crazy Hand throws a heavy backhanded slap across the entire stage.
*Triple Swipe: Crazy Hand swipes across the stage three times.
*Spider Walk: Crazy Hand uses his fingers to crawl across the ground like a spider, damaging the player multiple times before launching them.
*Grab: Crazy Hand will float in front of the player, and then reach over to grab them. If successful, he will squeeze them three times, putting a flower on the player's head, before laying them down on the ground, putting them to sleep.
*Downward Slam: Crazy Hand rises above the stage, tries to get above the player, and either slams the ground with his fist or his palm. The former launches the player, and the latter buries them.
*Background Attack: Crazy Hand rises above the stage, and appears in the background, either trying to punch the player or slam them into the ground, which creates a shockwave.
*Drill: Crazy Hand makes a drill-like shape with his fingers and flies above the stage, and comes down on the player as he drills into the ground, damaging them multiple times before launching them.
*Rocket: Crazy Hand makes a rocket shape with his fingers and flies above the stage, then appears in the background and flies around before flying straight into the player in the foreground, doing heavy damage and knockback.
*Triple Poke: Crazy Hand points his finger at the player, then throws three consecutive pokes. The second poke freezes the player while the third puts a flower on their head.
*Laser Nails: Crazy Hand produces lasers from each of his fingertips, which travel across the stage at varying angles and damage the player on contact.
*Spasm: Crazy Hand lays on the ground and starts flailing and flopping around, damaging the player multiple times before launching them by slapping the ground.
*Dimensional Rift: Crazy hand opens a rift in the fabric of space and time, which creates vacuumboxes that try to drag the player in. If they are sucked into the rift, they are damaged multiple times before being launched with a flower or mushroom on their head.
*Pink Pillars: Crazy Hand sticks a series of pink rods of energy into the stage, which explode on contact with the player or after enough time has passed, damaging them.
*Shadow Ball: Crazy Hand creates a ball of shadowy energy, tosses it upward, and slams it onto the stage.
*Hazardous Spikes: Master Hand scrapes his fingers across the ground, causing spikes to sprout from that location for a short time that damage the player on contact.
*Roving Void: Crazy Hand creates a purple void that moves around the stage for a short time. If the player is caught in it, they are damaged and meteor smashed. Crazy Hand can create two voids depending on his health and the intensity.
*Paralyzing Glare: Crazy Hand manifests an eye between his thumb and index finger, which creates a beam that encircles around the stage. If the player is caught, the eye will lock onto them and charge up a purple blast that deals heavy damage and knockback. It can encircle the stage between two to four times depending on Crazy Hand's damage and the intensity.
*Pentaflame: Crazy Hand snaps and creates five blue fireballs that encircle around him, damaging the player on contact. They gradually get closer and farther away from him.
*Shovel Claw: Crazy Hand digs his fingers into the ground and scoops them up like a shovel, sending dirt forward that damages the player.
*Frozen Poke: Crazy Hand extends his index finger about five times its length and pokes the player, freezing them.	<tabber>
Individual=
*Finger Bomb: Crazy Hand drops several bombs from his fingertips that explode on contact. He tries to follow the player as he drops them.
*Backhand: Crazy Hand throws a heavy backhanded slap across the entire stage.
*Triple Swipe: Crazy Hand swipes across the stage three times.
*Spider Walk: Crazy Hand uses his fingers to crawl across the ground like a spider, damaging the player multiple times before launching them.
*Grab: Crazy Hand will float in front of the player, and then reach over to grab them. If successful, he will squeeze them three times, putting a flower on the player's head, before laying them down on the ground, putting them to sleep.
*Downward Slam: Crazy Hand rises above the stage, tries to get above the player, and either slams the ground with his fist or his palm. The former launches the player, and the latter buries them.
*Background Attack: Crazy Hand rises above the stage, and appears in the background, either trying to punch the player or slam them into the ground, which creates a shockwave.
*Drill: Crazy Hand makes a drill-like shape with his fingers and flies above the stage, and comes down on the player as he drills into the ground, damaging them multiple times before launching them.
*Rocket: Crazy Hand makes a rocket shape with his fingers and flies above the stage, then appears in the background and flies around before flying straight into the player in the foreground, doing heavy damage and knockback.
*Triple Poke: Crazy Hand points his finger at the player, then throws three consecutive pokes. The second poke freezes the player while the third puts a flower on their head.
*Laser Nails: Crazy Hand produces lasers from each of his fingertips, which travel across the stage at varying angles and damage the player on contact.
*Spasm: Crazy Hand lays on the ground and starts flailing and flopping around, damaging the player multiple times before launching them by slapping the ground.
*Dimensional Rift: Crazy hand opens a rift in the fabric of space and time, which creates vacuumboxes that try to drag the player in. If they are sucked into the rift, they are damaged multiple times before being launched with a flower or mushroom on their head.
*Pink Pillars: Crazy Hand sticks a series of pink rods of energy into the stage, which explode on contact with the player or after enough time has passed, damaging them.
*Shadow Ball: Crazy Hand creates a ball of shadowy energy, tosses it upward, and slams it onto the stage.
*Hazardous Spikes: Master Hand scrapes his fingers across the ground, causing spikes to sprout from that location for a short time that damage the player on contact.
*Roving Void: Crazy Hand creates a purple void that moves around the stage for a short time. If the player is caught in it, they are damaged and meteor smashed. Crazy Hand can create two voids depending on his health and the intensity.
*Paralyzing Glare: Crazy Hand manifests an eye between his thumb and index finger, which creates a beam that encircles around the stage. If the player is caught, the eye will lock onto them and charge up a purple blast that deals heavy damage and knockback. It can encircle the stage between two to four times depending on Crazy Hand's damage and the intensity.
*Pentaflame: Crazy Hand snaps and creates five blue fireballs that encircle around him, damaging the player on contact. They gradually get closer and farther away from him.
*Shovel Claw: Crazy Hand digs his fingers into the ground and scoops them up like a shovel, sending dirt forward that damages the player.
*Frozen Poke: Crazy Hand extends his index finger about five times its length and pokes the player, freezing them.
Giga BowserSuper Smash Bros. Melee (2001)
 	 	Giga Bowser is a larger, much more beastly form of Bowser that appears in the Super Smash Bros. series. He first appeared as the true final boss in Adventure Mode in Melee, where he could be encountered on Normal difficulty or higher and if the player reaches the final stage in under 18 minutes with no continues. In future games, he would also appear as Bowser's Final Smash.Giga Bowser is one of the mid bosses that can be encountered in Classic Mode. He is battled on Final Destination, and when the battle begins, the player must defeat Giant Bowser. Once defeated, he reappears and transforms into Giga Bowser, referencing Adventure Mode in Melee. Unlike most other bosses, Giga Bowser doesn't have an HP pool, and instead must be KO'ed by knocking him off of the stage. This is easier said than done however, as Giga Bowser's massive size lets him laugh off weaker attacks thrown at him, and must be gotten to at least 200% damage in order to do any significant knockback.
 	 	Giga Bowser is a larger, much more beastly form of Bowser that appears in the Super Smash Bros. series. He first appeared as the true final boss in Adventure Mode in Melee, where he could be encountered on Normal difficulty or higher and if the player reaches the final stage in under 18 minutes with no continues. In future games, he would also appear as Bowser's Final Smash.Giga Bowser is one of the mid bosses that can be encountered in Classic Mode. He is battled on Final Destination, and when the battle begins, the player must defeat Giant Bowser. Once defeated, he reappears and transforms into Giga Bowser, referencing Adventure Mode in Melee. Unlike most other bosses, Giga Bowser doesn't have an HP pool, and instead must be KO'ed by knocking him off of the stage. This is easier said than done however, as Giga Bowser's massive size lets him laugh off weaker attacks thrown at him, and must be gotten to at least 200% damage in order to do any significant knockback.
Giga Bowser's Moveset	Giga Bowser's Moveset	Giga Bowser's Moveset
Giga Bowser's moveset is identical to Bowser's moveset in Melee and Brawl, although his attacks are obviously much stronger than his normal counterpart's in terms of power and range. Some moves also have different properties, such as his down smash freezing the player if it connects, and his tilt attacks having a darkness effect, making them more dangerous.
*Fire Breath: Giga Bowser breathes a stream of flames that repeatedly damages the player, which gets smaller as the move gets used. It recharged when not in use. As Giga Bowser breathes flames, lava will drop from his mouth.
*Koopa Klaw: Giga Bowser reaches out to grab the player. If successful, he will bite them repeatedly, and then throw them forward or backward.
*Whirling Fortress: Giga Bowser spins inside his shell, damaging the player multiple times before launching them. If used in midair, Giga Bowser will rise upward as he uses the move before falling into a helpless state.
*Bowser Bomb: Giga Bowser leaps into the and and slams onto the ground, dealing an incredible amount of damage and knockback. If used in midair, Giga Bowser simply falls down.	
Giga Bowser's moveset is identical to Bowser's moveset in Melee and Brawl, although his attacks are obviously much stronger than his normal counterpart's in terms of power and range. Some moves also have different properties, such as his down smash freezing the player if it connects, and his tilt attacks having a darkness effect, making them more dangerous.
*Fire Breath: Giga Bowser breathes a stream of flames that repeatedly damages the player, which gets smaller as the move gets used. It recharged when not in use. As Giga Bowser breathes flames, lava will drop from his mouth.
*Koopa Klaw: Giga Bowser reaches out to grab the player. If successful, he will bite them repeatedly, and then throw them forward or backward.
*Whirling Fortress: Giga Bowser spins inside his shell, damaging the player multiple times before launching them. If used in midair, Giga Bowser will rise upward as he uses the move before falling into a helpless state.
*Bowser Bomb: Giga Bowser leaps into the and and slams onto the ground, dealing an incredible amount of damage and knockback. If used in midair, Giga Bowser simply falls down.	
Giga Bowser's moveset is identical to Bowser's moveset in Melee and Brawl, although his attacks are obviously much stronger than his normal counterpart's in terms of power and range. Some moves also have different properties, such as his down smash freezing the player if it connects, and his tilt attacks having a darkness effect, making them more dangerous.
*Fire Breath: Giga Bowser breathes a stream of flames that repeatedly damages the player, which gets smaller as the move gets used. It recharged when not in use. As Giga Bowser breathes flames, lava will drop from his mouth.
*Koopa Klaw: Giga Bowser reaches out to grab the player. If successful, he will bite them repeatedly, and then throw them forward or backward.
*Whirling Fortress: Giga Bowser spins inside his shell, damaging the player multiple times before launching them. If used in midair, Giga Bowser will rise upward as he uses the move before falling into a helpless state.
*Bowser Bomb: Giga Bowser leaps into the and and slams onto the ground, dealing an incredible amount of damage and knockback. If used in midair, Giga Bowser simply falls down.
DraculaCastlevania (1986)
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First Phase= 	<tabber>
First Phase=	
Dracula, full title Count Dracula Vlad Țepeș, is the main antagonist of the Castlevania series, based on the historical figure Vlad the Impaler, as well as the titular antagonist of the Bram Stoker novel Dracula. He is the dark lord of a haunted castle in Transylvania, commanding an army to wage war against God and humanity. His main adversaries are the Belmont clan of vampire hunters, though while they and many others repeatedly vanquish them, Dracula and his castle are always revived once every century. His appearance in Super Smash Bros. is based off of that in Castlevania: Symphony of the Night.Dracula is one of the mid bosses that can be encountered in Classic Mode, and also appears as the final boss of Dracula's Castle in Quest Mode. He begins the battle in his normal human form, and teleports around the arena, using a variety of projectiles and spells to damage the player. He can only be damaged by attacks that hit his head, which is his weakness. Once his HP has been fully depleted, he will then transform into a green demon as seen in Castlevania: Rondo of Blood and Castlevania: Symphony of the Night, and his HP is restored. He uses an entirely different set of attacks in this form and is noticeably more aggressive, but he can be damaged anywhere rather than just his head.	 	
Dracula, full title Count Dracula Vlad Țepeș, is the main antagonist of the Castlevania series, based on the historical figure Vlad the Impaler, as well as the titular antagonist of the Bram Stoker novel Dracula. He is the dark lord of a haunted castle in Transylvania, commanding an army to wage war against God and humanity. His main adversaries are the Belmont clan of vampire hunters, though while they and many others repeatedly vanquish them, Dracula and his castle are always revived once every century. His appearance in Super Smash Bros. is based off of that in Castlevania: Symphony of the Night.Dracula is one of the mid bosses that can be encountered in Classic Mode, and also appears as the final boss of Dracula's Castle in Quest Mode. He begins the battle in his normal human form, and teleports around the arena, using a variety of projectiles and spells to damage the player. He can only be damaged by attacks that hit his head, which is his weakness. Once his HP has been fully depleted, he will then transform into a green demon as seen in Castlevania: Rondo of Blood and Castlevania: Symphony of the Night, and his HP is restored. He uses an entirely different set of attacks in this form and is noticeably more aggressive, but he can be damaged anywhere rather than just his head.	 	
Dracula's Moveset 	Dracula's Moveset	Dracula's Moveset
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First Phase=
*Hellfire: Dracula wraps himself up in his cape, then flips it open to launch three fireballs forward.
*Dark Inferno: Dracula holds his arm out as he launches a series of dark fireballs forward, which alternate between being just above the ground to about Dracula's height.
*Magic Orbs: Dracula wraps himself in his cape, then flings it open and holds his arm out to his side, launching multiple sets of red and blue magic orbs. These orbs either revolve around him with sets flying in an alternating clockwise and counter-clockwise fashion as they spread outward, or fly straight with sets alternating between all cardinal and diagonal directions. The red orbs are more powerful than the blue ones.
*Fire Pillars: Dracula raises his arm as harmless flames appear on the ground, either all at once or in a sequence. After a moment, these flames erupt into tall pillars of fire that damage the player multiple times before launching them. Depending on Dracula's health and the intensity, he can combine this attack with the above three moves.
*Bat Moon: Dracula thrusts his cape upwards, the turns into a swarm of bats that fly across the arena, damaging the player. Once they reach the other side, Dracula assumes his normal form. 	<tabber>
First Phase=
*Hellfire: Dracula wraps himself up in his cape, then flips it open to launch three fireballs forward.
*Dark Inferno: Dracula holds his arm out as he launches a series of dark fireballs forward, which alternate between being just above the ground to about Dracula's height.
*Magic Orbs: Dracula wraps himself in his cape, then flings it open and holds his arm out to his side, launching multiple sets of red and blue magic orbs. These orbs either revolve around him with sets flying in an alternating clockwise and counter-clockwise fashion as they spread outward, or fly straight with sets alternating between all cardinal and diagonal directions. The red orbs are more powerful than the blue ones.
*Fire Pillars: Dracula raises his arm as harmless flames appear on the ground, either all at once or in a sequence. After a moment, these flames erupt into tall pillars of fire that damage the player multiple times before launching them. Depending on Dracula's health and the intensity, he can combine this attack with the above three moves.
*Bat Moon: Dracula thrusts his cape upwards, the turns into a swarm of bats that fly across the arena, damaging the player. Once they reach the other side, Dracula assumes his normal form.	<tabber>
First Phase=
*Hellfire: Dracula wraps himself up in his cape, then flips it open to launch three fireballs forward.
*Dark Inferno: Dracula holds his arm out as he launches a series of dark fireballs forward, which alternate between being just above the ground to about Dracula's height.
*Magic Orbs: Dracula wraps himself in his cape, then flings it open and holds his arm out to his side, launching multiple sets of red and blue magic orbs. These orbs either revolve around him with sets flying in an alternating clockwise and counter-clockwise fashion as they spread outward, or fly straight with sets alternating between all cardinal and diagonal directions. The red orbs are more powerful than the blue ones.
*Fire Pillars: Dracula raises his arm as harmless flames appear on the ground, either all at once or in a sequence. After a moment, these flames erupt into tall pillars of fire that damage the player multiple times before launching them. Depending on Dracula's health and the intensity, he can combine this attack with the above three moves.
*Bat Moon: Dracula thrusts his cape upwards, the turns into a swarm of bats that fly across the arena, damaging the player. Once they reach the other side, Dracula assumes his normal form.
===Spirit Orders===
Spirit Orders is a combination of Special Orders in Smash 4 and Spirits in Ultimate. Throughout the mode, players are able to battle Spirits and recruit them in a similar way to Ultimate, allowing them to be used in other modes. Beating a Spirit will also unlock their respective Trophy. Spirit Orders is set in two different modes: Master Orders and Crazy Orders.
*Master Orders is hosted by Master Hand. In this mode, players can take on a series of randomly-selected Spirit battles with set conditions, similar to Event Matches in previous games. Upon winning a Spirit battle, the player can obtain the Spirit for use at any time. If they fail however, they can either try again or switch the Spirit battle to something else for 200 Gold. Spirit battles are listed in four difficulties; ★, ★★, ★★★, and ★★★★. Higher difficulties can award better Spirits however.
*Crazy Orders is hosted by Crazy Hand. It requires either 1000 Gold or a Crazy Orders Pass to play. Unlike Master Orders, Crazy Orders is more of an endurance run, where players must beat a series of Spirit battles at varying difficulties. Players carry their damage as the mode goes on, but will heal half of the damage after every Spirit battle. After winning one Spirit battle, players have the option to fight Crazy Hand. Like Master Orders, players can obtain Spirits and Trophies by winning Spirit battles, but they must defeat Crazy Hand before they can be awarded. If at any point in the mode they lose a battle, all of the player loses all of their winnings and must pay to play the mode again.
===Stadium===
Stadium consists of several different minigames players can play, usually testing their skills on various fronts. The modes available for Stadium are:
*Target Smash!! returns after being absent in Smash 4 and Ultimate. The goal is to break 10 Targets as quick as possible. As in Smash 64 and Melee, every character has a unique Target Smash!! level, which takes full advantage of their abilities and moves.
*Board the Platforms returns from Smash 64. The goal, similar to Target Smash!!, is to land on all the 10 yellow platforms, making them shine. Also like Target Smash!!, every character has their own Board the Platforms stage.
*Race to the Finish returns from Melee, involving the player to move through an obstacle course as fast as possible to reach the finish line. Every character has their own Race to the Finish stage, like Target Smash!! and Board the Platforms.
*Home-Run Contest returns from previous games. The goal is to deal as much damage to Sandbag as possible, and then launch it off of the starting platform to make it fly as far as possible. Players are provided a Home-Run Bat to both damage and launch it.
*Multi-Man Smash returns from previous games. As in Smash 4 and Ultimate, the enemies for this mode are the Fighting Mii Team, and the goal is to KO all of them under different conditions. The different modes are as follows:
**10-Man Smash: The player must defeat 10 Fighting Mii Team members.
**100-Man Smash: The player must defeat 100 Fighting Mii Team members.
**3-Minute Smash: The player must defeat as many Fighting Mii Team members as possible within three minutes.
**15-Minute Smash: The player must defeat as many Fighting Mii Team members as possible within 15 minutes.
**Mob Smash: The player is pitted against an opponent, and must defeat more Fighting Mii Team members than them.
**Endless Smash: The player must defeat as many Fighting Mii Team members as possible before they are KO'ed.
**Cruel Smash: The Fighting Mii Team members are much stronger and resilient, and items aren't provided. The player must beat as many of them as possible until they are KO'ed.
===Smash Run DX===
Smash Run DX is an evolution of Smash Run from Super Smash Bros. for Nintendo 3DS. It retains many of the same mechanics from the aforementioned mode; players will venture through a massive labyrinth to find and defeat enemies, participate in challenges, and find treasure to collect Stat Boosts. These will boost the player's stats, which will help them in a final match against the other four players; whoever wins this match will win the game.
There are some notable additions Smash Run DX however. Like City Trial in Kirby Air Ride, players may encounter each other while exploring the map, and can attack each other. If one player defeats another, they will receive half of the Stat Boosts that the other player lost. The mode also features customization; players can set the time limit from anywhere from three to 10 minutes, set the rarity of special event, and set the enemy encounter rate. Players may also choose to give themselves a handicap or an advantage, increasing or decreasing the damage and knockback they take from enemies' attacks respectively. However, players with an advantage will be rewarded less Stat Boosts, while players with a handicap will be rewarded with more Stat Boosts.
Lastly, Smash Run DX is split into a further four modes, which are listed below:
*Basic Run is most similar to Smash Run in Super Smash Bros. for Nintendo 3DS. Players must collect Stat Boosts from defeating enemies, increasing their stats to help them in the final battle.
*Speed Run has every player at max stats by default. However, they will gradually decrease. As such, players need to keep collecting Stat Boosts to prevent their stats from being too low for the final battle.
*Point Run is different from the other modes in that points are provided for defeating enemies rather than Stat Boosts. The points each enemy provides is dependent on how difficult they are to defeat, with stronger enemies providing more points. Before the final battle, the players' points are converted into Stat Boosts, with more points awarding more Stat Boosts, helping them for the final battle.
*Boss Run features exclusive, powerful enemies that will appear in random areas of the labyrinth throughout the game. While the mode plays like Basic Run, these powerful enemies are the only ones that reward significant Stat Boosts for defeating them. Whenever one appears, they are shown on the map in the form of a red "!".
====Basic Enemies====
Amazy DayzeePaper Mario (2000)
		Amazy Dayzees are a variant of Crayzee Dayzees that appear in the Paper Mario series. They are golden and extremely rare. In Paper Mario and Paper Mario: The Thousand-Year Door, they have a tendency to flee from battle before they can be defeated, and on top of that, their singing attack deals extreme amounts of damage. In Super Paper Mario, they can shift between 2D and 3D while running away from the player, making them really hard to damage.Amazy Dayzees are extremely rare enemies, and are rarely ever encountered in Smash Run DX. They have high health and high knockback resistance, and if the player gets close enough to them, they'll run away. Their sole attack is singing, causing a music note to appear which deals heavy damage and puts the player to sleep on contact. Upon defeat, they will release a large amount of Stat Boosts, though if not defeated quick enough, they will shift to 3D and disappear.	Amazy Dayzees are a variant of Crayzee Dayzees that appear in the Paper Mario series. They are golden and extremely rare. In Paper Mario and Paper Mario: The Thousand-Year Door, they have a tendency to flee from battle before they can be defeated, and on top of that, their singing attack deals extreme amounts of damage. In Super Paper Mario, they can shift between 2D and 3D while running away from the player, making them really hard to damage.Amazy Dayzees are extremely rare enemies, and are rarely ever encountered in Smash Run DX. They have high health and high knockback resistance, and if the player gets close enough to them, they'll run away. Their sole attack is singing, causing a music note to appear which deals heavy damage and puts the player to sleep on contact. Upon defeat, they will release a large amount of Stat Boosts, though if not defeated quick enough, they will shift to 3D and disappear.
		Amazy Dayzees are a variant of Crayzee Dayzees that appear in the Paper Mario series. They are golden and extremely rare. In Paper Mario and Paper Mario: The Thousand-Year Door, they have a tendency to flee from battle before they can be defeated, and on top of that, their singing attack deals extreme amounts of damage. In Super Paper Mario, they can shift between 2D and 3D while running away from the player, making them really hard to damage.Amazy Dayzees are extremely rare enemies, and are rarely ever encountered in Smash Run DX. They have high health and high knockback resistance, and if the player gets close enough to them, they'll run away. Their sole attack is singing, causing a music note to appear which deals heavy damage and puts the player to sleep on contact. Upon defeat, they will release a large amount of Stat Boosts, though if not defeated quick enough, they will shift to 3D and disappear.	Amazy Dayzees are a variant of Crayzee Dayzees that appear in the Paper Mario series. They are golden and extremely rare. In Paper Mario and Paper Mario: The Thousand-Year Door, they have a tendency to flee from battle before they can be defeated, and on top of that, their singing attack deals extreme amounts of damage. In Super Paper Mario, they can shift between 2D and 3D while running away from the player, making them really hard to damage.Amazy Dayzees are extremely rare enemies, and are rarely ever encountered in Smash Run DX. They have high health and high knockback resistance, and if the player gets close enough to them, they'll run away. Their sole attack is singing, causing a music note to appear which deals heavy damage and puts the player to sleep on contact. Upon defeat, they will release a large amount of Stat Boosts, though if not defeated quick enough, they will shift to 3D and disappear.
Arc WeldyMega Man 11 (2018)
		Arc Weldies are small welding robot enemies that appear in Mega Man 11. They move slowly across the ground and use their welding torches to burn pools of molten metal into the ground. These will harm Mega Man if he steps in them.Arc Weldies will act just as they do in Mega Man 11; they move slowly along the ground and use their welding torches to cover the ground in molten metal. While the Arc Wendlies themselves don't damage fighters, the molten metal can. They have weak health and can be disposed of easily.	Arc Weldies are small welding robot enemies that appear in Mega Man 11. They move slowly across the ground and use their welding torches to burn pools of molten metal into the ground. These will harm Mega Man if he steps in them.Arc Weldies will act just as they do in Mega Man 11; they move slowly along the ground and use their welding torches to cover the ground in molten metal. While the Arc Wendlies themselves don't damage fighters, the molten metal can. They have weak health and can be disposed of easily.
		Arc Weldies are small welding robot enemies that appear in Mega Man 11. They move slowly across the ground and use their welding torches to burn pools of molten metal into the ground. These will harm Mega Man if he steps in them.Arc Weldies will act just as they do in Mega Man 11; they move slowly along the ground and use their welding torches to cover the ground in molten metal. While the Arc Wendlies themselves don't damage fighters, the molten metal can. They have weak health and can be disposed of easily.	Arc Weldies are small welding robot enemies that appear in Mega Man 11. They move slowly across the ground and use their welding torches to burn pools of molten metal into the ground. These will harm Mega Man if he steps in them.Arc Weldies will act just as they do in Mega Man 11; they move slowly along the ground and use their welding torches to cover the ground in molten metal. While the Arc Wendlies themselves don't damage fighters, the molten metal can. They have weak health and can be disposed of easily.
AriadosPokmon Gold and Pokmon Silver (1999)
		Ariados is a Bug / Poison dual-type Long Leg Pokmon introduced in Generation II. It evolves from Spinarak. Unlike most spiders, Ariados will actively hunt for prey. It will attach silk to its prey before setting it free, only to track it down and find it and its friends to have a bigger meal.Ariados can only be found in areas with ceilings. If a player is underneath them, it will drop down and grab them. If successful, it will use Toxic Thread, a non-damaging Poison-type move introduced in Generation VII. It traps the player in purple silk, which gradually damages them and lowers their stats. Players can break free from it quicker by button-mashing. Ariados has low health, but if knocked away, it will scurry and find a new hiding place, making it difficult to defeat.	Ariados is a Bug / Poison dual-type Long Leg Pokmon introduced in Generation II. It evolves from Spinarak. Unlike most spiders, Ariados will actively hunt for prey. It will attach silk to its prey before setting it free, only to track it down and find it and its friends to have a bigger meal.Ariados can only be found in areas with ceilings. If a player is underneath them, it will drop down and grab them. If successful, it will use Toxic Thread, a non-damaging Poison-type move introduced in Generation VII. It traps the player in purple silk, which gradually damages them and lowers their stats. Players can break free from it quicker by button-mashing. Ariados has low health, but if knocked away, it will scurry and find a new hiding place, making it difficult to defeat.
		Ariados is a Bug / Poison dual-type Long Leg Pokmon introduced in Generation II. It evolves from Spinarak. Unlike most spiders, Ariados will actively hunt for prey. It will attach silk to its prey before setting it free, only to track it down and find it and its friends to have a bigger meal.Ariados can only be found in areas with ceilings. If a player is underneath them, it will drop down and grab them. If successful, it will use Toxic Thread, a non-damaging Poison-type move introduced in Generation VII. It traps the player in purple silk, which gradually damages them and lowers their stats. Players can break free from it quicker by button-mashing. Ariados has low health, but if knocked away, it will scurry and find a new hiding place, making it difficult to defeat.	Ariados is a Bug / Poison dual-type Long Leg Pokmon introduced in Generation II. It evolves from Spinarak. Unlike most spiders, Ariados will actively hunt for prey. It will attach silk to its prey before setting it free, only to track it down and find it and its friends to have a bigger meal.Ariados can only be found in areas with ceilings. If a player is underneath them, it will drop down and grab them. If successful, it will use Toxic Thread, a non-damaging Poison-type move introduced in Generation VII. It traps the player in purple silk, which gradually damages them and lowers their stats. Players can break free from it quicker by button-mashing. Ariados has low health, but if knocked away, it will scurry and find a new hiding place, making it difficult to defeat.
ArmankSuper Smash Bros. Brawl (2008)
		Armanks are green, blob-like enemies that control large tanks, appearing in Super Smash Bros. Brawl as enemies encountered in the Subspace Emissary. While inside their tank, they have extremely high damage resistance to the point where it is near impossible to defeat them. If a fighter approaches one, they will reveal a large, claw-like mech that will bite at them and shoot projectiles. This mech can be destroyed, and after enough damage, it will explode. The Armank will appear out of its tank in a panicked state, where it will take heavy damage from attacks.	Armanks are green, blob-like enemies that control large tanks, appearing in Super Smash Bros. Brawl as enemies encountered in the Subspace Emissary. While inside their tank, they have extremely high damage resistance to the point where it is near impossible to defeat them. If a fighter approaches one, they will reveal a large, claw-like mech that will bite at them and shoot projectiles. This mech can be destroyed, and after enough damage, it will explode. The Armank will appear out of its tank in a panicked state, where it will take heavy damage from attacks.
		Armanks are green, blob-like enemies that control large tanks, appearing in Super Smash Bros. Brawl as enemies encountered in the Subspace Emissary. While inside their tank, they have extremely high damage resistance to the point where it is near impossible to defeat them. If a fighter approaches one, they will reveal a large, claw-like mech that will bite at them and shoot projectiles. This mech can be destroyed, and after enough damage, it will explode. The Armank will appear out of its tank in a panicked state, where it will take heavy damage from attacks.	Armanks are green, blob-like enemies that control large tanks, appearing in Super Smash Bros. Brawl as enemies encountered in the Subspace Emissary. While inside their tank, they have extremely high damage resistance to the point where it is near impossible to defeat them. If a fighter approaches one, they will reveal a large, claw-like mech that will bite at them and shoot projectiles. This mech can be destroyed, and after enough damage, it will explode. The Armank will appear out of its tank in a panicked state, where it will take heavy damage from attacks.
ArmyDonkey Kong Country (1994)
		Armies are armadillo enemies that appear in Donkey Kong Country. When Donkey Kong and Diddy Kong get close enough, they will attack by rolling into a ball and chasing them, which will damage them. Donkey Kong can defeat an Army by jumping on it while it's rolling, though Diddy Kong will simply stop it from rolling. Other methods of attack, such as throwing barrels, will also defeat it.Armies have moderately high health, and attack just as they do in Donkey Kong Country, by rolling into a ball and charging at the player. If they're attacked while rolling, it won't take damage, though it will stop rolling abd be pushed back a bit, giving the player an opportunity to attack.	Armies are armadillo enemies that appear in Donkey Kong Country. When Donkey Kong and Diddy Kong get close enough, they will attack by rolling into a ball and chasing them, which will damage them. Donkey Kong can defeat an Army by jumping on it while it's rolling, though Diddy Kong will simply stop it from rolling. Other methods of attack, such as throwing barrels, will also defeat it.Armies have moderately high health, and attack just as they do in Donkey Kong Country, by rolling into a ball and charging at the player. If they're attacked while rolling, it won't take damage, though it will stop rolling abd be pushed back a bit, giving the player an opportunity to attack.
		Armies are armadillo enemies that appear in Donkey Kong Country. When Donkey Kong and Diddy Kong get close enough, they will attack by rolling into a ball and chasing them, which will damage them. Donkey Kong can defeat an Army by jumping on it while it's rolling, though Diddy Kong will simply stop it from rolling. Other methods of attack, such as throwing barrels, will also defeat it.Armies have moderately high health, and attack just as they do in Donkey Kong Country, by rolling into a ball and charging at the player. If they're attacked while rolling, it won't take damage, though it will stop rolling abd be pushed back a bit, giving the player an opportunity to attack.	Armies are armadillo enemies that appear in Donkey Kong Country. When Donkey Kong and Diddy Kong get close enough, they will attack by rolling into a ball and chasing them, which will damage them. Donkey Kong can defeat an Army by jumping on it while it's rolling, though Diddy Kong will simply stop it from rolling. Other methods of attack, such as throwing barrels, will also defeat it.Armies have moderately high health, and attack just as they do in Donkey Kong Country, by rolling into a ball and charging at the player. If they're attacked while rolling, it won't take damage, though it will stop rolling abd be pushed back a bit, giving the player an opportunity to attack.
AurorosSuper Smash Bros. Brawl (2008)
		Auroros are bird-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will float above the ground in place, and when the player approaches, they will fly downward to strike them with their beak. If they miss, they will become stuck in the ground for a short time. In this state, they can be picked up and thrown like an item, instantly defeating it, though they can be defeated by conventional means as well.	Auroros are bird-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will float above the ground in place, and when the player approaches, they will fly downward to strike them with their beak. If they miss, they will become stuck in the ground for a short time. In this state, they can be picked up and thrown like an item, instantly defeating it, though they can be defeated by conventional means as well.
		Auroros are bird-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will float above the ground in place, and when the player approaches, they will fly downward to strike them with their beak. If they miss, they will become stuck in the ground for a short time. In this state, they can be picked up and thrown like an item, instantly defeating it, though they can be defeated by conventional means as well.	Auroros are bird-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will float above the ground in place, and when the player approaches, they will fly downward to strike them with their beak. If they miss, they will become stuck in the ground for a short time. In this state, they can be picked up and thrown like an item, instantly defeating it, though they can be defeated by conventional means as well.
Attacky SackYoshi's Story (1997)
		Attacky Sacks are large, multicolored balls with faces that appear in Yoshi's Story. It will slowly bounce off of walls, and is invincible. As such, it must be avoided at all costs.Attacky Sacks cannot be defeated, and serve more as obstacles than enemies. They will bounce around the area, damaging players that they hit, and even burying players they land on. However, Attacky Sacks will also damage enemies they hit, so they can be helpful in some situations.	Attacky Sacks are large, multicolored balls with faces that appear in Yoshi's Story. It will slowly bounce off of walls, and is invincible. As such, it must be avoided at all costs.Attacky Sacks cannot be defeated, and serve more as obstacles than enemies. They will bounce around the area, damaging players that they hit, and even burying players they land on. However, Attacky Sacks will also damage enemies they hit, so they can be helpful in some situations.
		Attacky Sacks are large, multicolored balls with faces that appear in Yoshi's Story. It will slowly bounce off of walls, and is invincible. As such, it must be avoided at all costs.Attacky Sacks cannot be defeated, and serve more as obstacles than enemies. They will bounce around the area, damaging players that they hit, and even burying players they land on. However, Attacky Sacks will also damage enemies they hit, so they can be helpful in some situations.	Attacky Sacks are large, multicolored balls with faces that appear in Yoshi's Story. It will slowly bounce off of walls, and is invincible. As such, it must be avoided at all costs.Attacky Sacks cannot be defeated, and serve more as obstacles than enemies. They will bounce around the area, damaging players that they hit, and even burying players they land on. However, Attacky Sacks will also damage enemies they hit, so they can be helpful in some situations.
AutolanceSuper Smash Bros. Brawl (2008)
		Autolances are enemies that appear in Super Smash Bros. Brawl that appear as enemies in the Subspace Emissary. They are small tanks that wear large helmets. They have a lot of health and travel slowly, and have very high launch resistance to boot. They attack by protruding a lance from their front, either as a melee attack or throwing in an arc as a projectile. After taking enough damage, the Autolance's helmet will fly off, revealing a flashing yellow light. Attacking this light will deal much more damage.	Autolances are enemies that appear in Super Smash Bros. Brawl that appear as enemies in the Subspace Emissary. They are small tanks that wear large helmets. They have a lot of health and travel slowly, and have very high launch resistance to boot. They attack by protruding a lance from their front, either as a melee attack or throwing in an arc as a projectile. After taking enough damage, the Autolance's helmet will fly off, revealing a flashing yellow light. Attacking this light will deal much more damage.
		Autolances are enemies that appear in Super Smash Bros. Brawl that appear as enemies in the Subspace Emissary. They are small tanks that wear large helmets. They have a lot of health and travel slowly, and have very high launch resistance to boot. They attack by protruding a lance from their front, either as a melee attack or throwing in an arc as a projectile. After taking enough damage, the Autolance's helmet will fly off, revealing a flashing yellow light. Attacking this light will deal much more damage.	Autolances are enemies that appear in Super Smash Bros. Brawl that appear as enemies in the Subspace Emissary. They are small tanks that wear large helmets. They have a lot of health and travel slowly, and have very high launch resistance to boot. They attack by protruding a lance from their front, either as a melee attack or throwing in an arc as a projectile. After taking enough damage, the Autolance's helmet will fly off, revealing a flashing yellow light. Attacking this light will deal much more damage.
BacuraXevious (1983)
		Bacuras are rectangular spinning enemies that appear in Namco's Xevious series. They act as obstacles that the player must avoid, and cannot be defeated by normal means. Since their debut, they have also appeared in other Namco-developed titles as easter egg enemies.Bacuras usually appear in groups, falling from the sky and damaging fighters they hit. They cannot be damaged and will reflect any projectiles thrown at them; as such, they serve more as obstacles than enemies.	Bacuras are rectangular spinning enemies that appear in Namco's Xevious series. They act as obstacles that the player must avoid, and cannot be defeated by normal means. Since their debut, they have also appeared in other Namco-developed titles as easter egg enemies.Bacuras usually appear in groups, falling from the sky and damaging fighters they hit. They cannot be damaged and will reflect any projectiles thrown at them; as such, they serve more as obstacles than enemies.
		Bacuras are rectangular spinning enemies that appear in Namco's Xevious series. They act as obstacles that the player must avoid, and cannot be defeated by normal means. Since their debut, they have also appeared in other Namco-developed titles as easter egg enemies.Bacuras usually appear in groups, falling from the sky and damaging fighters they hit. They cannot be damaged and will reflect any projectiles thrown at them; as such, they serve more as obstacles than enemies.	Bacuras are rectangular spinning enemies that appear in Namco's Xevious series. They act as obstacles that the player must avoid, and cannot be defeated by normal means. Since their debut, they have also appeared in other Namco-developed titles as easter egg enemies.Bacuras usually appear in groups, falling from the sky and damaging fighters they hit. They cannot be damaged and will reflect any projectiles thrown at them; as such, they serve more as obstacles than enemies.
Balloon Fight EnemyBalloon Fight (1984)
		Balloon Fight Enemies are the main enemies in Balloon Fight. In order to beat a level, the player would have to ram into their balloons, causing them to drop to the ground. In this state, they can be rammed into again to be defeated, but if the player isn't quick enough, they will blow more balloons and begin floating again.Balloon Fight Enemies will appear in their NES sprites. When they encounter fighters, they will try to rush into them to deal damage. They can have one to three balloons, which dictate the number of hits they will take before being defeated. Once all balloons are popped, they will award Stat Boosts.	Balloon Fight Enemies are the main enemies in Balloon Fight. In order to beat a level, the player would have to ram into their balloons, causing them to drop to the ground. In this state, they can be rammed into again to be defeated, but if the player isn't quick enough, they will blow more balloons and begin floating again.Balloon Fight Enemies will appear in their NES sprites. When they encounter fighters, they will try to rush into them to deal damage. They can have one to three balloons, which dictate the number of hits they will take before being defeated. Once all balloons are popped, they will award Stat Boosts.
		Balloon Fight Enemies are the main enemies in Balloon Fight. In order to beat a level, the player would have to ram into their balloons, causing them to drop to the ground. In this state, they can be rammed into again to be defeated, but if the player isn't quick enough, they will blow more balloons and begin floating again.Balloon Fight Enemies will appear in their NES sprites. When they encounter fighters, they will try to rush into them to deal damage. They can have one to three balloons, which dictate the number of hits they will take before being defeated. Once all balloons are popped, they will award Stat Boosts.	Balloon Fight Enemies are the main enemies in Balloon Fight. In order to beat a level, the player would have to ram into their balloons, causing them to drop to the ground. In this state, they can be rammed into again to be defeated, but if the player isn't quick enough, they will blow more balloons and begin floating again.Balloon Fight Enemies will appear in their NES sprites. When they encounter fighters, they will try to rush into them to deal damage. They can have one to three balloons, which dictate the number of hits they will take before being defeated. Once all balloons are popped, they will award Stat Boosts.
Banzai BillSuper Mario World (1991)
		Banzai Bills are massive Bullet Bills, usually being fired at Mario from off-screen. Although they have the same weaknesses and capabilities as normal Bullet Bills, their increased size makes them much more difficult to deal with.Banzai Bills can be fired from off-screen, and will either fly slowly in a straight line or home in on nearby fighters. It will damage them on impact, so projectiles and disjointed attacks are recommended for attacking it. They do, however, have a lot of health and have knockback resistance. If a Banzai Bill flies into a wall, it will remain stuck in there before flashing, exploding afterwards and heavily damaging any fighters caught in the blast radius.	Banzai Bills are massive Bullet Bills, usually being fired at Mario from off-screen. Although they have the same weaknesses and capabilities as normal Bullet Bills, their increased size makes them much more difficult to deal with.Banzai Bills can be fired from off-screen, and will either fly slowly in a straight line or home in on nearby fighters. It will damage them on impact, so projectiles and disjointed attacks are recommended for attacking it. They do, however, have a lot of health and have knockback resistance. If a Banzai Bill flies into a wall, it will remain stuck in there before flashing, exploding afterwards and heavily damaging any fighters caught in the blast radius.
		Banzai Bills are massive Bullet Bills, usually being fired at Mario from off-screen. Although they have the same weaknesses and capabilities as normal Bullet Bills, their increased size makes them much more difficult to deal with.Banzai Bills can be fired from off-screen, and will either fly slowly in a straight line or home in on nearby fighters. It will damage them on impact, so projectiles and disjointed attacks are recommended for attacking it. They do, however, have a lot of health and have knockback resistance. If a Banzai Bill flies into a wall, it will remain stuck in there before flashing, exploding afterwards and heavily damaging any fighters caught in the blast radius.	Banzai Bills are massive Bullet Bills, usually being fired at Mario from off-screen. Although they have the same weaknesses and capabilities as normal Bullet Bills, their increased size makes them much more difficult to deal with.Banzai Bills can be fired from off-screen, and will either fly slowly in a straight line or home in on nearby fighters. It will damage them on impact, so projectiles and disjointed attacks are recommended for attacking it. They do, however, have a lot of health and have knockback resistance. If a Banzai Bill flies into a wall, it will remain stuck in there before flashing, exploding afterwards and heavily damaging any fighters caught in the blast radius.
BarribadSuper Paper Mario (2007)
		Barribads are sphere-shaped enemies that appear in Super Paper Mario. As their name implies, they deploy a barrier around themselves when Mario and co. approach them, and proceed to attack with ring-based projectiles. The barrier prevents the heroes from attacking them head-on, so other methods must be used to bypass it, one such method being Mario flipping into 3D and getting close to the Barribad.Barribads have low health and the projectiles they fire are slow and deal little damage. However, they aren't easy to defeat due to the square-based barrier that appears around them if the player approaches one. These serve as walls that cannot be passed through, and even enemies that are launched into it will bounce off of it. The only way to defeat it is with projectiles or by reflecting its own projectiles.	Barribads are sphere-shaped enemies that appear in Super Paper Mario. As their name implies, they deploy a barrier around themselves when Mario and co. approach them, and proceed to attack with ring-based projectiles. The barrier prevents the heroes from attacking them head-on, so other methods must be used to bypass it, one such method being Mario flipping into 3D and getting close to the Barribad.Barribads have low health and the projectiles they fire are slow and deal little damage. However, they aren't easy to defeat due to the square-based barrier that appears around them if the player approaches one. These serve as walls that cannot be passed through, and even enemies that are launched into it will bounce off of it. The only way to defeat it is with projectiles or by reflecting its own projectiles.
		Barribads are sphere-shaped enemies that appear in Super Paper Mario. As their name implies, they deploy a barrier around themselves when Mario and co. approach them, and proceed to attack with ring-based projectiles. The barrier prevents the heroes from attacking them head-on, so other methods must be used to bypass it, one such method being Mario flipping into 3D and getting close to the Barribad.Barribads have low health and the projectiles they fire are slow and deal little damage. However, they aren't easy to defeat due to the square-based barrier that appears around them if the player approaches one. These serve as walls that cannot be passed through, and even enemies that are launched into it will bounce off of it. The only way to defeat it is with projectiles or by reflecting its own projectiles.	Barribads are sphere-shaped enemies that appear in Super Paper Mario. As their name implies, they deploy a barrier around themselves when Mario and co. approach them, and proceed to attack with ring-based projectiles. The barrier prevents the heroes from attacking them head-on, so other methods must be used to bypass it, one such method being Mario flipping into 3D and getting close to the Barribad.Barribads have low health and the projectiles they fire are slow and deal little damage. However, they aren't easy to defeat due to the square-based barrier that appears around them if the player approaches one. These serve as walls that cannot be passed through, and even enemies that are launched into it will bounce off of it. The only way to defeat it is with projectiles or by reflecting its own projectiles.
Big GoombaSuper Mario Bros. 3 (1989)
		Big Goombas are, as their name suggests, larger Goombas that appear as semi-common enemies in the Mario series. Though they are larger and harder to avoid, they can still be defeated by stomping on them. Starting with New Super Mario Bros. Wii, stomping on a Big Goomba would cause it to split into two regular Goombas.Big Goombas act like normal Goombas, with their main attack being to charge into players. However, they sport much more health and have launch resistance, along with their charging attack dealing much more damage. They can also stomp on the ground, causing players to trip. They also won't be defeated by the player stomping them; instead, this must be done three times.	Big Goombas are, as their name suggests, larger Goombas that appear as semi-common enemies in the Mario series. Though they are larger and harder to avoid, they can still be defeated by stomping on them. Starting with New Super Mario Bros. Wii, stomping on a Big Goomba would cause it to split into two regular Goombas.Big Goombas act like normal Goombas, with their main attack being to charge into players. However, they sport much more health and have launch resistance, along with their charging attack dealing much more damage. They can also stomp on the ground, causing players to trip. They also won't be defeated by the player stomping them; instead, this must be done three times.
		Big Goombas are, as their name suggests, larger Goombas that appear as semi-common enemies in the Mario series. Though they are larger and harder to avoid, they can still be defeated by stomping on them. Starting with New Super Mario Bros. Wii, stomping on a Big Goomba would cause it to split into two regular Goombas.Big Goombas act like normal Goombas, with their main attack being to charge into players. However, they sport much more health and have launch resistance, along with their charging attack dealing much more damage. They can also stomp on the ground, causing players to trip. They also won't be defeated by the player stomping them; instead, this must be done three times.	Big Goombas are, as their name suggests, larger Goombas that appear as semi-common enemies in the Mario series. Though they are larger and harder to avoid, they can still be defeated by stomping on them. Starting with New Super Mario Bros. Wii, stomping on a Big Goomba would cause it to split into two regular Goombas.Big Goombas act like normal Goombas, with their main attack being to charge into players. However, they sport much more health and have launch resistance, along with their charging attack dealing much more damage. They can also stomp on the ground, causing players to trip. They also won't be defeated by the player stomping them; instead, this must be done three times.
Big PrimidSuper Smash Bros. Brawl (2008)
		Big Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They resemble regular Primids, but are significantly larger. While their attacks are slower, they are much more devastating. They also have a lot of health and have launch resistance, making them difficult to KO.	Big Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They resemble regular Primids, but are significantly larger. While their attacks are slower, they are much more devastating. They also have a lot of health and have launch resistance, making them difficult to KO.
		Big Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They resemble regular Primids, but are significantly larger. While their attacks are slower, they are much more devastating. They also have a lot of health and have launch resistance, making them difficult to KO.	Big Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They resemble regular Primids, but are significantly larger. While their attacks are slower, they are much more devastating. They also have a lot of health and have launch resistance, making them difficult to KO.
Bill BlasterSuper Mario Bros. (1985)
		Bill Blasters are cannons that appear as obstacles throughout the Mario series. They typically fire Bullet Bills in the direction Mario is in. They are invincible and sometimes serve as platforms for Mario to jump on. If he stands on or next to a Bill Blaster, it will not fire any Bullet Bills.When a Bill Blaster is encountered, it will remain stationary and can be damaged. However, it will continually fire Bullet Bills to damage the fighters. The less Bullet Bills it is able to shoot, the more Stat Boosts are awarded fro when the Bill Blaster is defeated. They do, however, sport high health and launch resistance.	Bill Blasters are cannons that appear as obstacles throughout the Mario series. They typically fire Bullet Bills in the direction Mario is in. They are invincible and sometimes serve as platforms for Mario to jump on. If he stands on or next to a Bill Blaster, it will not fire any Bullet Bills.When a Bill Blaster is encountered, it will remain stationary and can be damaged. However, it will continually fire Bullet Bills to damage the fighters. The less Bullet Bills it is able to shoot, the more Stat Boosts are awarded fro when the Bill Blaster is defeated. They do, however, sport high health and launch resistance.
		Bill Blasters are cannons that appear as obstacles throughout the Mario series. They typically fire Bullet Bills in the direction Mario is in. They are invincible and sometimes serve as platforms for Mario to jump on. If he stands on or next to a Bill Blaster, it will not fire any Bullet Bills.When a Bill Blaster is encountered, it will remain stationary and can be damaged. However, it will continually fire Bullet Bills to damage the fighters. The less Bullet Bills it is able to shoot, the more Stat Boosts are awarded fro when the Bill Blaster is defeated. They do, however, sport high health and launch resistance.	Bill Blasters are cannons that appear as obstacles throughout the Mario series. They typically fire Bullet Bills in the direction Mario is in. They are invincible and sometimes serve as platforms for Mario to jump on. If he stands on or next to a Bill Blaster, it will not fire any Bullet Bills.When a Bill Blaster is encountered, it will remain stationary and can be damaged. However, it will continually fire Bullet Bills to damage the fighters. The less Bullet Bills it is able to shoot, the more Stat Boosts are awarded fro when the Bill Blaster is defeated. They do, however, sport high health and launch resistance.
Black DrumDonkey Kong Country (1994)
		Black Drums are oil drum-like obstacles that appear in Donkey Kong Country as obstacles, indicated by a skull and crossbones at the front. They will constantly spawn enemies from the top, including Gnawties, Slippas, Klaptraps, and Armies. They can only be destroyed by throwing a TNT Barrel at it. A larger Black Drum, Dumb Drum, appears as the boss of Kremkroc Industries, Inc.Black Drums are stationary enemies that will constantly spawn random enemies from the top. They have high health, and will explode when defeated, which can damage other enemies around it. The less enemies it manages to spawn, the more Stat Bonuses will be rewarded upon defeating it.	Black Drums are oil drum-like obstacles that appear in Donkey Kong Country as obstacles, indicated by a skull and crossbones at the front. They will constantly spawn enemies from the top, including Gnawties, Slippas, Klaptraps, and Armies. They can only be destroyed by throwing a TNT Barrel at it. A larger Black Drum, Dumb Drum, appears as the boss of Kremkroc Industries, Inc.Black Drums are stationary enemies that will constantly spawn random enemies from the top. They have high health, and will explode when defeated, which can damage other enemies around it. The less enemies it manages to spawn, the more Stat Bonuses will be rewarded upon defeating it.
		Black Drums are oil drum-like obstacles that appear in Donkey Kong Country as obstacles, indicated by a skull and crossbones at the front. They will constantly spawn enemies from the top, including Gnawties, Slippas, Klaptraps, and Armies. They can only be destroyed by throwing a TNT Barrel at it. A larger Black Drum, Dumb Drum, appears as the boss of Kremkroc Industries, Inc.Black Drums are stationary enemies that will constantly spawn random enemies from the top. They have high health, and will explode when defeated, which can damage other enemies around it. The less enemies it manages to spawn, the more Stat Bonuses will be rewarded upon defeating it.	Black Drums are oil drum-like obstacles that appear in Donkey Kong Country as obstacles, indicated by a skull and crossbones at the front. They will constantly spawn enemies from the top, including Gnawties, Slippas, Klaptraps, and Armies. They can only be destroyed by throwing a TNT Barrel at it. A larger Black Drum, Dumb Drum, appears as the boss of Kremkroc Industries, Inc.Black Drums are stationary enemies that will constantly spawn random enemies from the top. They have high health, and will explode when defeated, which can damage other enemies around it. The less enemies it manages to spawn, the more Stat Bonuses will be rewarded upon defeating it.
Black HawkShadow the Hedgehog (2005)
		Black Hawks are flying enemies that appear in Shadow the Hedgehog. Being apart of the Black Arms alien race, they are capable of firing blue waves of energy and flying through space unhindered. They take three hits with the Homing Attack to defeat, and after being defeated, Shadow can use it as a vehicle.Black Hawks will float in midair above players. They can fire large, crescent-shaped energy waves downward, which will damage them, as well as swoop in for a physical attack. They have moderately high health, and can be difficult to defeat if the player lacks any effective aerials.	Black Hawks are flying enemies that appear in Shadow the Hedgehog. Being apart of the Black Arms alien race, they are capable of firing blue waves of energy and flying through space unhindered. They take three hits with the Homing Attack to defeat, and after being defeated, Shadow can use it as a vehicle.Black Hawks will float in midair above players. They can fire large, crescent-shaped energy waves downward, which will damage them, as well as swoop in for a physical attack. They have moderately high health, and can be difficult to defeat if the player lacks any effective aerials.
		Black Hawks are flying enemies that appear in Shadow the Hedgehog. Being apart of the Black Arms alien race, they are capable of firing blue waves of energy and flying through space unhindered. They take three hits with the Homing Attack to defeat, and after being defeated, Shadow can use it as a vehicle.Black Hawks will float in midair above players. They can fire large, crescent-shaped energy waves downward, which will damage them, as well as swoop in for a physical attack. They have moderately high health, and can be difficult to defeat if the player lacks any effective aerials.	Black Hawks are flying enemies that appear in Shadow the Hedgehog. Being apart of the Black Arms alien race, they are capable of firing blue waves of energy and flying through space unhindered. They take three hits with the Homing Attack to defeat, and after being defeated, Shadow can use it as a vehicle.Black Hawks will float in midair above players. They can fire large, crescent-shaped energy waves downward, which will damage them, as well as swoop in for a physical attack. They have moderately high health, and can be difficult to defeat if the player lacks any effective aerials.
Black OakShadow the Hedgehog (2005)
		Black Oaks are enemies that appear in the later levels of Shadow the Hedgehog. They are apart of the Black Arms alien race, and are among the strongest enemies in the game. They take 12 hits from the Homing Attack to defeat, and on top of having strong physical attacks, they can often be found wielding powerful weapons. After defeating one, Shadow can then use these weapons himself.Black Oaks have very high health and launch resistance, making them difficult to defeat. They also wield a Black Sword, which they can use to slash at players from a distance, covering a lot of range and dealing heavy damage. If a player is too close, they can instead use physical attacks, which also deal a lot damage.	Black Oaks are enemies that appear in the later levels of Shadow the Hedgehog. They are apart of the Black Arms alien race, and are among the strongest enemies in the game. They take 12 hits from the Homing Attack to defeat, and on top of having strong physical attacks, they can often be found wielding powerful weapons. After defeating one, Shadow can then use these weapons himself.Black Oaks have very high health and launch resistance, making them difficult to defeat. They also wield a Black Sword, which they can use to slash at players from a distance, covering a lot of range and dealing heavy damage. If a player is too close, they can instead use physical attacks, which also deal a lot damage.
		Black Oaks are enemies that appear in the later levels of Shadow the Hedgehog. They are apart of the Black Arms alien race, and are among the strongest enemies in the game. They take 12 hits from the Homing Attack to defeat, and on top of having strong physical attacks, they can often be found wielding powerful weapons. After defeating one, Shadow can then use these weapons himself.Black Oaks have very high health and launch resistance, making them difficult to defeat. They also wield a Black Sword, which they can use to slash at players from a distance, covering a lot of range and dealing heavy damage. If a player is too close, they can instead use physical attacks, which also deal a lot damage.	Black Oaks are enemies that appear in the later levels of Shadow the Hedgehog. They are apart of the Black Arms alien race, and are among the strongest enemies in the game. They take 12 hits from the Homing Attack to defeat, and on top of having strong physical attacks, they can often be found wielding powerful weapons. After defeating one, Shadow can then use these weapons himself.Black Oaks have very high health and launch resistance, making them difficult to defeat. They also wield a Black Sword, which they can use to slash at players from a distance, covering a lot of range and dealing heavy damage. If a player is too close, they can instead use physical attacks, which also deal a lot damage.
Black WarriorShadow the Hedgehog (2005)
		Black Warriors are enemies that appear in Shadow the Hedgehog. They are among the most common of the Black Arms, and as such are fairly weak enemies, taking only one Homing Attack to defeat. However, they can be found wielding various weapons, which Shadow can use after defeating them.Black Warriors mainly use physical attacks when players are nearby, punching and kicking them away. However, then they are at a considerable distance from the player, they can fire purple energy projectiles from their hands. They're relatively weak and can be defeated easily.	Black Warriors are enemies that appear in Shadow the Hedgehog. They are among the most common of the Black Arms, and as such are fairly weak enemies, taking only one Homing Attack to defeat. However, they can be found wielding various weapons, which Shadow can use after defeating them.Black Warriors mainly use physical attacks when players are nearby, punching and kicking them away. However, then they are at a considerable distance from the player, they can fire purple energy projectiles from their hands. They're relatively weak and can be defeated easily.
		Black Warriors are enemies that appear in Shadow the Hedgehog. They are among the most common of the Black Arms, and as such are fairly weak enemies, taking only one Homing Attack to defeat. However, they can be found wielding various weapons, which Shadow can use after defeating them.Black Warriors mainly use physical attacks when players are nearby, punching and kicking them away. However, then they are at a considerable distance from the player, they can fire purple energy projectiles from their hands. They're relatively weak and can be defeated easily.	Black Warriors are enemies that appear in Shadow the Hedgehog. They are among the most common of the Black Arms, and as such are fairly weak enemies, taking only one Homing Attack to defeat. However, they can be found wielding various weapons, which Shadow can use after defeating them.Black Warriors mainly use physical attacks when players are nearby, punching and kicking them away. However, then they are at a considerable distance from the player, they can fire purple energy projectiles from their hands. They're relatively weak and can be defeated easily.
BlazeMinecraft (2011)
		Blazes are hostile mobs that appear in Minecraft, spawning in the Nether around Nether Fortresses. Blazes fly through the air, and their main attack is throwing a trio of fireballs at the player. If damaged, it will light itself on fire and alert other Blazes nearby. When on fire, it can also damage layers on contact.Blazes act near identical to how they appear in Minecraft. They will fly around the player and attack by shooting fireballs aimed at them, which explode in flames on contact that remain on the ground for a short time. Blazes can also charge into players while on fire themselves, which also damages them. They have low health, though they can be difficult to attack.	Blazes are hostile mobs that appear in Minecraft, spawning in the Nether around Nether Fortresses. Blazes fly through the air, and their main attack is throwing a trio of fireballs at the player. If damaged, it will light itself on fire and alert other Blazes nearby. When on fire, it can also damage layers on contact.Blazes act near identical to how they appear in Minecraft. They will fly around the player and attack by shooting fireballs aimed at them, which explode in flames on contact that remain on the ground for a short time. Blazes can also charge into players while on fire themselves, which also damages them. They have low health, though they can be difficult to attack.
		Blazes are hostile mobs that appear in Minecraft, spawning in the Nether around Nether Fortresses. Blazes fly through the air, and their main attack is throwing a trio of fireballs at the player. If damaged, it will light itself on fire and alert other Blazes nearby. When on fire, it can also damage layers on contact.Blazes act near identical to how they appear in Minecraft. They will fly around the player and attack by shooting fireballs aimed at them, which explode in flames on contact that remain on the ground for a short time. Blazes can also charge into players while on fire themselves, which also damages them. They have low health, though they can be difficult to attack.	Blazes are hostile mobs that appear in Minecraft, spawning in the Nether around Nether Fortresses. Blazes fly through the air, and their main attack is throwing a trio of fireballs at the player. If damaged, it will light itself on fire and alert other Blazes nearby. When on fire, it can also damage layers on contact.Blazes act near identical to how they appear in Minecraft. They will fly around the player and attack by shooting fireballs aimed at them, which explode in flames on contact that remain on the ground for a short time. Blazes can also charge into players while on fire themselves, which also damages them. They have low health, though they can be difficult to attack.
BloonBloons (2007)
		Bloons are the namesake of the Bloons series. They are seemingly animate ballons that come in many colors and sizes. In Bloons Tower Defense, the goal is to stop the Bloons from reaching the other end of the map using towers. Each variety of Bloons is stronger than the last, each holding a different layer of Bloon when attacked. Red Bloons are the weakest variety, and always the final layer to be popped. They can also have modifications, such as Camo Bloons that can't be seen my towers without Camo detection or Regen Bloons that regenerate their layers if not attacked for a short time.Bloons are among the most unique enemies in Smash Run DX, and act as they do in Bloons, where they simply stand in midair and only drift around slowly. They have no attacks, so players can keep attacking it to damage it. After each attack, a Bloon will pop and reveal the layer below it. Each variant can also come in a Camo variety where they disappear and reappear in a new location randomly, a Regen variety that will gradually restore its layers if not attacked quick enough, a Fortified variety that takes double the attacks to pop, or any combination of the three. Bloons only award Stat Boosts when the last Red Bloon is popped, with stronger varieties granting more Stat Boosts. The different Bloon varieties and their properties are listed below, from weakest to strongest:
*Red Bloons have no layers.
*Blue Bloons hold a single Red Bloon.
*Green Bloons hold a single Blue Bloon.
*Yellow Bloons hold a single Green Bloon.
*Pink Bloons hold a single Yellow Bloon.
*Black Bloons hold two Pink Bloons. They are immune to fire attacks.
*White Bloons hold two Pink Bloons. They are immune to ice attacks.
*Purple Bloons hold two Pink Bloons. They are immune to physical attacks.
*Lead Bloons hold two Black Bloons. They can only be popped with fire attacks.
*Zebra Bloons hold two Black Bloons and two White Bloons. They are immune to both fire and ice attacks.
*Rainbow Bloons hold two Zebra Bloons.
*Ceramic Bloons hold two Rainbow Bloons. It takes multiple attacks to pop it.	Bloons are the namesake of the Bloons series. They are seemingly animate ballons that come in many colors and sizes. In Bloons Tower Defense, the goal is to stop the Bloons from reaching the other end of the map using towers. Each variety of Bloons is stronger than the last, each holding a different layer of Bloon when attacked. Red Bloons are the weakest variety, and always the final layer to be popped. They can also have modifications, such as Camo Bloons that can't be seen my towers without Camo detection or Regen Bloons that regenerate their layers if not attacked for a short time.Bloons are among the most unique enemies in Smash Run DX, and act as they do in Bloons, where they simply stand in midair and only drift around slowly. They have no attacks, so players can keep attacking it to damage it. After each attack, a Bloon will pop and reveal the layer below it. Each variant can also come in a Camo variety where they disappear and reappear in a new location randomly, a Regen variety that will gradually restore its layers if not attacked quick enough, a Fortified variety that takes double the attacks to pop, or any combination of the three. Bloons only award Stat Boosts when the last Red Bloon is popped, with stronger varieties granting more Stat Boosts. The different Bloon varieties and their properties are listed below, from weakest to strongest:
*Red Bloons have no layers.
*Blue Bloons hold a single Red Bloon.
*Green Bloons hold a single Blue Bloon.
*Yellow Bloons hold a single Green Bloon.
*Pink Bloons hold a single Yellow Bloon.
*Black Bloons hold two Pink Bloons. They are immune to fire attacks.
*White Bloons hold two Pink Bloons. They are immune to ice attacks.
*Purple Bloons hold two Pink Bloons. They are immune to physical attacks.
*Lead Bloons hold two Black Bloons. They can only be popped with fire attacks.
*Zebra Bloons hold two Black Bloons and two White Bloons. They are immune to both fire and ice attacks.
*Rainbow Bloons hold two Zebra Bloons.
*Ceramic Bloons hold two Rainbow Bloons. It takes multiple attacks to pop it.
		Bloons are the namesake of the Bloons series. They are seemingly animate ballons that come in many colors and sizes. In Bloons Tower Defense, the goal is to stop the Bloons from reaching the other end of the map using towers. Each variety of Bloons is stronger than the last, each holding a different layer of Bloon when attacked. Red Bloons are the weakest variety, and always the final layer to be popped. They can also have modifications, such as Camo Bloons that can't be seen my towers without Camo detection or Regen Bloons that regenerate their layers if not attacked for a short time.Bloons are among the most unique enemies in Smash Run DX, and act as they do in Bloons, where they simply stand in midair and only drift around slowly. They have no attacks, so players can keep attacking it to damage it. After each attack, a Bloon will pop and reveal the layer below it. Each variant can also come in a Camo variety where they disappear and reappear in a new location randomly, a Regen variety that will gradually restore its layers if not attacked quick enough, a Fortified variety that takes double the attacks to pop, or any combination of the three. Bloons only award Stat Boosts when the last Red Bloon is popped, with stronger varieties granting more Stat Boosts. The different Bloon varieties and their properties are listed below, from weakest to strongest:
*Red Bloons have no layers.
*Blue Bloons hold a single Red Bloon.
*Green Bloons hold a single Blue Bloon.
*Yellow Bloons hold a single Green Bloon.
*Pink Bloons hold a single Yellow Bloon.
*Black Bloons hold two Pink Bloons. They are immune to fire attacks.
*White Bloons hold two Pink Bloons. They are immune to ice attacks.
*Purple Bloons hold two Pink Bloons. They are immune to physical attacks.
*Lead Bloons hold two Black Bloons. They can only be popped with fire attacks.
*Zebra Bloons hold two Black Bloons and two White Bloons. They are immune to both fire and ice attacks.
*Rainbow Bloons hold two Zebra Bloons.
*Ceramic Bloons hold two Rainbow Bloons. It takes multiple attacks to pop it.	Bloons are the namesake of the Bloons series. They are seemingly animate ballons that come in many colors and sizes. In Bloons Tower Defense, the goal is to stop the Bloons from reaching the other end of the map using towers. Each variety of Bloons is stronger than the last, each holding a different layer of Bloon when attacked. Red Bloons are the weakest variety, and always the final layer to be popped. They can also have modifications, such as Camo Bloons that can't be seen my towers without Camo detection or Regen Bloons that regenerate their layers if not attacked for a short time.Bloons are among the most unique enemies in Smash Run DX, and act as they do in Bloons, where they simply stand in midair and only drift around slowly. They have no attacks, so players can keep attacking it to damage it. After each attack, a Bloon will pop and reveal the layer below it. Each variant can also come in a Camo variety where they disappear and reappear in a new location randomly, a Regen variety that will gradually restore its layers if not attacked quick enough, a Fortified variety that takes double the attacks to pop, or any combination of the three. Bloons only award Stat Boosts when the last Red Bloon is popped, with stronger varieties granting more Stat Boosts. The different Bloon varieties and their properties are listed below, from weakest to strongest:
*Red Bloons have no layers.
*Blue Bloons hold a single Red Bloon.
*Green Bloons hold a single Blue Bloon.
*Yellow Bloons hold a single Green Bloon.
*Pink Bloons hold a single Yellow Bloon.
*Black Bloons hold two Pink Bloons. They are immune to fire attacks.
*White Bloons hold two Pink Bloons. They are immune to ice attacks.
*Purple Bloons hold two Pink Bloons. They are immune to physical attacks.
*Lead Bloons hold two Black Bloons. They can only be popped with fire attacks.
*Zebra Bloons hold two Black Bloons and two White Bloons. They are immune to both fire and ice attacks.
*Rainbow Bloons hold two Zebra Bloons.
*Ceramic Bloons hold two Rainbow Bloons. It takes multiple attacks to pop it.
Blow HardSuper Mario World 2: Yoshi's Island (1989)
		Blow Hards are cactus enemies that appear as enemies in the Yoshi's Island series. They're stationary and can be found on floors or ceilings, and will aim at Yoshi. Every few seconds, they will spit a Needlenose at him, indicated by a cursor appearing over him. They can't be defeated, though they can be stunned if a Yoshi Egg is thrown at them or if Yoshi uses a ground pound.Blow Hards act as they do in the Yoshi's Island series, planting themselves to floors, walls, and ceilings and constantly turning to face the player. They will fire a Needlenose to attack, which deals a moderate amount of damage, though the Needlenose can be attacked and defeated. The Blow Hard won't be knocked away when attacked, though it has moderately low health.	Blow Hards are cactus enemies that appear as enemies in the Yoshi's Island series. They're stationary and can be found on floors or ceilings, and will aim at Yoshi. Every few seconds, they will spit a Needlenose at him, indicated by a cursor appearing over him. They can't be defeated, though they can be stunned if a Yoshi Egg is thrown at them or if Yoshi uses a ground pound.Blow Hards act as they do in the Yoshi's Island series, planting themselves to floors, walls, and ceilings and constantly turning to face the player. They will fire a Needlenose to attack, which deals a moderate amount of damage, though the Needlenose can be attacked and defeated. The Blow Hard won't be knocked away when attacked, though it has moderately low health.
		Blow Hards are cactus enemies that appear as enemies in the Yoshi's Island series. They're stationary and can be found on floors or ceilings, and will aim at Yoshi. Every few seconds, they will spit a Needlenose at him, indicated by a cursor appearing over him. They can't be defeated, though they can be stunned if a Yoshi Egg is thrown at them or if Yoshi uses a ground pound.Blow Hards act as they do in the Yoshi's Island series, planting themselves to floors, walls, and ceilings and constantly turning to face the player. They will fire a Needlenose to attack, which deals a moderate amount of damage, though the Needlenose can be attacked and defeated. The Blow Hard won't be knocked away when attacked, though it has moderately low health.	Blow Hards are cactus enemies that appear as enemies in the Yoshi's Island series. They're stationary and can be found on floors or ceilings, and will aim at Yoshi. Every few seconds, they will spit a Needlenose at him, indicated by a cursor appearing over him. They can't be defeated, though they can be stunned if a Yoshi Egg is thrown at them or if Yoshi uses a ground pound.Blow Hards act as they do in the Yoshi's Island series, planting themselves to floors, walls, and ceilings and constantly turning to face the player. They will fire a Needlenose to attack, which deals a moderate amount of damage, though the Needlenose can be attacked and defeated. The Blow Hard won't be knocked away when attacked, though it has moderately low health.
BokoblinThe Legend of Zelda: The Wind Waker (2002)
		Bokoblins are recurring enemies in the The Legend of Zelda series, serving as common infantry used by antagonists such as Ganon. Their design and behavior in Super Smash Bros. is based on their appearance in The Legend of Zelda: Breath of the Wild where they will reside in camps and try to swarm Link in huge numbers. They often wield Boko Clubs or Boko Bows.When Bokoblins are encountered, they will charge at fighters wielding Boko Clubs, and try to swing at them to deal damage. They're moderately fast and powerful, so they can be formidable enemies. They also have moderate health, so it can be somewhat difficult to defeat them.	Bokoblins are recurring enemies in the The Legend of Zelda series, serving as common infantry used by antagonists such as Ganon. Their design and behavior in Super Smash Bros. is based on their appearance in The Legend of Zelda: Breath of the Wild where they will reside in camps and try to swarm Link in huge numbers. They often wield Boko Clubs or Boko Bows.When Bokoblins are encountered, they will charge at fighters wielding Boko Clubs, and try to swing at them to deal damage. They're moderately fast and powerful, so they can be formidable enemies. They also have moderate health, so it can be somewhat difficult to defeat them.
		Bokoblins are recurring enemies in the The Legend of Zelda series, serving as common infantry used by antagonists such as Ganon. Their design and behavior in Super Smash Bros. is based on their appearance in The Legend of Zelda: Breath of the Wild where they will reside in camps and try to swarm Link in huge numbers. They often wield Boko Clubs or Boko Bows.When Bokoblins are encountered, they will charge at fighters wielding Boko Clubs, and try to swing at them to deal damage. They're moderately fast and powerful, so they can be formidable enemies. They also have moderate health, so it can be somewhat difficult to defeat them.	Bokoblins are recurring enemies in the The Legend of Zelda series, serving as common infantry used by antagonists such as Ganon. Their design and behavior in Super Smash Bros. is based on their appearance in The Legend of Zelda: Breath of the Wild where they will reside in camps and try to swarm Link in huge numbers. They often wield Boko Clubs or Boko Bows.When Bokoblins are encountered, they will charge at fighters wielding Boko Clubs, and try to swing at them to deal damage. They're moderately fast and powerful, so they can be formidable enemies. They also have moderate health, so it can be somewhat difficult to defeat them.
BombedSuper Smash Bros. Brawl (2008)
		Bombeds are enemies that appear in Super Smash Bros. Brawl that appear as enemies in the Subspace Emissary. They resemble small, humanoid creatures with bombs for heads. When the player approaches them, they will step away. To attack, they take off their head and throw it as it explodes on impact before running away. They have low health, though if they are defeated with a head, the head will explode and can potentially damage the player.	Bombeds are enemies that appear in Super Smash Bros. Brawl that appear as enemies in the Subspace Emissary. They resemble small, humanoid creatures with bombs for heads. When the player approaches them, they will step away. To attack, they take off their head and throw it as it explodes on impact before running away. They have low health, though if they are defeated with a head, the head will explode and can potentially damage the player.
		Bombeds are enemies that appear in Super Smash Bros. Brawl that appear as enemies in the Subspace Emissary. They resemble small, humanoid creatures with bombs for heads. When the player approaches them, they will step away. To attack, they take off their head and throw it as it explodes on impact before running away. They have low health, though if they are defeated with a head, the head will explode and can potentially damage the player.	Bombeds are enemies that appear in Super Smash Bros. Brawl that appear as enemies in the Subspace Emissary. They resemble small, humanoid creatures with bombs for heads. When the player approaches them, they will step away. To attack, they take off their head and throw it as it explodes on impact before running away. They have low health, though if they are defeated with a head, the head will explode and can potentially damage the player.
BooSuper Mario Bros. 3 (1989)
		Boos are ghost enemies that appear frequently in the Mario series. They are rather shy, and will hide their faces if Mario or anyone else looks at them, though will start to chase them if they turn their backs at them. Being ghosts, they frequently inhabit ghost houses and other haunted areas, and are typically immune to most conventional attacks, such as jumping or fireballs.Boos have relatively low health, and their sole attack is a tongue swipe that they do when in close range. However, if the player is facing them, they will hide their face and become invisible, rendering them immune to any and all attacks. They can only be attacked when the player is facing away from them, where they become visible and start pursuing them.	Boos are ghost enemies that appear frequently in the Mario series. They are rather shy, and will hide their faces if Mario or anyone else looks at them, though will start to chase them if they turn their backs at them. Being ghosts, they frequently inhabit ghost houses and other haunted areas, and are typically immune to most conventional attacks, such as jumping or fireballs.Boos have relatively low health, and their sole attack is a tongue swipe that they do when in close range. However, if the player is facing them, they will hide their face and become invisible, rendering them immune to any and all attacks. They can only be attacked when the player is facing away from them, where they become visible and start pursuing them.
		Boos are ghost enemies that appear frequently in the Mario series. They are rather shy, and will hide their faces if Mario or anyone else looks at them, though will start to chase them if they turn their backs at them. Being ghosts, they frequently inhabit ghost houses and other haunted areas, and are typically immune to most conventional attacks, such as jumping or fireballs.Boos have relatively low health, and their sole attack is a tongue swipe that they do when in close range. However, if the player is facing them, they will hide their face and become invisible, rendering them immune to any and all attacks. They can only be attacked when the player is facing away from them, where they become visible and start pursuing them.	Boos are ghost enemies that appear frequently in the Mario series. They are rather shy, and will hide their faces if Mario or anyone else looks at them, though will start to chase them if they turn their backs at them. Being ghosts, they frequently inhabit ghost houses and other haunted areas, and are typically immune to most conventional attacks, such as jumping or fireballs.Boos have relatively low health, and their sole attack is a tongue swipe that they do when in close range. However, if the player is facing them, they will hide their face and become invisible, rendering them immune to any and all attacks. They can only be attacked when the player is facing away from them, where they become visible and start pursuing them.
Boom PrimidSuper Smash Bros. Brawl (2008)
		Boom Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are Primids that wield giant yellow boomerangs, which they toss forward to damage the player. The boomerangs can also come back to them once thrown, so they can damage the player on return. However, they have the same health as regular Primids.	Boom Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are Primids that wield giant yellow boomerangs, which they toss forward to damage the player. The boomerangs can also come back to them once thrown, so they can damage the player on return. However, they have the same health as regular Primids.
		Boom Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are Primids that wield giant yellow boomerangs, which they toss forward to damage the player. The boomerangs can also come back to them once thrown, so they can damage the player on return. However, they have the same health as regular Primids.	Boom Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are Primids that wield giant yellow boomerangs, which they toss forward to damage the player. The boomerangs can also come back to them once thrown, so they can damage the player on return. However, they have the same health as regular Primids.
Boom StomperKid Icarus: Uprising (2012)
		Boom Stompers are gigantic rock enemies that appear as enemies in Kid Icarus: Uprising, being part of the Forces of Nature. They are fairly resilient to damage, and attack Pit by slamming their body on the ground, either hitting him directly or damaging him with a shockwave.When a Boom Stomper is encountered, it will either slam face-first into the ground or leap into the air to land on fighters, both of which deal heavy damage. They have a lot of health and have launch resistance, but the small leaf on their heads can be attacked to deal a lot more damage.	Boom Stompers are gigantic rock enemies that appear as enemies in Kid Icarus: Uprising, being part of the Forces of Nature. They are fairly resilient to damage, and attack Pit by slamming their body on the ground, either hitting him directly or damaging him with a shockwave.When a Boom Stomper is encountered, it will either slam face-first into the ground or leap into the air to land on fighters, both of which deal heavy damage. They have a lot of health and have launch resistance, but the small leaf on their heads can be attacked to deal a lot more damage.
		Boom Stompers are gigantic rock enemies that appear as enemies in Kid Icarus: Uprising, being part of the Forces of Nature. They are fairly resilient to damage, and attack Pit by slamming their body on the ground, either hitting him directly or damaging him with a shockwave.When a Boom Stomper is encountered, it will either slam face-first into the ground or leap into the air to land on fighters, both of which deal heavy damage. They have a lot of health and have launch resistance, but the small leaf on their heads can be attacked to deal a lot more damage.	Boom Stompers are gigantic rock enemies that appear as enemies in Kid Icarus: Uprising, being part of the Forces of Nature. They are fairly resilient to damage, and attack Pit by slamming their body on the ground, either hitting him directly or damaging him with a shockwave.When a Boom Stomper is encountered, it will either slam face-first into the ground or leap into the air to land on fighters, both of which deal heavy damage. They have a lot of health and have launch resistance, but the small leaf on their heads can be attacked to deal a lot more damage.
BreadbugPikmin (2001)
		Breadbugs are small creatures that resemble bread rolls that appear in the Pikmin series. Being the namesake of the Breadbug family, they cannot attack Pikmin directly, nor can Pikmin damage it. However, it will grab objects Pikmin are carrying and try to drag them into their den. To defeat it, the object they are dragging must be dragged to the ship or an Onion.Breadbugs will march around the area, ignoring fighters. However, when Stat Boosts are nearby, it will head for them and eat them, preventing fighters from grabbing them. They have high health and launch resistance, so they can be difficult to defeat. However, any Stat Boosts they eat will be rewarded to the fighter when defeated.	Breadbugs are small creatures that resemble bread rolls that appear in the Pikmin series. Being the namesake of the Breadbug family, they cannot attack Pikmin directly, nor can Pikmin damage it. However, it will grab objects Pikmin are carrying and try to drag them into their den. To defeat it, the object they are dragging must be dragged to the ship or an Onion.Breadbugs will march around the area, ignoring fighters. However, when Stat Boosts are nearby, it will head for them and eat them, preventing fighters from grabbing them. They have high health and launch resistance, so they can be difficult to defeat. However, any Stat Boosts they eat will be rewarded to the fighter when defeated.
		Breadbugs are small creatures that resemble bread rolls that appear in the Pikmin series. Being the namesake of the Breadbug family, they cannot attack Pikmin directly, nor can Pikmin damage it. However, it will grab objects Pikmin are carrying and try to drag them into their den. To defeat it, the object they are dragging must be dragged to the ship or an Onion.Breadbugs will march around the area, ignoring fighters. However, when Stat Boosts are nearby, it will head for them and eat them, preventing fighters from grabbing them. They have high health and launch resistance, so they can be difficult to defeat. However, any Stat Boosts they eat will be rewarded to the fighter when defeated.	Breadbugs are small creatures that resemble bread rolls that appear in the Pikmin series. Being the namesake of the Breadbug family, they cannot attack Pikmin directly, nor can Pikmin damage it. However, it will grab objects Pikmin are carrying and try to drag them into their den. To defeat it, the object they are dragging must be dragged to the ship or an Onion.Breadbugs will march around the area, ignoring fighters. However, when Stat Boosts are nearby, it will head for them and eat them, preventing fighters from grabbing them. They have high health and launch resistance, so they can be difficult to defeat. However, any Stat Boosts they eat will be rewarded to the fighter when defeated.
BucculusSuper Smash Bros. Brawl (2008)
		Bucculuses are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They hide in the ground, and when a player gets close enough, they will jump out and latch onto them with their mouth, gradually damaging them. The player can escape their grasp quicker with button mashing, and after attacking, they will hop away before burying themselves again to repeat the process. They have low health and can be defeated easily, but only when they're above ground.	Bucculuses are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They hide in the ground, and when a player gets close enough, they will jump out and latch onto them with their mouth, gradually damaging them. The player can escape their grasp quicker with button mashing, and after attacking, they will hop away before burying themselves again to repeat the process. They have low health and can be defeated easily, but only when they're above ground.
		Bucculuses are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They hide in the ground, and when a player gets close enough, they will jump out and latch onto them with their mouth, gradually damaging them. The player can escape their grasp quicker with button mashing, and after attacking, they will hop away before burying themselves again to repeat the process. They have low health and can be defeated easily, but only when they're above ground.	Bucculuses are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They hide in the ground, and when a player gets close enough, they will jump out and latch onto them with their mouth, gradually damaging them. The player can escape their grasp quicker with button mashing, and after attacking, they will hop away before burying themselves again to repeat the process. They have low health and can be defeated easily, but only when they're above ground.
BucklerMario + Rabbids Kingdom Battle (2017)
		Bucklers are Rabbid enemies that appear in Mario + Rabbids Kingdom Battle. They are large, have a lot of health, and uniquely carry around large shields, which make them immune to attacks from the front; the player will need to flank them to deal damage. Their weapons are similar to Peach and Rabbid Mario's Boomshots, dealing shotgun-like damage in a cone radius. They also have the ability Super Chance, guaranteeing a critical effect to it and other enemies nearby.Bucklers are slow and have a lot of health. As in Mario + Rabbids Kingdom Battle, their shields make them immune to attacks from the front, and can only be damaged with attacks from the back. They have three attacks; shooting their weapon that covers a large range, a dash attack on their shield that causes an explosion, or using their ability. There are four kinds of Bucklers that can appear, each with their own statistics:
*Sherbet Bucklers are the weakest and have the lowest health. They can use Super Chance to increase attack power of all enemies on-screen and inflict the honey effect like Rabbid Peach's attacks can.
*Spooky Bucklers are stronger and have more health, their attacks dealing the most damage and knockback. They can use Super Chance.
*Lava Bucklers are the strongest, and can use Super Chance and inflict ink on players, preventing them from attacking for a short time.
*Tropical Bucklers are as strong as Spooky Bucklers, and inflict honey like Sherbet Bucklers. Unlike other Bucklers, they use Protection, similar to Valkyries.	Bucklers are Rabbid enemies that appear in Mario + Rabbids Kingdom Battle. They are large, have a lot of health, and uniquely carry around large shields, which make them immune to attacks from the front; the player will need to flank them to deal damage. Their weapons are similar to Peach and Rabbid Mario's Boomshots, dealing shotgun-like damage in a cone radius. They also have the ability Super Chance, guaranteeing a critical effect to it and other enemies nearby.Bucklers are slow and have a lot of health. As in Mario + Rabbids Kingdom Battle, their shields make them immune to attacks from the front, and can only be damaged with attacks from the back. They have three attacks; shooting their weapon that covers a large range, a dash attack on their shield that causes an explosion, or using their ability. There are four kinds of Bucklers that can appear, each with their own statistics:
*Sherbet Bucklers are the weakest and have the lowest health. They can use Super Chance to increase attack power of all enemies on-screen and inflict the honey effect like Rabbid Peach's attacks can.
*Spooky Bucklers are stronger and have more health, their attacks dealing the most damage and knockback. They can use Super Chance.
*Lava Bucklers are the strongest, and can use Super Chance and inflict ink on players, preventing them from attacking for a short time.
*Tropical Bucklers are as strong as Spooky Bucklers, and inflict honey like Sherbet Bucklers. Unlike other Bucklers, they use Protection, similar to Valkyries.
		Bucklers are Rabbid enemies that appear in Mario + Rabbids Kingdom Battle. They are large, have a lot of health, and uniquely carry around large shields, which make them immune to attacks from the front; the player will need to flank them to deal damage. Their weapons are similar to Peach and Rabbid Mario's Boomshots, dealing shotgun-like damage in a cone radius. They also have the ability Super Chance, guaranteeing a critical effect to it and other enemies nearby.Bucklers are slow and have a lot of health. As in Mario + Rabbids Kingdom Battle, their shields make them immune to attacks from the front, and can only be damaged with attacks from the back. They have three attacks; shooting their weapon that covers a large range, a dash attack on their shield that causes an explosion, or using their ability. There are four kinds of Bucklers that can appear, each with their own statistics:
*Sherbet Bucklers are the weakest and have the lowest health. They can use Super Chance to increase attack power of all enemies on-screen and inflict the honey effect like Rabbid Peach's attacks can.
*Spooky Bucklers are stronger and have more health, their attacks dealing the most damage and knockback. They can use Super Chance.
*Lava Bucklers are the strongest, and can use Super Chance and inflict ink on players, preventing them from attacking for a short time.
*Tropical Bucklers are as strong as Spooky Bucklers, and inflict honey like Sherbet Bucklers. Unlike other Bucklers, they use Protection, similar to Valkyries.	Bucklers are Rabbid enemies that appear in Mario + Rabbids Kingdom Battle. They are large, have a lot of health, and uniquely carry around large shields, which make them immune to attacks from the front; the player will need to flank them to deal damage. Their weapons are similar to Peach and Rabbid Mario's Boomshots, dealing shotgun-like damage in a cone radius. They also have the ability Super Chance, guaranteeing a critical effect to it and other enemies nearby.Bucklers are slow and have a lot of health. As in Mario + Rabbids Kingdom Battle, their shields make them immune to attacks from the front, and can only be damaged with attacks from the back. They have three attacks; shooting their weapon that covers a large range, a dash attack on their shield that causes an explosion, or using their ability. There are four kinds of Bucklers that can appear, each with their own statistics:
*Sherbet Bucklers are the weakest and have the lowest health. They can use Super Chance to increase attack power of all enemies on-screen and inflict the honey effect like Rabbid Peach's attacks can.
*Spooky Bucklers are stronger and have more health, their attacks dealing the most damage and knockback. They can use Super Chance.
*Lava Bucklers are the strongest, and can use Super Chance and inflict ink on players, preventing them from attacking for a short time.
*Tropical Bucklers are as strong as Spooky Bucklers, and inflict honey like Sherbet Bucklers. Unlike other Bucklers, they use Protection, similar to Valkyries.
BuckotSuper Smash Bros. Brawl (2008)
		Buckots are miniature robots that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will use their propellers to float above the ground and hover over a player. When in position, they will dump white-hot ingots from their bucket, which will damage players that touch them. They have low health and can be defeated easily.	Buckots are miniature robots that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will use their propellers to float above the ground and hover over a player. When in position, they will dump white-hot ingots from their bucket, which will damage players that touch them. They have low health and can be defeated easily.
		Buckots are miniature robots that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will use their propellers to float above the ground and hover over a player. When in position, they will dump white-hot ingots from their bucket, which will damage players that touch them. They have low health and can be defeated easily.	Buckots are miniature robots that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will use their propellers to float above the ground and hover over a player. When in position, they will dump white-hot ingots from their bucket, which will damage players that touch them. They have low health and can be defeated easily.
Bullet BillSuper Mario Bros. (1985)
		Bullet Bills are missile-like enemies that appear in the Mario series as artillery used by the Koopa Troop. They are usually fired from Bill Blasters or from off-screen, and will fly through the air to damage Mario. They are immune to most projectiles, but a stomp can dispatch them. They also appear as items in the Mario Kart series, where the user can transform into a Bullet Bill to rocket them further in the race.Bullet Bills can be launched from off-screen or from Bill Blasters. They will either fly forward in a straight line or home in on fighters, but in either case they deal damage on contact. Because of this, it is best to take them out with projectiles or disjointed attacks, but they have low health.	Bullet Bills are missile-like enemies that appear in the Mario series as artillery used by the Koopa Troop. They are usually fired from Bill Blasters or from off-screen, and will fly through the air to damage Mario. They are immune to most projectiles, but a stomp can dispatch them. They also appear as items in the Mario Kart series, where the user can transform into a Bullet Bill to rocket them further in the race.Bullet Bills can be launched from off-screen or from Bill Blasters. They will either fly forward in a straight line or home in on fighters, but in either case they deal damage on contact. Because of this, it is best to take them out with projectiles or disjointed attacks, but they have low health.
		Bullet Bills are missile-like enemies that appear in the Mario series as artillery used by the Koopa Troop. They are usually fired from Bill Blasters or from off-screen, and will fly through the air to damage Mario. They are immune to most projectiles, but a stomp can dispatch them. They also appear as items in the Mario Kart series, where the user can transform into a Bullet Bill to rocket them further in the race.Bullet Bills can be launched from off-screen or from Bill Blasters. They will either fly forward in a straight line or home in on fighters, but in either case they deal damage on contact. Because of this, it is best to take them out with projectiles or disjointed attacks, but they have low health.	Bullet Bills are missile-like enemies that appear in the Mario series as artillery used by the Koopa Troop. They are usually fired from Bill Blasters or from off-screen, and will fly through the air to damage Mario. They are immune to most projectiles, but a stomp can dispatch them. They also appear as items in the Mario Kart series, where the user can transform into a Bullet Bill to rocket them further in the race.Bullet Bills can be launched from off-screen or from Bill Blasters. They will either fly forward in a straight line or home in on fighters, but in either case they deal damage on contact. Because of this, it is best to take them out with projectiles or disjointed attacks, but they have low health.
BuzzbombBanjo-Kazooie (1998)
		Buzzbombs are dragonfly-like creatures that appear throughout Banjo-Kazooie. They will fly around and swoop down at Banjo and Kazooie if they are nearby, trying to damage them. Since they're airborne, they can be difficult to attack, though they can be defeated with any attack. They can be found in Bubblegloop Swamp and Click Clock Wood.Buzzbombs will float aimlessly through the air until a player approaches them, in which case they will try to swoop at them and attack with their legs. They are fast and can be difficult to hit, but their health is pretty low.	Buzzbombs are dragonfly-like creatures that appear throughout Banjo-Kazooie. They will fly around and swoop down at Banjo and Kazooie if they are nearby, trying to damage them. Since they're airborne, they can be difficult to attack, though they can be defeated with any attack. They can be found in Bubblegloop Swamp and Click Clock Wood.Buzzbombs will float aimlessly through the air until a player approaches them, in which case they will try to swoop at them and attack with their legs. They are fast and can be difficult to hit, but their health is pretty low.
		Buzzbombs are dragonfly-like creatures that appear throughout Banjo-Kazooie. They will fly around and swoop down at Banjo and Kazooie if they are nearby, trying to damage them. Since they're airborne, they can be difficult to attack, though they can be defeated with any attack. They can be found in Bubblegloop Swamp and Click Clock Wood.Buzzbombs will float aimlessly through the air until a player approaches them, in which case they will try to swoop at them and attack with their legs. They are fast and can be difficult to hit, but their health is pretty low.	Buzzbombs are dragonfly-like creatures that appear throughout Banjo-Kazooie. They will fly around and swoop down at Banjo and Kazooie if they are nearby, trying to damage them. Since they're airborne, they can be difficult to attack, though they can be defeated with any attack. They can be found in Bubblegloop Swamp and Click Clock Wood.Buzzbombs will float aimlessly through the air until a player approaches them, in which case they will try to swoop at them and attack with their legs. They are fast and can be difficult to hit, but their health is pretty low.
BytanSuper Smash Bros. Brawl (2008)
		Bytans are small, spherical creatures that appear in Brawl as enemies in The Subspace Emissary. They mainly attack by trying to ram into fighters. However, they can split into other Bytans with their eyes. Though they have low health, fighters should try to beat them as quick as possible.	Bytans are small, spherical creatures that appear in Brawl as enemies in The Subspace Emissary. They mainly attack by trying to ram into fighters. However, they can split into other Bytans with their eyes. Though they have low health, fighters should try to beat them as quick as possible.
		Bytans are small, spherical creatures that appear in Brawl as enemies in The Subspace Emissary. They mainly attack by trying to ram into fighters. However, they can split into other Bytans with their eyes. Though they have low health, fighters should try to beat them as quick as possible.	Bytans are small, spherical creatures that appear in Brawl as enemies in The Subspace Emissary. They mainly attack by trying to ram into fighters. However, they can split into other Bytans with their eyes. Though they have low health, fighters should try to beat them as quick as possible.
CacatacSuper Metroid (1994)
		Cacatacs are cactus-like creatures that inhabit Planet Zebes, found in Brinstar. They move around slowly, and if Samus approaches them, it puffs up before sending its spikes as projectiles to damage her. Its spikes quickly regrow, allowing it to continually use the attack. Different-colored variants are also found in Norfair and Maridia, but there are no gameplay differences between them.Cacatacs use the same abilities as they do in Super Metroid, puffing up for a bit before releasing spikes in various directions. They haev low health and are slow, so they can be taken out easily. However, being close to one makes it easier to get hit by multiple spikes at once, multiplying the damage dealt.	Cacatacs are cactus-like creatures that inhabit Planet Zebes, found in Brinstar. They move around slowly, and if Samus approaches them, it puffs up before sending its spikes as projectiles to damage her. Its spikes quickly regrow, allowing it to continually use the attack. Different-colored variants are also found in Norfair and Maridia, but there are no gameplay differences between them.Cacatacs use the same abilities as they do in Super Metroid, puffing up for a bit before releasing spikes in various directions. They haev low health and are slow, so they can be taken out easily. However, being close to one makes it easier to get hit by multiple spikes at once, multiplying the damage dealt.
		Cacatacs are cactus-like creatures that inhabit Planet Zebes, found in Brinstar. They move around slowly, and if Samus approaches them, it puffs up before sending its spikes as projectiles to damage her. Its spikes quickly regrow, allowing it to continually use the attack. Different-colored variants are also found in Norfair and Maridia, but there are no gameplay differences between them.Cacatacs use the same abilities as they do in Super Metroid, puffing up for a bit before releasing spikes in various directions. They haev low health and are slow, so they can be taken out easily. However, being close to one makes it easier to get hit by multiple spikes at once, multiplying the damage dealt.	Cacatacs are cactus-like creatures that inhabit Planet Zebes, found in Brinstar. They move around slowly, and if Samus approaches them, it puffs up before sending its spikes as projectiles to damage her. Its spikes quickly regrow, allowing it to continually use the attack. Different-colored variants are also found in Norfair and Maridia, but there are no gameplay differences between them.Cacatacs use the same abilities as they do in Super Metroid, puffing up for a bit before releasing spikes in various directions. They haev low health and are slow, so they can be taken out easily. However, being close to one makes it easier to get hit by multiple spikes at once, multiplying the damage dealt.
Capture KongMario vs. Donkey Kong 2: March of the Minis (2006)
		Capture Kongs are large toys modeled after Donkey Kong that appear in the Mario vs. Donkey Kong series. It will walk around, and if a Mini Mario touches one, it will put it in its sack. This prevents the Mini Mario from reaching the exit door, and the level will end in failure if all Mini Marios are trapped. They can be freed by Mini Marios using hammers, though this will only stun it temporarily.Capture Kongs will wander around the area aimlessly. If the player comes near one, it will grab them and put them in its sack. This will gradually damage the player, and they must button mash to escape. They have moderate health, but because they can grab the player, they are best dealt with by using projectiles.	Capture Kongs are large toys modeled after Donkey Kong that appear in the Mario vs. Donkey Kong series. It will walk around, and if a Mini Mario touches one, it will put it in its sack. This prevents the Mini Mario from reaching the exit door, and the level will end in failure if all Mini Marios are trapped. They can be freed by Mini Marios using hammers, though this will only stun it temporarily.Capture Kongs will wander around the area aimlessly. If the player comes near one, it will grab them and put them in its sack. This will gradually damage the player, and they must button mash to escape. They have moderate health, but because they can grab the player, they are best dealt with by using projectiles.
		Capture Kongs are large toys modeled after Donkey Kong that appear in the Mario vs. Donkey Kong series. It will walk around, and if a Mini Mario touches one, it will put it in its sack. This prevents the Mini Mario from reaching the exit door, and the level will end in failure if all Mini Marios are trapped. They can be freed by Mini Marios using hammers, though this will only stun it temporarily.Capture Kongs will wander around the area aimlessly. If the player comes near one, it will grab them and put them in its sack. This will gradually damage the player, and they must button mash to escape. They have moderate health, but because they can grab the player, they are best dealt with by using projectiles.	Capture Kongs are large toys modeled after Donkey Kong that appear in the Mario vs. Donkey Kong series. It will walk around, and if a Mini Mario touches one, it will put it in its sack. This prevents the Mini Mario from reaching the exit door, and the level will end in failure if all Mini Marios are trapped. They can be freed by Mini Marios using hammers, though this will only stun it temporarily.Capture Kongs will wander around the area aimlessly. If the player comes near one, it will grab them and put them in its sack. This will gradually damage the player, and they must button mash to escape. They have moderate health, but because they can grab the player, they are best dealt with by using projectiles.
Cave SpiderMinecraft (2011)
		Cave Spiders are neutral mobs that appear in Minecraft, being small, blue variants of regular Spiders. They spawn mostly in abandoned mineshafts, and are neutral if the light level is 9 or above, and are otherwise hostile. Because they're smaller, Cave Spiders are faster and can crawl through smaller passages. Their bites also inflict poison.Cave Spiders act identically to how they appear in Minecraft, where they will try to pounce at players and bite them. This bite causes a flower to appear on their head, making them take gradual damage. While Cave Spiders have low health, they're mobile, even more than Spiders, and can climb up walls. Also like Spiders, they are hostile underground, but neutral above ground.	Cave Spiders are neutral mobs that appear in Minecraft, being small, blue variants of regular Spiders. They spawn mostly in abandoned mineshafts, and are neutral if the light level is 9 or above, and are otherwise hostile. Because they're smaller, Cave Spiders are faster and can crawl through smaller passages. Their bites also inflict poison.Cave Spiders act identically to how they appear in Minecraft, where they will try to pounce at players and bite them. This bite causes a flower to appear on their head, making them take gradual damage. While Cave Spiders have low health, they're mobile, even more than Spiders, and can climb up walls. Also like Spiders, they are hostile underground, but neutral above ground.
		Cave Spiders are neutral mobs that appear in Minecraft, being small, blue variants of regular Spiders. They spawn mostly in abandoned mineshafts, and are neutral if the light level is 9 or above, and are otherwise hostile. Because they're smaller, Cave Spiders are faster and can crawl through smaller passages. Their bites also inflict poison.Cave Spiders act identically to how they appear in Minecraft, where they will try to pounce at players and bite them. This bite causes a flower to appear on their head, making them take gradual damage. While Cave Spiders have low health, they're mobile, even more than Spiders, and can climb up walls. Also like Spiders, they are hostile underground, but neutral above ground.	Cave Spiders are neutral mobs that appear in Minecraft, being small, blue variants of regular Spiders. They spawn mostly in abandoned mineshafts, and are neutral if the light level is 9 or above, and are otherwise hostile. Because they're smaller, Cave Spiders are faster and can crawl through smaller passages. Their bites also inflict poison.Cave Spiders act identically to how they appear in Minecraft, where they will try to pounce at players and bite them. This bite causes a flower to appear on their head, making them take gradual damage. While Cave Spiders have low health, they're mobile, even more than Spiders, and can climb up walls. Also like Spiders, they are hostile underground, but neutral above ground.
Chain ChompSuper Mario Bros. 3 (1989)
		Chain Chomps are metal dog-like creatures that appear as common enemies in the Mario series. They have powerful jaws, and will try to attack Mario by biting him when he is nearby. However, they are usually chained to posts; Mario can use Ground Pounds to break the post, either defeating the Chain Chomp or setting it free. Some games, usually in the Mario Kart series, Chain Chomps can be found unchained, and will sometimes roll along the ground.Chain Chomps are found chained to posts, and will attack fighters by lunging at them and biting, dealing heavy damage. The Chain Chomp itself is invincible, though the post can be attacked. Once the post is attacked enough, it will be destroyed, and the Chain Chomp will be set free, rewarding Stat Boosts. The freed Chain Chomp will rampage around the area, heavily damaging other enemies it hits.	Chain Chomps are metal dog-like creatures that appear as common enemies in the Mario series. They have powerful jaws, and will try to attack Mario by biting him when he is nearby. However, they are usually chained to posts; Mario can use Ground Pounds to break the post, either defeating the Chain Chomp or setting it free. Some games, usually in the Mario Kart series, Chain Chomps can be found unchained, and will sometimes roll along the ground.Chain Chomps are found chained to posts, and will attack fighters by lunging at them and biting, dealing heavy damage. The Chain Chomp itself is invincible, though the post can be attacked. Once the post is attacked enough, it will be destroyed, and the Chain Chomp will be set free, rewarding Stat Boosts. The freed Chain Chomp will rampage around the area, heavily damaging other enemies it hits.
		Chain Chomps are metal dog-like creatures that appear as common enemies in the Mario series. They have powerful jaws, and will try to attack Mario by biting him when he is nearby. However, they are usually chained to posts; Mario can use Ground Pounds to break the post, either defeating the Chain Chomp or setting it free. Some games, usually in the Mario Kart series, Chain Chomps can be found unchained, and will sometimes roll along the ground.Chain Chomps are found chained to posts, and will attack fighters by lunging at them and biting, dealing heavy damage. The Chain Chomp itself is invincible, though the post can be attacked. Once the post is attacked enough, it will be destroyed, and the Chain Chomp will be set free, rewarding Stat Boosts. The freed Chain Chomp will rampage around the area, heavily damaging other enemies it hits.	Chain Chomps are metal dog-like creatures that appear as common enemies in the Mario series. They have powerful jaws, and will try to attack Mario by biting him when he is nearby. However, they are usually chained to posts; Mario can use Ground Pounds to break the post, either defeating the Chain Chomp or setting it free. Some games, usually in the Mario Kart series, Chain Chomps can be found unchained, and will sometimes roll along the ground.Chain Chomps are found chained to posts, and will attack fighters by lunging at them and biting, dealing heavy damage. The Chain Chomp itself is invincible, though the post can be attacked. Once the post is attacked enough, it will be destroyed, and the Chain Chomp will be set free, rewarding Stat Boosts. The freed Chain Chomp will rampage around the area, heavily damaging other enemies it hits.
Chargin' ChuckSuper Mario World (1991)
		Chargin' Chucks are Koopa enemies that appear in the Mario series, first appearing in Super Mario World. They are heavily based on American Football, wearing helmets and protective gear. They're fairly resilient enemies, often taking multiple hits in order to defeat them. As their name suggests, Chargin' Chucks mainly attack by attempting to charge into Mario, breaking blocks and jumping over walls in the way.Chargin' Chucks will patrol a small area, but when a player comes nearby, they will begin running towards them with a shoulder tackle. This comes in two forms: a stronger variant that is much faster, or a slower, weaker variant that enables them to change directions. Regardless of either attack, it has super armor while using it, and it can also jump while performing either variation to attack midair players or jump over walls i the way. When a Chargin' Chuck's health is drained to a third, its helmet will be knocked off and it will get angry. Its shoulder tackles are much stronger in this state, but they no longer have super armor. A Chargin' Chuck has a lot of health, making them fairly difficult to defeat.	Chargin' Chucks are Koopa enemies that appear in the Mario series, first appearing in Super Mario World. They are heavily based on American Football, wearing helmets and protective gear. They're fairly resilient enemies, often taking multiple hits in order to defeat them. As their name suggests, Chargin' Chucks mainly attack by attempting to charge into Mario, breaking blocks and jumping over walls in the way.Chargin' Chucks will patrol a small area, but when a player comes nearby, they will begin running towards them with a shoulder tackle. This comes in two forms: a stronger variant that is much faster, or a slower, weaker variant that enables them to change directions. Regardless of either attack, it has super armor while using it, and it can also jump while performing either variation to attack midair players or jump over walls i the way. When a Chargin' Chuck's health is drained to a third, its helmet will be knocked off and it will get angry. Its shoulder tackles are much stronger in this state, but they no longer have super armor. A Chargin' Chuck has a lot of health, making them fairly difficult to defeat.
		Chargin' Chucks are Koopa enemies that appear in the Mario series, first appearing in Super Mario World. They are heavily based on American Football, wearing helmets and protective gear. They're fairly resilient enemies, often taking multiple hits in order to defeat them. As their name suggests, Chargin' Chucks mainly attack by attempting to charge into Mario, breaking blocks and jumping over walls in the way.Chargin' Chucks will patrol a small area, but when a player comes nearby, they will begin running towards them with a shoulder tackle. This comes in two forms: a stronger variant that is much faster, or a slower, weaker variant that enables them to change directions. Regardless of either attack, it has super armor while using it, and it can also jump while performing either variation to attack midair players or jump over walls i the way. When a Chargin' Chuck's health is drained to a third, its helmet will be knocked off and it will get angry. Its shoulder tackles are much stronger in this state, but they no longer have super armor. A Chargin' Chuck has a lot of health, making them fairly difficult to defeat.	Chargin' Chucks are Koopa enemies that appear in the Mario series, first appearing in Super Mario World. They are heavily based on American Football, wearing helmets and protective gear. They're fairly resilient enemies, often taking multiple hits in order to defeat them. As their name suggests, Chargin' Chucks mainly attack by attempting to charge into Mario, breaking blocks and jumping over walls in the way.Chargin' Chucks will patrol a small area, but when a player comes nearby, they will begin running towards them with a shoulder tackle. This comes in two forms: a stronger variant that is much faster, or a slower, weaker variant that enables them to change directions. Regardless of either attack, it has super armor while using it, and it can also jump while performing either variation to attack midair players or jump over walls i the way. When a Chargin' Chuck's health is drained to a third, its helmet will be knocked off and it will get angry. Its shoulder tackles are much stronger in this state, but they no longer have super armor. A Chargin' Chuck has a lot of health, making them fairly difficult to defeat.
CharvaarghSuper Mario 3D World (2013)
		Charvaarghs are giant lava monsters that appear in Super Mario 3D World. They leap out of the lava in arcs and will try to bite the player. They can't be defeated, so they serve more as obstacles. In Super Mario Maker 2, they can appear without lava.Charvaarghs will leap slowly from the bottom of the screen, and try to attack players by biting. They will also try to chase players down, jumping in their direction and following them. They will damage players on contact, and their bite attack also deals heavy damage. In addition, they also have high health and launch resistance, making them very difficult to defeat.	Charvaarghs are giant lava monsters that appear in Super Mario 3D World. They leap out of the lava in arcs and will try to bite the player. They can't be defeated, so they serve more as obstacles. In Super Mario Maker 2, they can appear without lava.Charvaarghs will leap slowly from the bottom of the screen, and try to attack players by biting. They will also try to chase players down, jumping in their direction and following them. They will damage players on contact, and their bite attack also deals heavy damage. In addition, they also have high health and launch resistance, making them very difficult to defeat.
		Charvaarghs are giant lava monsters that appear in Super Mario 3D World. They leap out of the lava in arcs and will try to bite the player. They can't be defeated, so they serve more as obstacles. In Super Mario Maker 2, they can appear without lava.Charvaarghs will leap slowly from the bottom of the screen, and try to attack players by biting. They will also try to chase players down, jumping in their direction and following them. They will damage players on contact, and their bite attack also deals heavy damage. In addition, they also have high health and launch resistance, making them very difficult to defeat.	Charvaarghs are giant lava monsters that appear in Super Mario 3D World. They leap out of the lava in arcs and will try to bite the player. They can't be defeated, so they serve more as obstacles. In Super Mario Maker 2, they can appear without lava.Charvaarghs will leap slowly from the bottom of the screen, and try to attack players by biting. They will also try to chase players down, jumping in their direction and following them. They will damage players on contact, and their bite attack also deals heavy damage. In addition, they also have high health and launch resistance, making them very difficult to defeat.
ChuchuThe Legend of Zelda: Majora's Mask (2013)
		Chuchus are recurring enemies in the The Legend of Zelda series, being gelatinous creatures made of slime or jelly, and are often depicted with facial features. Their attack patters and designs vary from game to game, though in some appearances, they can drop Chu Jelly when defeated, which can help with creating potions. In Super Smash Bros., Chuchus are based off of their appearance in The Legend of Zelda: Breath of the Wild.When Chuchus are encountered, they won't try to directly attack fighters, but rather bounce around aimlessly. However, they will damage fighters that they jump into. They have low health and have a slow attack rate, so they can be dealt with easily.	Chuchus are recurring enemies in the The Legend of Zelda series, being gelatinous creatures made of slime or jelly, and are often depicted with facial features. Their attack patters and designs vary from game to game, though in some appearances, they can drop Chu Jelly when defeated, which can help with creating potions. In Super Smash Bros., Chuchus are based off of their appearance in The Legend of Zelda: Breath of the Wild.When Chuchus are encountered, they won't try to directly attack fighters, but rather bounce around aimlessly. However, they will damage fighters that they jump into. They have low health and have a slow attack rate, so they can be dealt with easily.
		Chuchus are recurring enemies in the The Legend of Zelda series, being gelatinous creatures made of slime or jelly, and are often depicted with facial features. Their attack patters and designs vary from game to game, though in some appearances, they can drop Chu Jelly when defeated, which can help with creating potions. In Super Smash Bros., Chuchus are based off of their appearance in The Legend of Zelda: Breath of the Wild.When Chuchus are encountered, they won't try to directly attack fighters, but rather bounce around aimlessly. However, they will damage fighters that they jump into. They have low health and have a slow attack rate, so they can be dealt with easily.	Chuchus are recurring enemies in the The Legend of Zelda series, being gelatinous creatures made of slime or jelly, and are often depicted with facial features. Their attack patters and designs vary from game to game, though in some appearances, they can drop Chu Jelly when defeated, which can help with creating potions. In Super Smash Bros., Chuchus are based off of their appearance in The Legend of Zelda: Breath of the Wild.When Chuchus are encountered, they won't try to directly attack fighters, but rather bounce around aimlessly. However, they will damage fighters that they jump into. They have low health and have a slow attack rate, so they can be dealt with easily.
Circus KongMario vs. Donkey Kong 2: March of the Minis (2006)
		Circus Kongs are large toys modeled after Donkey Kong that appear in the Mario vs. Donkey Kong series. If a Mini Mario touches one, the Circus Kong will throw them into the air, which allows them to reach a higher platform. They can be stunned for a short time by a Mini Mario with hammers.Circus Kongs will stay stationary, and if a player gets close enough to one, it will grab them and throw them in a random direction, dealing damage. Because of this, they are best dealt with using projectiles. They have moderate health and will be pushed away if attacked by any means.	Circus Kongs are large toys modeled after Donkey Kong that appear in the Mario vs. Donkey Kong series. If a Mini Mario touches one, the Circus Kong will throw them into the air, which allows them to reach a higher platform. They can be stunned for a short time by a Mini Mario with hammers.Circus Kongs will stay stationary, and if a player gets close enough to one, it will grab them and throw them in a random direction, dealing damage. Because of this, they are best dealt with using projectiles. They have moderate health and will be pushed away if attacked by any means.
		Circus Kongs are large toys modeled after Donkey Kong that appear in the Mario vs. Donkey Kong series. If a Mini Mario touches one, the Circus Kong will throw them into the air, which allows them to reach a higher platform. They can be stunned for a short time by a Mini Mario with hammers.Circus Kongs will stay stationary, and if a player gets close enough to one, it will grab them and throw them in a random direction, dealing damage. Because of this, they are best dealt with using projectiles. They have moderate health and will be pushed away if attacked by any means.	Circus Kongs are large toys modeled after Donkey Kong that appear in the Mario vs. Donkey Kong series. If a Mini Mario touches one, the Circus Kong will throw them into the air, which allows them to reach a higher platform. They can be stunned for a short time by a Mini Mario with hammers.Circus Kongs will stay stationary, and if a player gets close enough to one, it will grab them and throw them in a random direction, dealing damage. Because of this, they are best dealt with using projectiles. They have moderate health and will be pushed away if attacked by any means.
ClamboDonkey Kong Country (1994)
		Clambos are clam-like enemies that appear in Donkey Kong Country. They are only found in underwater levels, and will constantly open and close their shells to release pearl-like projectiles. Neither the Clambo nor its projectiles can be defeated, so they must be avoided at all costs.Clambos are stationary enemies that position themselves on floors, walls, or ceilings. They will periodically release pearls that damage players if they hit them. It will randomly launch one, two, or five pearls in differing directions. The pearls can make it hard to approach, though they have low health and can be defeated easily.	Clambos are clam-like enemies that appear in Donkey Kong Country. They are only found in underwater levels, and will constantly open and close their shells to release pearl-like projectiles. Neither the Clambo nor its projectiles can be defeated, so they must be avoided at all costs.Clambos are stationary enemies that position themselves on floors, walls, or ceilings. They will periodically release pearls that damage players if they hit them. It will randomly launch one, two, or five pearls in differing directions. The pearls can make it hard to approach, though they have low health and can be defeated easily.
		Clambos are clam-like enemies that appear in Donkey Kong Country. They are only found in underwater levels, and will constantly open and close their shells to release pearl-like projectiles. Neither the Clambo nor its projectiles can be defeated, so they must be avoided at all costs.Clambos are stationary enemies that position themselves on floors, walls, or ceilings. They will periodically release pearls that damage players if they hit them. It will randomly launch one, two, or five pearls in differing directions. The pearls can make it hard to approach, though they have low health and can be defeated easily.	Clambos are clam-like enemies that appear in Donkey Kong Country. They are only found in underwater levels, and will constantly open and close their shells to release pearl-like projectiles. Neither the Clambo nor its projectiles can be defeated, so they must be avoided at all costs.Clambos are stationary enemies that position themselves on floors, walls, or ceilings. They will periodically release pearls that damage players if they hit them. It will randomly launch one, two, or five pearls in differing directions. The pearls can make it hard to approach, though they have low health and can be defeated easily.
CockatriceMy Little Pony: Friendship is Magic (2010)
		Cockatrice are a race of dangerous creatures, having the head of a chicken and the body of a snake. They reside in the Everfree Forest, and have the ability to turn creatures to stone by staring at them. These abilities also seem to be reversible.Cockatrice don't have very high health, though if they see a player, their eyes will glow red. If the player is in the radius, they will become stone for a short time, falling to the ground and being immobile. After this, the Cockatrice can attack with a slashing attack with its wings or repeatedly peck them. Players can escape from being stone faster by button mashing.	Cockatrice are a race of dangerous creatures, having the head of a chicken and the body of a snake. They reside in the Everfree Forest, and have the ability to turn creatures to stone by staring at them. These abilities also seem to be reversible.Cockatrice don't have very high health, though if they see a player, their eyes will glow red. If the player is in the radius, they will become stone for a short time, falling to the ground and being immobile. After this, the Cockatrice can attack with a slashing attack with its wings or repeatedly peck them. Players can escape from being stone faster by button mashing.
		Cockatrice are a race of dangerous creatures, having the head of a chicken and the body of a snake. They reside in the Everfree Forest, and have the ability to turn creatures to stone by staring at them. These abilities also seem to be reversible.Cockatrice don't have very high health, though if they see a player, their eyes will glow red. If the player is in the radius, they will become stone for a short time, falling to the ground and being immobile. After this, the Cockatrice can attack with a slashing attack with its wings or repeatedly peck them. Players can escape from being stone faster by button mashing.	Cockatrice are a race of dangerous creatures, having the head of a chicken and the body of a snake. They reside in the Everfree Forest, and have the ability to turn creatures to stone by staring at them. These abilities also seem to be reversible.Cockatrice don't have very high health, though if they see a player, their eyes will glow red. If the player is in the radius, they will become stone for a short time, falling to the ground and being immobile. After this, the Cockatrice can attack with a slashing attack with its wings or repeatedly peck them. Players can escape from being stone faster by button mashing.
Cop SpeederSonic Adventure (1998)
		Cop Speeders are enemies that appear in Sonic Adventure, only appearing in Sonic, Tails, and Knuckles' versions of Speed Highway. As their name suggests, they are robots that pilot police car-like hovercrafts. They are either found stationary or moving back and forth along a set path, though when the player approaches, their sirens will begin blaring and they'll chase them.Cop Speeders have similar behavior as they do in Sonic Adventure; they will stay stationary until the player gets close enough, where they will begin chasing them. They have two attacks, one which they try to ram the hovercraft into the player, and one where they perform a stomp-like attack from above. They don't have high health, and if the player manages to damage a Cop Speeder if it hasn't spotted the player, they will be immediately defeated.	Cop Speeders are enemies that appear in Sonic Adventure, only appearing in Sonic, Tails, and Knuckles' versions of Speed Highway. As their name suggests, they are robots that pilot police car-like hovercrafts. They are either found stationary or moving back and forth along a set path, though when the player approaches, their sirens will begin blaring and they'll chase them.Cop Speeders have similar behavior as they do in Sonic Adventure; they will stay stationary until the player gets close enough, where they will begin chasing them. They have two attacks, one which they try to ram the hovercraft into the player, and one where they perform a stomp-like attack from above. They don't have high health, and if the player manages to damage a Cop Speeder if it hasn't spotted the player, they will be immediately defeated.
		Cop Speeders are enemies that appear in Sonic Adventure, only appearing in Sonic, Tails, and Knuckles' versions of Speed Highway. As their name suggests, they are robots that pilot police car-like hovercrafts. They are either found stationary or moving back and forth along a set path, though when the player approaches, their sirens will begin blaring and they'll chase them.Cop Speeders have similar behavior as they do in Sonic Adventure; they will stay stationary until the player gets close enough, where they will begin chasing them. They have two attacks, one which they try to ram the hovercraft into the player, and one where they perform a stomp-like attack from above. They don't have high health, and if the player manages to damage a Cop Speeder if it hasn't spotted the player, they will be immediately defeated.	Cop Speeders are enemies that appear in Sonic Adventure, only appearing in Sonic, Tails, and Knuckles' versions of Speed Highway. As their name suggests, they are robots that pilot police car-like hovercrafts. They are either found stationary or moving back and forth along a set path, though when the player approaches, their sirens will begin blaring and they'll chase them.Cop Speeders have similar behavior as they do in Sonic Adventure; they will stay stationary until the player gets close enough, where they will begin chasing them. They have two attacks, one which they try to ram the hovercraft into the player, and one where they perform a stomp-like attack from above. They don't have high health, and if the player manages to damage a Cop Speeder if it hasn't spotted the player, they will be immediately defeated.
CrabmeatSonic the Hedgehog (1991)
		Crabmeats are recurring enemies in the Sonic series, being Badniks mass-produced by Dr. Eggman. They will move forward and backward periodically, firing missiles from their claws that can damage Sonic. This makes them more difficult to defeat, though they are still vulnerable to any attack.Crabmeats act almost identically to their original appearance, where they move left and right and fire projectiles from their claws in arcs. They have low health though, and can be taken down easily if players time their attacks. When defeated, it will explode, and a Flicky will hop out before bouncing away.	Crabmeats are recurring enemies in the Sonic series, being Badniks mass-produced by Dr. Eggman. They will move forward and backward periodically, firing missiles from their claws that can damage Sonic. This makes them more difficult to defeat, though they are still vulnerable to any attack.Crabmeats act almost identically to their original appearance, where they move left and right and fire projectiles from their claws in arcs. They have low health though, and can be taken down easily if players time their attacks. When defeated, it will explode, and a Flicky will hop out before bouncing away.
		Crabmeats are recurring enemies in the Sonic series, being Badniks mass-produced by Dr. Eggman. They will move forward and backward periodically, firing missiles from their claws that can damage Sonic. This makes them more difficult to defeat, though they are still vulnerable to any attack.Crabmeats act almost identically to their original appearance, where they move left and right and fire projectiles from their claws in arcs. They have low health though, and can be taken down easily if players time their attacks. When defeated, it will explode, and a Flicky will hop out before bouncing away.	Crabmeats are recurring enemies in the Sonic series, being Badniks mass-produced by Dr. Eggman. They will move forward and backward periodically, firing missiles from their claws that can damage Sonic. This makes them more difficult to defeat, though they are still vulnerable to any attack.Crabmeats act almost identically to their original appearance, where they move left and right and fire projectiles from their claws in arcs. They have low health though, and can be taken down easily if players time their attacks. When defeated, it will explode, and a Flicky will hop out before bouncing away.
CrawltankMetroid Prime 3: Corruption (2007)
		Crawltanks are light defense drones used by the Space Pirates, appearing as enemies in Metroid Prime 3: Corruption. They are retrofitted with a beam weapon and have the ability to cling to surfaces. Some modules can also enter Hypermode, emoowering their attacks with Phazon and making them much more powerful.Crawltanks will walk across the ground, walls, and ceilings, and if a player approaches one, they will start firing energy projectiles at them. These are fast, but weak, and the Crawltanks have low health and can be defeated easily.	Crawltanks are light defense drones used by the Space Pirates, appearing as enemies in Metroid Prime 3: Corruption. They are retrofitted with a beam weapon and have the ability to cling to surfaces. Some modules can also enter Hypermode, emoowering their attacks with Phazon and making them much more powerful.Crawltanks will walk across the ground, walls, and ceilings, and if a player approaches one, they will start firing energy projectiles at them. These are fast, but weak, and the Crawltanks have low health and can be defeated easily.
		Crawltanks are light defense drones used by the Space Pirates, appearing as enemies in Metroid Prime 3: Corruption. They are retrofitted with a beam weapon and have the ability to cling to surfaces. Some modules can also enter Hypermode, emoowering their attacks with Phazon and making them much more powerful.Crawltanks will walk across the ground, walls, and ceilings, and if a player approaches one, they will start firing energy projectiles at them. These are fast, but weak, and the Crawltanks have low health and can be defeated easily.	Crawltanks are light defense drones used by the Space Pirates, appearing as enemies in Metroid Prime 3: Corruption. They are retrofitted with a beam weapon and have the ability to cling to surfaces. Some modules can also enter Hypermode, emoowering their attacks with Phazon and making them much more powerful.Crawltanks will walk across the ground, walls, and ceilings, and if a player approaches one, they will start firing energy projectiles at them. These are fast, but weak, and the Crawltanks have low health and can be defeated easily.
CreeperMinecraft (2011)
		Creepers are hostile mobs that appear in Minecraft, spawning in the Overworld at light levels 7 and below. The concept for them was created when the width and height of a Pig's body was accidentally reversed, resulting in a tall creature with four legs. Creepers will walk toward players and try to explode, dealing high damage and creating a crater below them. If struck by lightning, they will become charged, and the resulting explosion is even stronger.Creepers are slow enemies with moderate health. They will slowly pursue nearby players, and if close enough, will explode shortly after. This deals high damage and knockback, but also defeats the Creeper and damages other enemies in the blast radius. However, Stat Boosts can only be awarded if the player defeats the Creeper before it explodes.	Creepers are hostile mobs that appear in Minecraft, spawning in the Overworld at light levels 7 and below. The concept for them was created when the width and height of a Pig's body was accidentally reversed, resulting in a tall creature with four legs. Creepers will walk toward players and try to explode, dealing high damage and creating a crater below them. If struck by lightning, they will become charged, and the resulting explosion is even stronger.Creepers are slow enemies with moderate health. They will slowly pursue nearby players, and if close enough, will explode shortly after. This deals high damage and knockback, but also defeats the Creeper and damages other enemies in the blast radius. However, Stat Boosts can only be awarded if the player defeats the Creeper before it explodes.
		Creepers are hostile mobs that appear in Minecraft, spawning in the Overworld at light levels 7 and below. The concept for them was created when the width and height of a Pig's body was accidentally reversed, resulting in a tall creature with four legs. Creepers will walk toward players and try to explode, dealing high damage and creating a crater below them. If struck by lightning, they will become charged, and the resulting explosion is even stronger.Creepers are slow enemies with moderate health. They will slowly pursue nearby players, and if close enough, will explode shortly after. This deals high damage and knockback, but also defeats the Creeper and damages other enemies in the blast radius. However, Stat Boosts can only be awarded if the player defeats the Creeper before it explodes.	Creepers are hostile mobs that appear in Minecraft, spawning in the Overworld at light levels 7 and below. The concept for them was created when the width and height of a Pig's body was accidentally reversed, resulting in a tall creature with four legs. Creepers will walk toward players and try to explode, dealing high damage and creating a crater below them. If struck by lightning, they will become charged, and the resulting explosion is even stronger.Creepers are slow enemies with moderate health. They will slowly pursue nearby players, and if close enough, will explode shortly after. This deals high damage and knockback, but also defeats the Creeper and damages other enemies in the blast radius. However, Stat Boosts can only be awarded if the player defeats the Creeper before it explodes.
CryogonalPokmon Black and Pokmon White (2010)
		Cryogonal is an Ice-type Crystalizing Pokmon introduced in Generation V. It is not known to evolve into or from any other Pokmon. When its body temperatures rise, it turns into steam and vanishes, but will revert to ice when the body temperatures lower.Cryogonal will float around the area aimlessly. It has moderate health, but are weak to fire-based attacks. To attack, it uses Ice Beam, a damage-dealing Ice-type move introduced in Generation I. It will fire a beam of icy energy, which freezes fighters hit by it, It will either aim at fighters, or fire in a random direction and rotate to cover a wide area.	Cryogonal is an Ice-type Crystalizing Pokmon introduced in Generation V. It is not known to evolve into or from any other Pokmon. When its body temperatures rise, it turns into steam and vanishes, but will revert to ice when the body temperatures lower.Cryogonal will float around the area aimlessly. It has moderate health, but are weak to fire-based attacks. To attack, it uses Ice Beam, a damage-dealing Ice-type move introduced in Generation I. It will fire a beam of icy energy, which freezes fighters hit by it, It will either aim at fighters, or fire in a random direction and rotate to cover a wide area.
		Cryogonal is an Ice-type Crystalizing Pokmon introduced in Generation V. It is not known to evolve into or from any other Pokmon. When its body temperatures rise, it turns into steam and vanishes, but will revert to ice when the body temperatures lower.Cryogonal will float around the area aimlessly. It has moderate health, but are weak to fire-based attacks. To attack, it uses Ice Beam, a damage-dealing Ice-type move introduced in Generation I. It will fire a beam of icy energy, which freezes fighters hit by it, It will either aim at fighters, or fire in a random direction and rotate to cover a wide area.	Cryogonal is an Ice-type Crystalizing Pokmon introduced in Generation V. It is not known to evolve into or from any other Pokmon. When its body temperatures rise, it turns into steam and vanishes, but will revert to ice when the body temperatures lower.Cryogonal will float around the area aimlessly. It has moderate health, but are weak to fire-based attacks. To attack, it uses Ice Beam, a damage-dealing Ice-type move introduced in Generation I. It will fire a beam of icy energy, which freezes fighters hit by it, It will either aim at fighters, or fire in a random direction and rotate to cover a wide area.
Cyber KongDonkey Kong Barrel Blast (2007)
		Cyber Kongs are large, robotic lookalikes of Donkey Kong that appear in the space courses of Donkey Kong Barrel Blast as obstacles. They have the ability to fire lasers from their eyes, and can fire missiles from launchers within their bodies.Cyber Kongs are giant, have a lot of health, and have knockback resistance, making them quite formidable enemies. Their main attack is firing a laser aimed at players, which can inflict paralysis. They're also able to fire large missiles that explode on impact and deal heavy damage. However, Cyber Kongs are also slow and lack any physical attacks, so stick-and-move tactics can be effective against them.	Cyber Kongs are large, robotic lookalikes of Donkey Kong that appear in the space courses of Donkey Kong Barrel Blast as obstacles. They have the ability to fire lasers from their eyes, and can fire missiles from launchers within their bodies.Cyber Kongs are giant, have a lot of health, and have knockback resistance, making them quite formidable enemies. Their main attack is firing a laser aimed at players, which can inflict paralysis. They're also able to fire large missiles that explode on impact and deal heavy damage. However, Cyber Kongs are also slow and lack any physical attacks, so stick-and-move tactics can be effective against them.
		Cyber Kongs are large, robotic lookalikes of Donkey Kong that appear in the space courses of Donkey Kong Barrel Blast as obstacles. They have the ability to fire lasers from their eyes, and can fire missiles from launchers within their bodies.Cyber Kongs are giant, have a lot of health, and have knockback resistance, making them quite formidable enemies. Their main attack is firing a laser aimed at players, which can inflict paralysis. They're also able to fire large missiles that explode on impact and deal heavy damage. However, Cyber Kongs are also slow and lack any physical attacks, so stick-and-move tactics can be effective against them.	Cyber Kongs are large, robotic lookalikes of Donkey Kong that appear in the space courses of Donkey Kong Barrel Blast as obstacles. They have the ability to fire lasers from their eyes, and can fire missiles from launchers within their bodies.Cyber Kongs are giant, have a lot of health, and have knockback resistance, making them quite formidable enemies. Their main attack is firing a laser aimed at players, which can inflict paralysis. They're also able to fire large missiles that explode on impact and deal heavy damage. However, Cyber Kongs are also slow and lack any physical attacks, so stick-and-move tactics can be effective against them.
DarknutThe Legend of Zelda (1986)
		Darknuts are enemies that appear throughout the The Legend of Zelda series. They are typically strong enemies, boasting high health and attack power, and sometimes appear as midbosses. In some games, their armor can be removed, and doing so will have them change fighting styles. Their design in Super Smash Bros. is based off of their appearance in The Legend of Zelda: Twilight Princess.Darknuts are tough enemies that have a lot of health and launch resistance. Initially when they have armor, the wield massive swords that they can swing, dealing heavy damage and knockback. After taking enough damage, their armor will break apart. They will then throw their sword at the opponent and pull out a new, slimmer one. In this state, they are more mobile and can attack faster, but some of their launch resistance is taken away.	Darknuts are enemies that appear throughout the The Legend of Zelda series. They are typically strong enemies, boasting high health and attack power, and sometimes appear as midbosses. In some games, their armor can be removed, and doing so will have them change fighting styles. Their design in Super Smash Bros. is based off of their appearance in The Legend of Zelda: Twilight Princess.Darknuts are tough enemies that have a lot of health and launch resistance. Initially when they have armor, the wield massive swords that they can swing, dealing heavy damage and knockback. After taking enough damage, their armor will break apart. They will then throw their sword at the opponent and pull out a new, slimmer one. In this state, they are more mobile and can attack faster, but some of their launch resistance is taken away.
		Darknuts are enemies that appear throughout the The Legend of Zelda series. They are typically strong enemies, boasting high health and attack power, and sometimes appear as midbosses. In some games, their armor can be removed, and doing so will have them change fighting styles. Their design in Super Smash Bros. is based off of their appearance in The Legend of Zelda: Twilight Princess.Darknuts are tough enemies that have a lot of health and launch resistance. Initially when they have armor, the wield massive swords that they can swing, dealing heavy damage and knockback. After taking enough damage, their armor will break apart. They will then throw their sword at the opponent and pull out a new, slimmer one. In this state, they are more mobile and can attack faster, but some of their launch resistance is taken away.	Darknuts are enemies that appear throughout the The Legend of Zelda series. They are typically strong enemies, boasting high health and attack power, and sometimes appear as midbosses. In some games, their armor can be removed, and doing so will have them change fighting styles. Their design in Super Smash Bros. is based off of their appearance in The Legend of Zelda: Twilight Princess.Darknuts are tough enemies that have a lot of health and launch resistance. Initially when they have armor, the wield massive swords that they can swing, dealing heavy damage and knockback. After taking enough damage, their armor will break apart. They will then throw their sword at the opponent and pull out a new, slimmer one. In this state, they are more mobile and can attack faster, but some of their launch resistance is taken away.
Desiccated Skitter LeafPikmin 3 (2013)
		Desiccated Skitter Leaves are members of the Skitterling family, and enemies in Pikmin 3. They will use their camouflage to disguise themselves as fallen leaves. It can scurry quickly across the ground, a skill it uses to devour unsuspecting prey.Desiccated Skitter Leaves will stay still when first encountered, pretending to be a leaf. However, if a fighter gets too close, it will show its true form and begin quickly scurry along the ground. They can attack by snatching fighters and biting them, dealing heavy damage. Their fast speed makes them hard to attack, though they have low health.	Desiccated Skitter Leaves are members of the Skitterling family, and enemies in Pikmin 3. They will use their camouflage to disguise themselves as fallen leaves. It can scurry quickly across the ground, a skill it uses to devour unsuspecting prey.Desiccated Skitter Leaves will stay still when first encountered, pretending to be a leaf. However, if a fighter gets too close, it will show its true form and begin quickly scurry along the ground. They can attack by snatching fighters and biting them, dealing heavy damage. Their fast speed makes them hard to attack, though they have low health.
		Desiccated Skitter Leaves are members of the Skitterling family, and enemies in Pikmin 3. They will use their camouflage to disguise themselves as fallen leaves. It can scurry quickly across the ground, a skill it uses to devour unsuspecting prey.Desiccated Skitter Leaves will stay still when first encountered, pretending to be a leaf. However, if a fighter gets too close, it will show its true form and begin quickly scurry along the ground. They can attack by snatching fighters and biting them, dealing heavy damage. Their fast speed makes them hard to attack, though they have low health.	Desiccated Skitter Leaves are members of the Skitterling family, and enemies in Pikmin 3. They will use their camouflage to disguise themselves as fallen leaves. It can scurry quickly across the ground, a skill it uses to devour unsuspecting prey.Desiccated Skitter Leaves will stay still when first encountered, pretending to be a leaf. However, if a fighter gets too close, it will show its true form and begin quickly scurry along the ground. They can attack by snatching fighters and biting them, dealing heavy damage. Their fast speed makes them hard to attack, though they have low health.
Dino RhinoSuper Mario World (1991)
		Dino Rhinos are large, Ceratopsian enemies that appear in Super Mario World. They will chase Mario around and can even leap over obstacles to continue their pursuit. They are immune to fireballs, making them quite durable. If stomped on, they will become a Dino-Torch; these enemies move faster and jump higher, and can spit a stream of fire to damage Mario.Dino Rhinos are large, slow enemies with a lot of health and launch resistance. Their main attack is ramming into nearby players headfirst, damaging them. If attacked enough, they will turn into a Dino-Torch. They have the same ramming attack, but are weaker and they lose the launch resistance. However, they also gain the ability to breath fire.	Dino Rhinos are large, Ceratopsian enemies that appear in Super Mario World. They will chase Mario around and can even leap over obstacles to continue their pursuit. They are immune to fireballs, making them quite durable. If stomped on, they will become a Dino-Torch; these enemies move faster and jump higher, and can spit a stream of fire to damage Mario.Dino Rhinos are large, slow enemies with a lot of health and launch resistance. Their main attack is ramming into nearby players headfirst, damaging them. If attacked enough, they will turn into a Dino-Torch. They have the same ramming attack, but are weaker and they lose the launch resistance. However, they also gain the ability to breath fire.
		Dino Rhinos are large, Ceratopsian enemies that appear in Super Mario World. They will chase Mario around and can even leap over obstacles to continue their pursuit. They are immune to fireballs, making them quite durable. If stomped on, they will become a Dino-Torch; these enemies move faster and jump higher, and can spit a stream of fire to damage Mario.Dino Rhinos are large, slow enemies with a lot of health and launch resistance. Their main attack is ramming into nearby players headfirst, damaging them. If attacked enough, they will turn into a Dino-Torch. They have the same ramming attack, but are weaker and they lose the launch resistance. However, they also gain the ability to breath fire.	Dino Rhinos are large, Ceratopsian enemies that appear in Super Mario World. They will chase Mario around and can even leap over obstacles to continue their pursuit. They are immune to fireballs, making them quite durable. If stomped on, they will become a Dino-Torch; these enemies move faster and jump higher, and can spit a stream of fire to damage Mario.Dino Rhinos are large, slow enemies with a lot of health and launch resistance. Their main attack is ramming into nearby players headfirst, damaging them. If attacked enough, they will turn into a Dino-Torch. They have the same ramming attack, but are weaker and they lose the launch resistance. However, they also gain the ability to breath fire.
Dry BonesSuper Mario Bros. 3 (1989)
		Dry Bones are skeletal Koopa Troopas that appear as common enemies in the Mario series, usually stationed in fortresses and castles. They can be jumped on, but this will simply cause them to fall apart, and they will put themselves back together eventually. They are also immune to fireballs from Fire Mario.Dry Bones will wander around the stage aimlessly, but when they spot a player, they will throw a bone forward, which will damage them. They also have a headbutting melee attack that involves taking off their skull and throwing it forward. They don't have very much health, but are immune to fire-based attacks. They can't be defeated; instead, when they run out of health, they crumble into a pile of bones and release their Stat Boosts, and will resurrect themselves after a short time. Multiple defeats will not result in more Stat Boosts.	Dry Bones are skeletal Koopa Troopas that appear as common enemies in the Mario series, usually stationed in fortresses and castles. They can be jumped on, but this will simply cause them to fall apart, and they will put themselves back together eventually. They are also immune to fireballs from Fire Mario.Dry Bones will wander around the stage aimlessly, but when they spot a player, they will throw a bone forward, which will damage them. They also have a headbutting melee attack that involves taking off their skull and throwing it forward. They don't have very much health, but are immune to fire-based attacks. They can't be defeated; instead, when they run out of health, they crumble into a pile of bones and release their Stat Boosts, and will resurrect themselves after a short time. Multiple defeats will not result in more Stat Boosts.
		Dry Bones are skeletal Koopa Troopas that appear as common enemies in the Mario series, usually stationed in fortresses and castles. They can be jumped on, but this will simply cause them to fall apart, and they will put themselves back together eventually. They are also immune to fireballs from Fire Mario.Dry Bones will wander around the stage aimlessly, but when they spot a player, they will throw a bone forward, which will damage them. They also have a headbutting melee attack that involves taking off their skull and throwing it forward. They don't have very much health, but are immune to fire-based attacks. They can't be defeated; instead, when they run out of health, they crumble into a pile of bones and release their Stat Boosts, and will resurrect themselves after a short time. Multiple defeats will not result in more Stat Boosts.	Dry Bones are skeletal Koopa Troopas that appear as common enemies in the Mario series, usually stationed in fortresses and castles. They can be jumped on, but this will simply cause them to fall apart, and they will put themselves back together eventually. They are also immune to fireballs from Fire Mario.Dry Bones will wander around the stage aimlessly, but when they spot a player, they will throw a bone forward, which will damage them. They also have a headbutting melee attack that involves taking off their skull and throwing it forward. They don't have very much health, but are immune to fire-based attacks. They can't be defeated; instead, when they run out of health, they crumble into a pile of bones and release their Stat Boosts, and will resurrect themselves after a short time. Multiple defeats will not result in more Stat Boosts.
DuckDuck Hunt (1984)
		Ducks are the namesake of the NES launch title Duck Hunt. In the game, the player would have to shoot them down using the NES Zapper. If they were successful, a dog would hold them by the neck and smile at the player. If they failed and the duck flew away however, the dog would laugh at them instead.Ducks will appear in their NES sprites. They won't actually attack fighters, but rather fly around aimlessly. However, if they are attacked, they will fall to the ground and drop Stat Boosts.	Ducks are the namesake of the NES launch title Duck Hunt. In the game, the player would have to shoot them down using the NES Zapper. If they were successful, a dog would hold them by the neck and smile at the player. If they failed and the duck flew away however, the dog would laugh at them instead.Ducks will appear in their NES sprites. They won't actually attack fighters, but rather fly around aimlessly. However, if they are attacked, they will fall to the ground and drop Stat Boosts.
		Ducks are the namesake of the NES launch title Duck Hunt. In the game, the player would have to shoot them down using the NES Zapper. If they were successful, a dog would hold them by the neck and smile at the player. If they failed and the duck flew away however, the dog would laugh at them instead.Ducks will appear in their NES sprites. They won't actually attack fighters, but rather fly around aimlessly. However, if they are attacked, they will fall to the ground and drop Stat Boosts.	Ducks are the namesake of the NES launch title Duck Hunt. In the game, the player would have to shoot them down using the NES Zapper. If they were successful, a dog would hold them by the neck and smile at the player. If they failed and the duck flew away however, the dog would laugh at them instead.Ducks will appear in their NES sprites. They won't actually attack fighters, but rather fly around aimlessly. However, if they are attacked, they will fall to the ground and drop Stat Boosts.
DuplighostPaper Mario (2000)
		Duplighosts are ghost-like enemies that appear in Paper Mario. They have the ability to shapeshift into Mario or one of his partners, and use their own attacks against them. In Paper Mario: The Thousand-Year Door, a Duplighost named Doopliss served as one of the game's major bosses.When encountered, Duplighosts will transform into the player. In this state, they are able to use any attack that the player themselves can use. They have low health, so they can be dealt with easily, though results may vary depending on the character it copies.	Duplighosts are ghost-like enemies that appear in Paper Mario. They have the ability to shapeshift into Mario or one of his partners, and use their own attacks against them. In Paper Mario: The Thousand-Year Door, a Duplighost named Doopliss served as one of the game's major bosses.When encountered, Duplighosts will transform into the player. In this state, they are able to use any attack that the player themselves can use. They have low health, so they can be dealt with easily, though results may vary depending on the character it copies.
		Duplighosts are ghost-like enemies that appear in Paper Mario. They have the ability to shapeshift into Mario or one of his partners, and use their own attacks against them. In Paper Mario: The Thousand-Year Door, a Duplighost named Doopliss served as one of the game's major bosses.When encountered, Duplighosts will transform into the player. In this state, they are able to use any attack that the player themselves can use. They have low health, so they can be dealt with easily, though results may vary depending on the character it copies.	Duplighosts are ghost-like enemies that appear in Paper Mario. They have the ability to shapeshift into Mario or one of his partners, and use their own attacks against them. In Paper Mario: The Thousand-Year Door, a Duplighost named Doopliss served as one of the game's major bosses.When encountered, Duplighosts will transform into the player. In this state, they are able to use any attack that the player themselves can use. They have low health, so they can be dealt with easily, though results may vary depending on the character it copies.
EggRoboSonic the Hedgehog 3 & Knuckles (1994)
		EggRobos are recurring enemies in the Sonic series. They are mass-produced Badniks created by Dr. Eggman, designed to carry out tasks for him. They are armed with blasters, as well as rocket thrusters that allow them to hover. They will hover in place and shoot lasers at Sonic, who can easily defeat them with any attack.EggRobos will hover around the player, trying to remain on the same level with them on the x-axis. They have two attacks; firing small lasers that deal moderate damage and knockback, or charging up for a giant laser that damages the player multiple times before launching them. EggRobos have moderate health and their hovering ability makes them difficult to catch without projectiles. When defeated, it will explode and a Flicky will hop out before bouncing away.	EggRobos are recurring enemies in the Sonic series. They are mass-produced Badniks created by Dr. Eggman, designed to carry out tasks for him. They are armed with blasters, as well as rocket thrusters that allow them to hover. They will hover in place and shoot lasers at Sonic, who can easily defeat them with any attack.EggRobos will hover around the player, trying to remain on the same level with them on the x-axis. They have two attacks; firing small lasers that deal moderate damage and knockback, or charging up for a giant laser that damages the player multiple times before launching them. EggRobos have moderate health and their hovering ability makes them difficult to catch without projectiles. When defeated, it will explode and a Flicky will hop out before bouncing away.
		EggRobos are recurring enemies in the Sonic series. They are mass-produced Badniks created by Dr. Eggman, designed to carry out tasks for him. They are armed with blasters, as well as rocket thrusters that allow them to hover. They will hover in place and shoot lasers at Sonic, who can easily defeat them with any attack.EggRobos will hover around the player, trying to remain on the same level with them on the x-axis. They have two attacks; firing small lasers that deal moderate damage and knockback, or charging up for a giant laser that damages the player multiple times before launching them. EggRobos have moderate health and their hovering ability makes them difficult to catch without projectiles. When defeated, it will explode and a Flicky will hop out before bouncing away.	EggRobos are recurring enemies in the Sonic series. They are mass-produced Badniks created by Dr. Eggman, designed to carry out tasks for him. They are armed with blasters, as well as rocket thrusters that allow them to hover. They will hover in place and shoot lasers at Sonic, who can easily defeat them with any attack.EggRobos will hover around the player, trying to remain on the same level with them on the x-axis. They have two attacks; firing small lasers that deal moderate damage and knockback, or charging up for a giant laser that damages the player multiple times before launching them. EggRobos have moderate health and their hovering ability makes them difficult to catch without projectiles. When defeated, it will explode and a Flicky will hop out before bouncing away.
Elder GuardianMinecraft (2011)
		Elder Guardians are hostile mobs that appear in Minecraft, being larger and stronger versions of regular Guardians. Like their normal counterparts, Elder Guardians spawn in ocean monuments, and three can appear in each. They have the same abilities as Guardians, but can also inflict Mining Fatigue, which can affect players from 50 blocks away and lower their attack and mining speed for three minutes.Elder Guardians act much like Guardians, moving in abrupt charges and extending its spikes and sinking when stopped. These spikes can damage players on contact. They also have the same laser attack as Guardians, but it is stronger and wider. If an Elder Guardian is on-screen, the screen will become darker, and the player is temporarily stripped of their Jump and Speed stat boosts. This can make dealing with them and other enemies much more difficult, and on top of this, they have high health and launch resistance.	Elder Guardians are hostile mobs that appear in Minecraft, being larger and stronger versions of regular Guardians. Like their normal counterparts, Elder Guardians spawn in ocean monuments, and three can appear in each. They have the same abilities as Guardians, but can also inflict Mining Fatigue, which can affect players from 50 blocks away and lower their attack and mining speed for three minutes.Elder Guardians act much like Guardians, moving in abrupt charges and extending its spikes and sinking when stopped. These spikes can damage players on contact. They also have the same laser attack as Guardians, but it is stronger and wider. If an Elder Guardian is on-screen, the screen will become darker, and the player is temporarily stripped of their Jump and Speed stat boosts. This can make dealing with them and other enemies much more difficult, and on top of this, they have high health and launch resistance.
		Elder Guardians are hostile mobs that appear in Minecraft, being larger and stronger versions of regular Guardians. Like their normal counterparts, Elder Guardians spawn in ocean monuments, and three can appear in each. They have the same abilities as Guardians, but can also inflict Mining Fatigue, which can affect players from 50 blocks away and lower their attack and mining speed for three minutes.Elder Guardians act much like Guardians, moving in abrupt charges and extending its spikes and sinking when stopped. These spikes can damage players on contact. They also have the same laser attack as Guardians, but it is stronger and wider. If an Elder Guardian is on-screen, the screen will become darker, and the player is temporarily stripped of their Jump and Speed stat boosts. This can make dealing with them and other enemies much more difficult, and on top of this, they have high health and launch resistance.	Elder Guardians are hostile mobs that appear in Minecraft, being larger and stronger versions of regular Guardians. Like their normal counterparts, Elder Guardians spawn in ocean monuments, and three can appear in each. They have the same abilities as Guardians, but can also inflict Mining Fatigue, which can affect players from 50 blocks away and lower their attack and mining speed for three minutes.Elder Guardians act much like Guardians, moving in abrupt charges and extending its spikes and sinking when stopped. These spikes can damage players on contact. They also have the same laser attack as Guardians, but it is stronger and wider. If an Elder Guardian is on-screen, the screen will become darker, and the player is temporarily stripped of their Jump and Speed stat boosts. This can make dealing with them and other enemies much more difficult, and on top of this, they have high health and launch resistance.
EndermiteMinecraft (2011)
		Endermites are miniature hostile mobs that appear in Minecraft, there being a 5% chance of one spawning when an Ender Pearl lands. They have low health and can be defeated easily since their attacks deal minimal damage, though they can be harder to deal with in large numbers. Like Silverfish, their small size can also make them difficult to target.Endermites have among the lowest health in the game, making them easy to deal with. Its sole attack is charging at players, damaging them lightly. However, they can spawn in groups of up to 15, meaning they might overwhelm an unprepared player.	Endermites are miniature hostile mobs that appear in Minecraft, there being a 5% chance of one spawning when an Ender Pearl lands. They have low health and can be defeated easily since their attacks deal minimal damage, though they can be harder to deal with in large numbers. Like Silverfish, their small size can also make them difficult to target.Endermites have among the lowest health in the game, making them easy to deal with. Its sole attack is charging at players, damaging them lightly. However, they can spawn in groups of up to 15, meaning they might overwhelm an unprepared player.
		Endermites are miniature hostile mobs that appear in Minecraft, there being a 5% chance of one spawning when an Ender Pearl lands. They have low health and can be defeated easily since their attacks deal minimal damage, though they can be harder to deal with in large numbers. Like Silverfish, their small size can also make them difficult to target.Endermites have among the lowest health in the game, making them easy to deal with. Its sole attack is charging at players, damaging them lightly. However, they can spawn in groups of up to 15, meaning they might overwhelm an unprepared player.	Endermites are miniature hostile mobs that appear in Minecraft, there being a 5% chance of one spawning when an Ender Pearl lands. They have low health and can be defeated easily since their attacks deal minimal damage, though they can be harder to deal with in large numbers. Like Silverfish, their small size can also make them difficult to target.Endermites have among the lowest health in the game, making them easy to deal with. Its sole attack is charging at players, damaging them lightly. However, they can spawn in groups of up to 15, meaning they might overwhelm an unprepared player.
FeyeshSuper Smash Bros. Brawl (2008)
		Feyeshes are eyeball creatures that have tentacles, appearing in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will float aimlessly in the air, though when a fighter approaches, they will float toward them and attack by swinging their tentacles around, dealing electric damage. They have low health and are easy to dispatch.	Feyeshes are eyeball creatures that have tentacles, appearing in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will float aimlessly in the air, though when a fighter approaches, they will float toward them and attack by swinging their tentacles around, dealing electric damage. They have low health and are easy to dispatch.
		Feyeshes are eyeball creatures that have tentacles, appearing in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will float aimlessly in the air, though when a fighter approaches, they will float toward them and attack by swinging their tentacles around, dealing electric damage. They have low health and are easy to dispatch.	Feyeshes are eyeball creatures that have tentacles, appearing in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will float aimlessly in the air, though when a fighter approaches, they will float toward them and attack by swinging their tentacles around, dealing electric damage. They have low health and are easy to dispatch.
Fire PrimidSuper Smash Bros. Brawl (2008)
		Fire Primids are enemies that appear in Super Smash bros. Brawl as enemies in the Subspace Emissary. A red variant of Primids, they have pyrokinetic abilities, spitting fireballs forward instead of attacking directly. Sometimes, they can also release a stream of flames that deals more damage. They have as much health as regular Primids, though they notably have a defense to fire-based attacks.	Fire Primids are enemies that appear in Super Smash bros. Brawl as enemies in the Subspace Emissary. A red variant of Primids, they have pyrokinetic abilities, spitting fireballs forward instead of attacking directly. Sometimes, they can also release a stream of flames that deals more damage. They have as much health as regular Primids, though they notably have a defense to fire-based attacks.
		Fire Primids are enemies that appear in Super Smash bros. Brawl as enemies in the Subspace Emissary. A red variant of Primids, they have pyrokinetic abilities, spitting fireballs forward instead of attacking directly. Sometimes, they can also release a stream of flames that deals more damage. They have as much health as regular Primids, though they notably have a defense to fire-based attacks.	Fire Primids are enemies that appear in Super Smash bros. Brawl as enemies in the Subspace Emissary. A red variant of Primids, they have pyrokinetic abilities, spitting fireballs forward instead of attacking directly. Sometimes, they can also release a stream of flames that deals more damage. They have as much health as regular Primids, though they notably have a defense to fire-based attacks.
Fire SnakeSuper Mario Bros. 3 (1989)
		Fire Snakes are enemies that appear throughout the Mario series, being snake-like creatures with bodies made of fire. They mainly attack by hopping in arcs to burn Mario. They are immune to most attack methods as well.Fire Snakes have low health, though they will burn players on contact. They act just as they do in the Mario games; they hop along the area in arcs. Because they can burn players by touching them, it is recommended they are dealt with using projectiles.	Fire Snakes are enemies that appear throughout the Mario series, being snake-like creatures with bodies made of fire. They mainly attack by hopping in arcs to burn Mario. They are immune to most attack methods as well.Fire Snakes have low health, though they will burn players on contact. They act just as they do in the Mario games; they hop along the area in arcs. Because they can burn players by touching them, it is recommended they are dealt with using projectiles.
		Fire Snakes are enemies that appear throughout the Mario series, being snake-like creatures with bodies made of fire. They mainly attack by hopping in arcs to burn Mario. They are immune to most attack methods as well.Fire Snakes have low health, though they will burn players on contact. They act just as they do in the Mario games; they hop along the area in arcs. Because they can burn players by touching them, it is recommended they are dealt with using projectiles.	Fire Snakes are enemies that appear throughout the Mario series, being snake-like creatures with bodies made of fire. They mainly attack by hopping in arcs to burn Mario. They are immune to most attack methods as well.Fire Snakes have low health, though they will burn players on contact. They act just as they do in the Mario games; they hop along the area in arcs. Because they can burn players by touching them, it is recommended they are dealt with using projectiles.
Fish Poker PopsDonkey Kong Country: Tropical Freeze (2014)
		Fish Poker Pops are large walrus enemies that appear in Donkey Kong Country: Tropical Freeze, and are among the strongest members of the Snowmads. The wear spiked helmets that prevent the Kongs from jumping on their heads, as well as hold porcupine fish clubs in front of themselves to defend against rolling attacks. To attack one, Donkey Kong has to roll into its stomach while the club is raised upward three times before defeating it.Fish Poker Pops have a fairly large amount of health, making them difficult to defeat. They can attack by swinging their clubs at players to deal heavy damage and knockback. However, they are slow and their attacks have a lot of startup, making them easy to dodge.	Fish Poker Pops are large walrus enemies that appear in Donkey Kong Country: Tropical Freeze, and are among the strongest members of the Snowmads. The wear spiked helmets that prevent the Kongs from jumping on their heads, as well as hold porcupine fish clubs in front of themselves to defend against rolling attacks. To attack one, Donkey Kong has to roll into its stomach while the club is raised upward three times before defeating it.Fish Poker Pops have a fairly large amount of health, making them difficult to defeat. They can attack by swinging their clubs at players to deal heavy damage and knockback. However, they are slow and their attacks have a lot of startup, making them easy to dodge.
		Fish Poker Pops are large walrus enemies that appear in Donkey Kong Country: Tropical Freeze, and are among the strongest members of the Snowmads. The wear spiked helmets that prevent the Kongs from jumping on their heads, as well as hold porcupine fish clubs in front of themselves to defend against rolling attacks. To attack one, Donkey Kong has to roll into its stomach while the club is raised upward three times before defeating it.Fish Poker Pops have a fairly large amount of health, making them difficult to defeat. They can attack by swinging their clubs at players to deal heavy damage and knockback. However, they are slow and their attacks have a lot of startup, making them easy to dodge.	Fish Poker Pops are large walrus enemies that appear in Donkey Kong Country: Tropical Freeze, and are among the strongest members of the Snowmads. The wear spiked helmets that prevent the Kongs from jumping on their heads, as well as hold porcupine fish clubs in front of themselves to defend against rolling attacks. To attack one, Donkey Kong has to roll into its stomach while the club is raised upward three times before defeating it.Fish Poker Pops have a fairly large amount of health, making them difficult to defeat. They can attack by swinging their clubs at players to deal heavy damage and knockback. However, they are slow and their attacks have a lot of startup, making them easy to dodge.
FlageKid Icarus: Uprising (2012)
		Flages are enemies that appear in Kid Icarus: Uprising, being apart of the Forces of Nature. They move around the area while invisible, with the only indication of their presence being a green fog. However, they will reveal themselves to attack Pit, which is when he can attack them.Falges have low health, but are quite difficult to defeat. They are invisible when first encountered, with their shadow being the only thing giving away their presence. When it gets close enough to a fighter, it makes itself visible before slashing with its blade-like arms to damage them multiple times before launching them. It disappears afterwards to start the process over. Flages can only be attacked when they are visible.	Flages are enemies that appear in Kid Icarus: Uprising, being apart of the Forces of Nature. They move around the area while invisible, with the only indication of their presence being a green fog. However, they will reveal themselves to attack Pit, which is when he can attack them.Falges have low health, but are quite difficult to defeat. They are invisible when first encountered, with their shadow being the only thing giving away their presence. When it gets close enough to a fighter, it makes itself visible before slashing with its blade-like arms to damage them multiple times before launching them. It disappears afterwards to start the process over. Flages can only be attacked when they are visible.
		Flages are enemies that appear in Kid Icarus: Uprising, being apart of the Forces of Nature. They move around the area while invisible, with the only indication of their presence being a green fog. However, they will reveal themselves to attack Pit, which is when he can attack them.Falges have low health, but are quite difficult to defeat. They are invisible when first encountered, with their shadow being the only thing giving away their presence. When it gets close enough to a fighter, it makes itself visible before slashing with its blade-like arms to damage them multiple times before launching them. It disappears afterwards to start the process over. Flages can only be attacked when they are visible.	Flages are enemies that appear in Kid Icarus: Uprising, being apart of the Forces of Nature. They move around the area while invisible, with the only indication of their presence being a green fog. However, they will reveal themselves to attack Pit, which is when he can attack them.Falges have low health, but are quite difficult to defeat. They are invisible when first encountered, with their shadow being the only thing giving away their presence. When it gets close enough to a fighter, it makes itself visible before slashing with its blade-like arms to damage them multiple times before launching them. It disappears afterwards to start the process over. Flages can only be attacked when they are visible.
Flame ChompSuper Mario Bros. 3 (1989)
		Flame Chomps are floating Chain Chomps that appear in the Mario series. Instead of metal chains, they have a trail of fireballs behind them. They will lightly home in on the player and spit one of their fireballs to try and attack them. Once all their fireballs are gone, they will begin flashing and floating faster before exploding, trying to catch the player in the blast radius. They can be defeated with any attack.Flame Chomps have moderately high health, so they can be difficult to defeat. Their only attack is spitting one of their fireballs in the player's direction. Once all four of their fireballs are gone, they will try to explode. When this happens, the explosion won't give the player Stat Boosts, though it can damage other enemies.	Flame Chomps are floating Chain Chomps that appear in the Mario series. Instead of metal chains, they have a trail of fireballs behind them. They will lightly home in on the player and spit one of their fireballs to try and attack them. Once all their fireballs are gone, they will begin flashing and floating faster before exploding, trying to catch the player in the blast radius. They can be defeated with any attack.Flame Chomps have moderately high health, so they can be difficult to defeat. Their only attack is spitting one of their fireballs in the player's direction. Once all four of their fireballs are gone, they will try to explode. When this happens, the explosion won't give the player Stat Boosts, though it can damage other enemies.
		Flame Chomps are floating Chain Chomps that appear in the Mario series. Instead of metal chains, they have a trail of fireballs behind them. They will lightly home in on the player and spit one of their fireballs to try and attack them. Once all their fireballs are gone, they will begin flashing and floating faster before exploding, trying to catch the player in the blast radius. They can be defeated with any attack.Flame Chomps have moderately high health, so they can be difficult to defeat. Their only attack is spitting one of their fireballs in the player's direction. Once all four of their fireballs are gone, they will try to explode. When this happens, the explosion won't give the player Stat Boosts, though it can damage other enemies.	Flame Chomps are floating Chain Chomps that appear in the Mario series. Instead of metal chains, they have a trail of fireballs behind them. They will lightly home in on the player and spit one of their fireballs to try and attack them. Once all their fireballs are gone, they will begin flashing and floating faster before exploding, trying to catch the player in the blast radius. They can be defeated with any attack.Flame Chomps have moderately high health, so they can be difficult to defeat. Their only attack is spitting one of their fireballs in the player's direction. Once all four of their fireballs are gone, they will try to explode. When this happens, the explosion won't give the player Stat Boosts, though it can damage other enemies.
FlitterDonkey Kong Country 2: Diddy's Kong Quest (1995)
		Flitters are dragonfly-like enemies that appear in Donkey Kong Country 2: Diddy's Kong Quest. They are basic airborne enemies that the Kongs can defeat by either jumping on them or throwing a projectile at them. Some fly in place while others fly forward or in circles.Flitters are weak enemies that can be easily defeated, though they're pretty fast and hard to attack. Their sole attack is swooping down to attack with a battering ram, which deals minimal damage and knockback.	Flitters are dragonfly-like enemies that appear in Donkey Kong Country 2: Diddy's Kong Quest. They are basic airborne enemies that the Kongs can defeat by either jumping on them or throwing a projectile at them. Some fly in place while others fly forward or in circles.Flitters are weak enemies that can be easily defeated, though they're pretty fast and hard to attack. Their sole attack is swooping down to attack with a battering ram, which deals minimal damage and knockback.
		Flitters are dragonfly-like enemies that appear in Donkey Kong Country 2: Diddy's Kong Quest. They are basic airborne enemies that the Kongs can defeat by either jumping on them or throwing a projectile at them. Some fly in place while others fly forward or in circles.Flitters are weak enemies that can be easily defeated, though they're pretty fast and hard to attack. Their sole attack is swooping down to attack with a battering ram, which deals minimal damage and knockback.	Flitters are dragonfly-like enemies that appear in Donkey Kong Country 2: Diddy's Kong Quest. They are basic airborne enemies that the Kongs can defeat by either jumping on them or throwing a projectile at them. Some fly in place while others fly forward or in circles.Flitters are weak enemies that can be easily defeated, though they're pretty fast and hard to attack. Their sole attack is swooping down to attack with a battering ram, which deals minimal damage and knockback.
FloowSuper Smash Bros. Brawl (2008)
		Floow are large, ghost-like entities that appear as enemies in Super Smash Bros. Brawl, being apart of the Subspace Army. They float around the player and attack with ghostly screeches that send sound waves outward. They have a lot of health, and will gradually regenerate health after being attacked. However, if they are attacked hard enough, they will be stunned for a short while.	Floow are large, ghost-like entities that appear as enemies in Super Smash Bros. Brawl, being apart of the Subspace Army. They float around the player and attack with ghostly screeches that send sound waves outward. They have a lot of health, and will gradually regenerate health after being attacked. However, if they are attacked hard enough, they will be stunned for a short while.
		Floow are large, ghost-like entities that appear as enemies in Super Smash Bros. Brawl, being apart of the Subspace Army. They float around the player and attack with ghostly screeches that send sound waves outward. They have a lot of health, and will gradually regenerate health after being attacked. However, if they are attacked hard enough, they will be stunned for a short while.	Floow are large, ghost-like entities that appear as enemies in Super Smash Bros. Brawl, being apart of the Subspace Army. They float around the player and attack with ghostly screeches that send sound waves outward. They have a lot of health, and will gradually regenerate health after being attacked. However, if they are attacked hard enough, they will be stunned for a short while.
Fly GuySuper Mario World 2: Yoshi's Island (1995)
		Fly Guys are a variety of Shy Guys that have propellers on their head, appearing commonly in the Yoshi series. Using these propellers, they will fly around through the air. However, they rarely pursue Yoshi; instead, they will carry items. Yoshi can collect these items by defeating the Fly Guy, be it swallowing them or throwing a Yoshi Egg at them.Fly Guys will carry various items while flying away from fighters, such as Food and Stat Boosts. They have low health and can be defeated easily, awarding fighters with the item they carry once dispatched. However, they will fly away if not defeated quick enough.	Fly Guys are a variety of Shy Guys that have propellers on their head, appearing commonly in the Yoshi series. Using these propellers, they will fly around through the air. However, they rarely pursue Yoshi; instead, they will carry items. Yoshi can collect these items by defeating the Fly Guy, be it swallowing them or throwing a Yoshi Egg at them.Fly Guys will carry various items while flying away from fighters, such as Food and Stat Boosts. They have low health and can be defeated easily, awarding fighters with the item they carry once dispatched. However, they will fly away if not defeated quick enough.
		Fly Guys are a variety of Shy Guys that have propellers on their head, appearing commonly in the Yoshi series. Using these propellers, they will fly around through the air. However, they rarely pursue Yoshi; instead, they will carry items. Yoshi can collect these items by defeating the Fly Guy, be it swallowing them or throwing a Yoshi Egg at them.Fly Guys will carry various items while flying away from fighters, such as Food and Stat Boosts. They have low health and can be defeated easily, awarding fighters with the item they carry once dispatched. However, they will fly away if not defeated quick enough.	Fly Guys are a variety of Shy Guys that have propellers on their head, appearing commonly in the Yoshi series. Using these propellers, they will fly around through the air. However, they rarely pursue Yoshi; instead, they will carry items. Yoshi can collect these items by defeating the Fly Guy, be it swallowing them or throwing a Yoshi Egg at them.Fly Guys will carry various items while flying away from fighters, such as Food and Stat Boosts. They have low health and can be defeated easily, awarding fighters with the item they carry once dispatched. However, they will fly away if not defeated quick enough.
GabyoallMega Man (1987)
		Gabyoalls are small, spiked enemies that appear in the Mega Man series. They patrol a set level of ground, and when Mega Man approaches, they will increase their speed, trying to damage him. They are typically invincible, though can be dealt with using certain special weapons.Gabyoalls are weak enemies with little health. Their spikes make them damage fighters on contact, though other than that they don't have very many attacks. If a fighter is close, it will pick up speed.	Gabyoalls are small, spiked enemies that appear in the Mega Man series. They patrol a set level of ground, and when Mega Man approaches, they will increase their speed, trying to damage him. They are typically invincible, though can be dealt with using certain special weapons.Gabyoalls are weak enemies with little health. Their spikes make them damage fighters on contact, though other than that they don't have very many attacks. If a fighter is close, it will pick up speed.
		Gabyoalls are small, spiked enemies that appear in the Mega Man series. They patrol a set level of ground, and when Mega Man approaches, they will increase their speed, trying to damage him. They are typically invincible, though can be dealt with using certain special weapons.Gabyoalls are weak enemies with little health. Their spikes make them damage fighters on contact, though other than that they don't have very many attacks. If a fighter is close, it will pick up speed.	Gabyoalls are small, spiked enemies that appear in the Mega Man series. They patrol a set level of ground, and when Mega Man approaches, they will increase their speed, trying to damage him. They are typically invincible, though can be dealt with using certain special weapons.Gabyoalls are weak enemies with little health. Their spikes make them damage fighters on contact, though other than that they don't have very many attacks. If a fighter is close, it will pick up speed.
GaloombaSuper Mario World (1991)
		Galoombas are a variety of Goombas that debut in Super Mario World. They resemble regular Goombas, but are shorter and rounder. If stomped on, they won't be defeated, and instead be stunned. However, in this state, they can be picked up and thrown at other enemies.Galoombas act much like Goombas in that they will walk around aimlessly before charging at fighters upon seeing them. They run slightly slower than Goombas, but can deal more damage. They have low health, and can also be jumped on. Uniquely, when defeated, they will be stunned. In this state, they can be picked up and thrown as an item.	Galoombas are a variety of Goombas that debut in Super Mario World. They resemble regular Goombas, but are shorter and rounder. If stomped on, they won't be defeated, and instead be stunned. However, in this state, they can be picked up and thrown at other enemies.Galoombas act much like Goombas in that they will walk around aimlessly before charging at fighters upon seeing them. They run slightly slower than Goombas, but can deal more damage. They have low health, and can also be jumped on. Uniquely, when defeated, they will be stunned. In this state, they can be picked up and thrown as an item.
		Galoombas are a variety of Goombas that debut in Super Mario World. They resemble regular Goombas, but are shorter and rounder. If stomped on, they won't be defeated, and instead be stunned. However, in this state, they can be picked up and thrown at other enemies.Galoombas act much like Goombas in that they will walk around aimlessly before charging at fighters upon seeing them. They run slightly slower than Goombas, but can deal more damage. They have low health, and can also be jumped on. Uniquely, when defeated, they will be stunned. In this state, they can be picked up and thrown as an item.	Galoombas are a variety of Goombas that debut in Super Mario World. They resemble regular Goombas, but are shorter and rounder. If stomped on, they won't be defeated, and instead be stunned. However, in this state, they can be picked up and thrown at other enemies.Galoombas act much like Goombas in that they will walk around aimlessly before charging at fighters upon seeing them. They run slightly slower than Goombas, but can deal more damage. They have low health, and can also be jumped on. Uniquely, when defeated, they will be stunned. In this state, they can be picked up and thrown as an item.
GamygaSuper Smash Bros. Brawl (2008)
		Gamygas are massive tribal-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They reside on yellow structures called Gamyga Bases. The Gamyga itself attacks fighters by shooting large lasers at them that deal heavy damage. They have high health and launch resistance, making them hard to defeat. However, the Gamyga Bases can be defeated individually to make the Gamyga shorter, making it easier to defeat. It rewards more Stat Boosts depending on how many Gamyga Bases remain when it is defeated.	Gamygas are massive tribal-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They reside on yellow structures called Gamyga Bases. The Gamyga itself attacks fighters by shooting large lasers at them that deal heavy damage. They have high health and launch resistance, making them hard to defeat. However, the Gamyga Bases can be defeated individually to make the Gamyga shorter, making it easier to defeat. It rewards more Stat Boosts depending on how many Gamyga Bases remain when it is defeated.
		Gamygas are massive tribal-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They reside on yellow structures called Gamyga Bases. The Gamyga itself attacks fighters by shooting large lasers at them that deal heavy damage. They have high health and launch resistance, making them hard to defeat. However, the Gamyga Bases can be defeated individually to make the Gamyga shorter, making it easier to defeat. It rewards more Stat Boosts depending on how many Gamyga Bases remain when it is defeated.	Gamygas are massive tribal-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They reside on yellow structures called Gamyga Bases. The Gamyga itself attacks fighters by shooting large lasers at them that deal heavy damage. They have high health and launch resistance, making them hard to defeat. However, the Gamyga Bases can be defeated individually to make the Gamyga shorter, making it easier to defeat. It rewards more Stat Boosts depending on how many Gamyga Bases remain when it is defeated.
GastlyPokmon Red and Pokmon Green (1996)
		Gastly is a Ghost / Poison dual-type Gas Pokmon introduced in Generation I. It evolves into Haunter, which evolves into Gengar. It has a playful personality, and frightens and pulls pranks on people for fun. The toxic gas around its body can cause fainting and suffocation.Gasty will float very slowly through the air, damaging any fighters it touches on contact. If it is close enough, it will try to ram into them. Gasty cannot be damaged by physical attacks, so it must be defeated with projectiles. However, they have low health.	Gastly is a Ghost / Poison dual-type Gas Pokmon introduced in Generation I. It evolves into Haunter, which evolves into Gengar. It has a playful personality, and frightens and pulls pranks on people for fun. The toxic gas around its body can cause fainting and suffocation.Gasty will float very slowly through the air, damaging any fighters it touches on contact. If it is close enough, it will try to ram into them. Gasty cannot be damaged by physical attacks, so it must be defeated with projectiles. However, they have low health.
		Gastly is a Ghost / Poison dual-type Gas Pokmon introduced in Generation I. It evolves into Haunter, which evolves into Gengar. It has a playful personality, and frightens and pulls pranks on people for fun. The toxic gas around its body can cause fainting and suffocation.Gasty will float very slowly through the air, damaging any fighters it touches on contact. If it is close enough, it will try to ram into them. Gasty cannot be damaged by physical attacks, so it must be defeated with projectiles. However, they have low health.	Gastly is a Ghost / Poison dual-type Gas Pokmon introduced in Generation I. It evolves into Haunter, which evolves into Gengar. It has a playful personality, and frightens and pulls pranks on people for fun. The toxic gas around its body can cause fainting and suffocation.Gasty will float very slowly through the air, damaging any fighters it touches on contact. If it is close enough, it will try to ram into them. Gasty cannot be damaged by physical attacks, so it must be defeated with projectiles. However, they have low health.
GeemerSuper Metroid (1994)
		Geemers are enemies that appear throughout the Metroid series, mostly in the 2D games. They crawl up and down walls and their bodies are covered in spikes, damaging Samus if she touches them. However, they can be easily avoided.Geemers act just as they do in the 2D Metroid games; they crawl up and down falls, and damage fighters on contact with their spikes. Because of their spikes, defeating them with projectiles is recommended, though they have low health and can easily be dispatched.	Geemers are enemies that appear throughout the Metroid series, mostly in the 2D games. They crawl up and down walls and their bodies are covered in spikes, damaging Samus if she touches them. However, they can be easily avoided.Geemers act just as they do in the 2D Metroid games; they crawl up and down falls, and damage fighters on contact with their spikes. Because of their spikes, defeating them with projectiles is recommended, though they have low health and can easily be dispatched.
		Geemers are enemies that appear throughout the Metroid series, mostly in the 2D games. They crawl up and down walls and their bodies are covered in spikes, damaging Samus if she touches them. However, they can be easily avoided.Geemers act just as they do in the 2D Metroid games; they crawl up and down falls, and damage fighters on contact with their spikes. Because of their spikes, defeating them with projectiles is recommended, though they have low health and can easily be dispatched.	Geemers are enemies that appear throughout the Metroid series, mostly in the 2D games. They crawl up and down walls and their bodies are covered in spikes, damaging Samus if she touches them. However, they can be easily avoided.Geemers act just as they do in the 2D Metroid games; they crawl up and down falls, and damage fighters on contact with their spikes. Because of their spikes, defeating them with projectiles is recommended, though they have low health and can easily be dispatched.
GhastMinecraft (2011)
		Ghasts are hostile mobs that appear in Minecraft, spawning in the Nether. They often make crying sounds, which can be heard from far and indicates one is nearby. Ghasts float through the air, and will fire powerful fireballs if the player is close enough.While they have very high health, the fireballs can be attacked to be sent back at them, which deals heavy damage.Ghasts act near identical to how they appear in Minecraft. Their cry from Minecraft can be heard, which indicates that one is nearby. It will fly around the area aimlessly, and attack players by fireing large fireballs. Like in its origin game, the fireballs can be attacked to sent back at the Ghast, dealing heavy damage. Otherwise, they have high health and launch resistance.	Ghasts are hostile mobs that appear in Minecraft, spawning in the Nether. They often make crying sounds, which can be heard from far and indicates one is nearby. Ghasts float through the air, and will fire powerful fireballs if the player is close enough.While they have very high health, the fireballs can be attacked to be sent back at them, which deals heavy damage.Ghasts act near identical to how they appear in Minecraft. Their cry from Minecraft can be heard, which indicates that one is nearby. It will fly around the area aimlessly, and attack players by fireing large fireballs. Like in its origin game, the fireballs can be attacked to sent back at the Ghast, dealing heavy damage. Otherwise, they have high health and launch resistance.
		Ghasts are hostile mobs that appear in Minecraft, spawning in the Nether. They often make crying sounds, which can be heard from far and indicates one is nearby. Ghasts float through the air, and will fire powerful fireballs if the player is close enough.While they have very high health, the fireballs can be attacked to be sent back at them, which deals heavy damage.Ghasts act near identical to how they appear in Minecraft. Their cry from Minecraft can be heard, which indicates that one is nearby. It will fly around the area aimlessly, and attack players by fireing large fireballs. Like in its origin game, the fireballs can be attacked to sent back at the Ghast, dealing heavy damage. Otherwise, they have high health and launch resistance.	Ghasts are hostile mobs that appear in Minecraft, spawning in the Nether. They often make crying sounds, which can be heard from far and indicates one is nearby. Ghasts float through the air, and will fire powerful fireballs if the player is close enough.While they have very high health, the fireballs can be attacked to be sent back at them, which deals heavy damage.Ghasts act near identical to how they appear in Minecraft. Their cry from Minecraft can be heard, which indicates that one is nearby. It will fly around the area aimlessly, and attack players by fireing large fireballs. Like in its origin game, the fireballs can be attacked to sent back at the Ghast, dealing heavy damage. Otherwise, they have high health and launch resistance.
GliceSuper Smash Bros. Brawl (2008)
		Glices are tire-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They hang onto terrain, and travel along floors, walls, and ceilings. If a fighter is nearby, they will open up their bodies and release arctic air, damaging fighters and freezing them. They have moderate health, and are weak to fire-based attacks.	Glices are tire-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They hang onto terrain, and travel along floors, walls, and ceilings. If a fighter is nearby, they will open up their bodies and release arctic air, damaging fighters and freezing them. They have moderate health, and are weak to fire-based attacks.
		Glices are tire-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They hang onto terrain, and travel along floors, walls, and ceilings. If a fighter is nearby, they will open up their bodies and release arctic air, damaging fighters and freezing them. They have moderate health, and are weak to fire-based attacks.	Glices are tire-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They hang onto terrain, and travel along floors, walls, and ceilings. If a fighter is nearby, they will open up their bodies and release arctic air, damaging fighters and freezing them. They have moderate health, and are weak to fire-based attacks.
GlireSuper Smash Bros. Brawl (2008)
		Glires are tire-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They hang onto terrain, and travel along floors, walls, and ceilings. If a fighter is nearby, they will open up their bodies and release fire, damaging fighters. They have moderate health, and are weak to ice-based attacks.	Glires are tire-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They hang onto terrain, and travel along floors, walls, and ceilings. If a fighter is nearby, they will open up their bodies and release fire, damaging fighters. They have moderate health, and are weak to ice-based attacks.
		Glires are tire-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They hang onto terrain, and travel along floors, walls, and ceilings. If a fighter is nearby, they will open up their bodies and release fire, damaging fighters. They have moderate health, and are weak to ice-based attacks.	Glires are tire-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They hang onto terrain, and travel along floors, walls, and ceilings. If a fighter is nearby, they will open up their bodies and release fire, damaging fighters. They have moderate health, and are weak to ice-based attacks.
GlunderSuper Smash Bros. Brawl (2008)
		Glunders are tire-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They hang onto terrain, and travel along floors, walls, and ceilings. If a fighter is nearby, they will open up their bodies and release electricity, damaging opponents multiple times before launching them. They have moderate health.	Glunders are tire-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They hang onto terrain, and travel along floors, walls, and ceilings. If a fighter is nearby, they will open up their bodies and release electricity, damaging opponents multiple times before launching them. They have moderate health.
		Glunders are tire-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They hang onto terrain, and travel along floors, walls, and ceilings. If a fighter is nearby, they will open up their bodies and release electricity, damaging opponents multiple times before launching them. They have moderate health.	Glunders are tire-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They hang onto terrain, and travel along floors, walls, and ceilings. If a fighter is nearby, they will open up their bodies and release electricity, damaging opponents multiple times before launching them. They have moderate health.
GoobLuigi's Mansion 3 (2019)
		Goobs are blue ghosts that appear as enemies in Luigi's Mansion 3, being the first enemy encountered as well as the weakest. They mainly float around Luigi and try to punch him, dealing damage. While most can simply be defeated with the Poltergust G-00, some Goobs have shades that need to be vacuumed off, shields that need to be taken away, and weapons that deal extra damage.Goobs are initially invisible and cannot be attacks, only making themselves present when they are about to attack a player with a punch. When they appear, they can be attacked. They have low health and can be taken out easily.	Goobs are blue ghosts that appear as enemies in Luigi's Mansion 3, being the first enemy encountered as well as the weakest. They mainly float around Luigi and try to punch him, dealing damage. While most can simply be defeated with the Poltergust G-00, some Goobs have shades that need to be vacuumed off, shields that need to be taken away, and weapons that deal extra damage.Goobs are initially invisible and cannot be attacks, only making themselves present when they are about to attack a player with a punch. When they appear, they can be attacked. They have low health and can be taken out easily.
		Goobs are blue ghosts that appear as enemies in Luigi's Mansion 3, being the first enemy encountered as well as the weakest. They mainly float around Luigi and try to punch him, dealing damage. While most can simply be defeated with the Poltergust G-00, some Goobs have shades that need to be vacuumed off, shields that need to be taken away, and weapons that deal extra damage.Goobs are initially invisible and cannot be attacks, only making themselves present when they are about to attack a player with a punch. When they appear, they can be attacked. They have low health and can be taken out easily.	Goobs are blue ghosts that appear as enemies in Luigi's Mansion 3, being the first enemy encountered as well as the weakest. They mainly float around Luigi and try to punch him, dealing damage. While most can simply be defeated with the Poltergust G-00, some Goobs have shades that need to be vacuumed off, shields that need to be taken away, and weapons that deal extra damage.Goobs are initially invisible and cannot be attacks, only making themselves present when they are about to attack a player with a punch. When they appear, they can be attacked. They have low health and can be taken out easily.
GoodybagDragon Quest III: The Seeds of Salvation (1991)
		Goodybags are extremely rare enemies that appear throughout the Dragon Quest series, first appearing in Dragon Quest III. It resembles a bag, and has a lot of jewels and items with it. They are highly evasive and extremely hard to defeat, but they offer a lot of items if the player manages to take it down.Goodybags are rare enemies that, when encountered, will try to run away. Every time it is attacked, it will drop a massive amount of Stat Boosts. However, it can sometimes use a spell that will put the player to sleep if they are close enough, allowing it to escape easier. If the player doesn't defetat it quick enough, the Goodybag will vanish in smoke.	Goodybags are extremely rare enemies that appear throughout the Dragon Quest series, first appearing in Dragon Quest III. It resembles a bag, and has a lot of jewels and items with it. They are highly evasive and extremely hard to defeat, but they offer a lot of items if the player manages to take it down.Goodybags are rare enemies that, when encountered, will try to run away. Every time it is attacked, it will drop a massive amount of Stat Boosts. However, it can sometimes use a spell that will put the player to sleep if they are close enough, allowing it to escape easier. If the player doesn't defetat it quick enough, the Goodybag will vanish in smoke.
		Goodybags are extremely rare enemies that appear throughout the Dragon Quest series, first appearing in Dragon Quest III. It resembles a bag, and has a lot of jewels and items with it. They are highly evasive and extremely hard to defeat, but they offer a lot of items if the player manages to take it down.Goodybags are rare enemies that, when encountered, will try to run away. Every time it is attacked, it will drop a massive amount of Stat Boosts. However, it can sometimes use a spell that will put the player to sleep if they are close enough, allowing it to escape easier. If the player doesn't defetat it quick enough, the Goodybag will vanish in smoke.	Goodybags are extremely rare enemies that appear throughout the Dragon Quest series, first appearing in Dragon Quest III. It resembles a bag, and has a lot of jewels and items with it. They are highly evasive and extremely hard to defeat, but they offer a lot of items if the player manages to take it down.Goodybags are rare enemies that, when encountered, will try to run away. Every time it is attacked, it will drop a massive amount of Stat Boosts. However, it can sometimes use a spell that will put the player to sleep if they are close enough, allowing it to escape easier. If the player doesn't defetat it quick enough, the Goodybag will vanish in smoke.
GoombaSuper Mario Bros. (1985)
		Goombas are among the most common enemies in the Mario series. They used to be citizens of the Mushroom Kingdom before siding with Bowser's Koopa Troop. Their sole attack in the Mario platformers is to walk forward and damage Mario, and can be dispatched by any attack. In the 3D Mario platfomers however, Goombas will actively chase Mario if he is near.Goombas will wander aimlessly across the ground. If a fighter is nearby, they will charge at them to try and damage them. Though they already have low health and low attack power, Goombas can be defeated immediately if their heads are jumped on.	Goombas are among the most common enemies in the Mario series. They used to be citizens of the Mushroom Kingdom before siding with Bowser's Koopa Troop. Their sole attack in the Mario platformers is to walk forward and damage Mario, and can be dispatched by any attack. In the 3D Mario platfomers however, Goombas will actively chase Mario if he is near.Goombas will wander aimlessly across the ground. If a fighter is nearby, they will charge at them to try and damage them. Though they already have low health and low attack power, Goombas can be defeated immediately if their heads are jumped on.
		Goombas are among the most common enemies in the Mario series. They used to be citizens of the Mushroom Kingdom before siding with Bowser's Koopa Troop. Their sole attack in the Mario platformers is to walk forward and damage Mario, and can be dispatched by any attack. In the 3D Mario platfomers however, Goombas will actively chase Mario if he is near.Goombas will wander aimlessly across the ground. If a fighter is nearby, they will charge at them to try and damage them. Though they already have low health and low attack power, Goombas can be defeated immediately if their heads are jumped on.	Goombas are among the most common enemies in the Mario series. They used to be citizens of the Mushroom Kingdom before siding with Bowser's Koopa Troop. Their sole attack in the Mario platformers is to walk forward and damage Mario, and can be dispatched by any attack. In the 3D Mario platfomers however, Goombas will actively chase Mario if he is near.Goombas will wander aimlessly across the ground. If a fighter is nearby, they will charge at them to try and damage them. Though they already have low health and low attack power, Goombas can be defeated immediately if their heads are jumped on.
GoombratNew Super Mario Bros. U (2012)
		Goombrats are a variety of Goombas that first appear in New Super Mario Bros. U, only found in Acorn Plains. Matching with the world's aesthetic, Goombrats resemble persimmons more than they do mushrooms. They act almost identically to Goombas, but will not walk of edges.Gooombrats act identically to Goombas; they will walk around before charging at any fighters it sees to try and damage them. They also have low health and can be defeated immediately by jumping on them. However, unlike Goombas, they will not charge off ledges if they come across them. Additionally, while they run slightly faster than Goombas, they deal less damage.	Goombrats are a variety of Goombas that first appear in New Super Mario Bros. U, only found in Acorn Plains. Matching with the world's aesthetic, Goombrats resemble persimmons more than they do mushrooms. They act almost identically to Goombas, but will not walk of edges.Gooombrats act identically to Goombas; they will walk around before charging at any fighters it sees to try and damage them. They also have low health and can be defeated immediately by jumping on them. However, unlike Goombas, they will not charge off ledges if they come across them. Additionally, while they run slightly faster than Goombas, they deal less damage.
		Goombrats are a variety of Goombas that first appear in New Super Mario Bros. U, only found in Acorn Plains. Matching with the world's aesthetic, Goombrats resemble persimmons more than they do mushrooms. They act almost identically to Goombas, but will not walk of edges.Gooombrats act identically to Goombas; they will walk around before charging at any fighters it sees to try and damage them. They also have low health and can be defeated immediately by jumping on them. However, unlike Goombas, they will not charge off ledges if they come across them. Additionally, while they run slightly faster than Goombas, they deal less damage.	Goombrats are a variety of Goombas that first appear in New Super Mario Bros. U, only found in Acorn Plains. Matching with the world's aesthetic, Goombrats resemble persimmons more than they do mushrooms. They act almost identically to Goombas, but will not walk of edges.Gooombrats act identically to Goombas; they will walk around before charging at any fighters it sees to try and damage them. They also have low health and can be defeated immediately by jumping on them. However, unlike Goombas, they will not charge off ledges if they come across them. Additionally, while they run slightly faster than Goombas, they deal less damage.
GordoKirby's Dream Land (1992)
		Gordos are spiked enemies that appear in the Kirby series. They typically float in midair and will damage Kirby with their spikes if he touches them. He cannot defeat or inhale them, so they are more or less obstacles.Gordos act just as they do in the Kirby series; they will either stay in place or move along a set path, damaging fighters on contact with their spikes. However, enemies can be damaged by them to if they are knocked into them. Gordos cannot be damaged or defeated.	Gordos are spiked enemies that appear in the Kirby series. They typically float in midair and will damage Kirby with their spikes if he touches them. He cannot defeat or inhale them, so they are more or less obstacles.Gordos act just as they do in the Kirby series; they will either stay in place or move along a set path, damaging fighters on contact with their spikes. However, enemies can be damaged by them to if they are knocked into them. Gordos cannot be damaged or defeated.
		Gordos are spiked enemies that appear in the Kirby series. They typically float in midair and will damage Kirby with their spikes if he touches them. He cannot defeat or inhale them, so they are more or less obstacles.Gordos act just as they do in the Kirby series; they will either stay in place or move along a set path, damaging fighters on contact with their spikes. However, enemies can be damaged by them to if they are knocked into them. Gordos cannot be damaged or defeated.	Gordos are spiked enemies that appear in the Kirby series. They typically float in midair and will damage Kirby with their spikes if he touches them. He cannot defeat or inhale them, so they are more or less obstacles.Gordos act just as they do in the Kirby series; they will either stay in place or move along a set path, damaging fighters on contact with their spikes. However, enemies can be damaged by them to if they are knocked into them. Gordos cannot be damaged or defeated.
GreapSuper Smash Bros. Brawl (2008)
		Greaps are red creatures riding in large vehicles that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. Their vehicle has two giant scythes on either side, which they will swing around to deal massive damage while covering a lot of range. They are immune to attacks that strike it where the vehicle is, though they can take damage from attacks that strike them in the head.	Greaps are red creatures riding in large vehicles that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. Their vehicle has two giant scythes on either side, which they will swing around to deal massive damage while covering a lot of range. They are immune to attacks that strike it where the vehicle is, though they can take damage from attacks that strike them in the head.
		Greaps are red creatures riding in large vehicles that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. Their vehicle has two giant scythes on either side, which they will swing around to deal massive damage while covering a lot of range. They are immune to attacks that strike it where the vehicle is, though they can take damage from attacks that strike them in the head.	Greaps are red creatures riding in large vehicles that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. Their vehicle has two giant scythes on either side, which they will swing around to deal massive damage while covering a lot of range. They are immune to attacks that strike it where the vehicle is, though they can take damage from attacks that strike them in the head.
GuardianMinecraft (2011)
		Guardians are hostile mobs that appear in Minecraft, spawning in ocean monuments. They will swim around the water, attacking any players or Squids in sight. They move in abrupt charges, and have their spikes retracted while swimming, and will sink and extend their spikes when stopped. They can attack by firing a laser, and it uses its spikes as protection.Guardians act as they do in Minecraft, swimming through the air in abrupt charges. If its spikes are extended while stopped, they will damage players on contact. A Guardian can attack by firing a laser from its eye that deals moderate damage and can break through super armor. Guardians have a lot of health and launch resistance, which on top of their spikes, can make them difficult to defeat.	Guardians are hostile mobs that appear in Minecraft, spawning in ocean monuments. They will swim around the water, attacking any players or Squids in sight. They move in abrupt charges, and have their spikes retracted while swimming, and will sink and extend their spikes when stopped. They can attack by firing a laser, and it uses its spikes as protection.Guardians act as they do in Minecraft, swimming through the air in abrupt charges. If its spikes are extended while stopped, they will damage players on contact. A Guardian can attack by firing a laser from its eye that deals moderate damage and can break through super armor. Guardians have a lot of health and launch resistance, which on top of their spikes, can make them difficult to defeat.
		Guardians are hostile mobs that appear in Minecraft, spawning in ocean monuments. They will swim around the water, attacking any players or Squids in sight. They move in abrupt charges, and have their spikes retracted while swimming, and will sink and extend their spikes when stopped. They can attack by firing a laser, and it uses its spikes as protection.Guardians act as they do in Minecraft, swimming through the air in abrupt charges. If its spikes are extended while stopped, they will damage players on contact. A Guardian can attack by firing a laser from its eye that deals moderate damage and can break through super armor. Guardians have a lot of health and launch resistance, which on top of their spikes, can make them difficult to defeat.	Guardians are hostile mobs that appear in Minecraft, spawning in ocean monuments. They will swim around the water, attacking any players or Squids in sight. They move in abrupt charges, and have their spikes retracted while swimming, and will sink and extend their spikes when stopped. They can attack by firing a laser, and it uses its spikes as protection.Guardians act as they do in Minecraft, swimming through the air in abrupt charges. If its spikes are extended while stopped, they will damage players on contact. A Guardian can attack by firing a laser from its eye that deals moderate damage and can break through super armor. Guardians have a lot of health and launch resistance, which on top of their spikes, can make them difficult to defeat.
GulluggMetroid II: Return of Samus (1991)
		Gulluggs are enemies that appear in Metroid II: Return of Samus and Metroid: Samus Returns. They are natives to SR388, sporting wings and a spike-like protrude. They will fly around freely, though they are aggressive, and won't hesitate to attack Samus when she approaches. The Melee Counter is recommended for defeating them, as it will stun them for a short time.Gulluggs will fly around the area freely, but when a fighter approaches, it will try to perform a ramming attack with its spike to damage them. They have moderate health, and while attacking, they have super armor.	Gulluggs are enemies that appear in Metroid II: Return of Samus and Metroid: Samus Returns. They are natives to SR388, sporting wings and a spike-like protrude. They will fly around freely, though they are aggressive, and won't hesitate to attack Samus when she approaches. The Melee Counter is recommended for defeating them, as it will stun them for a short time.Gulluggs will fly around the area freely, but when a fighter approaches, it will try to perform a ramming attack with its spike to damage them. They have moderate health, and while attacking, they have super armor.
		Gulluggs are enemies that appear in Metroid II: Return of Samus and Metroid: Samus Returns. They are natives to SR388, sporting wings and a spike-like protrude. They will fly around freely, though they are aggressive, and won't hesitate to attack Samus when she approaches. The Melee Counter is recommended for defeating them, as it will stun them for a short time.Gulluggs will fly around the area freely, but when a fighter approaches, it will try to perform a ramming attack with its spike to damage them. They have moderate health, and while attacking, they have super armor.	Gulluggs are enemies that appear in Metroid II: Return of Samus and Metroid: Samus Returns. They are natives to SR388, sporting wings and a spike-like protrude. They will fly around freely, though they are aggressive, and won't hesitate to attack Samus when she approaches. The Melee Counter is recommended for defeating them, as it will stun them for a short time.Gulluggs will fly around the area freely, but when a fighter approaches, it will try to perform a ramming attack with its spike to damage them. They have moderate health, and while attacking, they have super armor.
Gun HunterSonic Adventure 2 (2001)
		Gun Hunters are enemies that appear in Sonic Adventure 2, being mass-produced combat models used by G.U.N. They first appear in City Escape while Sonic is escaping from the government after being wrongly arrested. Their main weapon is a blaster that they use to fire shots from, though they also come equipped with rocket engines on their back that they use to hover.Gun Hunters have a fair amount of health s it may take awhile to defeat one, and they can even shrug off weaker attacks. That said, they're mostly stationary and have one attack, where they fire their blaster at the player, which is slow and deals little damage. As such, they aren't difficult to defeat.	Gun Hunters are enemies that appear in Sonic Adventure 2, being mass-produced combat models used by G.U.N. They first appear in City Escape while Sonic is escaping from the government after being wrongly arrested. Their main weapon is a blaster that they use to fire shots from, though they also come equipped with rocket engines on their back that they use to hover.Gun Hunters have a fair amount of health s it may take awhile to defeat one, and they can even shrug off weaker attacks. That said, they're mostly stationary and have one attack, where they fire their blaster at the player, which is slow and deals little damage. As such, they aren't difficult to defeat.
		Gun Hunters are enemies that appear in Sonic Adventure 2, being mass-produced combat models used by G.U.N. They first appear in City Escape while Sonic is escaping from the government after being wrongly arrested. Their main weapon is a blaster that they use to fire shots from, though they also come equipped with rocket engines on their back that they use to hover.Gun Hunters have a fair amount of health s it may take awhile to defeat one, and they can even shrug off weaker attacks. That said, they're mostly stationary and have one attack, where they fire their blaster at the player, which is slow and deals little damage. As such, they aren't difficult to defeat.	Gun Hunters are enemies that appear in Sonic Adventure 2, being mass-produced combat models used by G.U.N. They first appear in City Escape while Sonic is escaping from the government after being wrongly arrested. Their main weapon is a blaster that they use to fire shots from, though they also come equipped with rocket engines on their back that they use to hover.Gun Hunters have a fair amount of health s it may take awhile to defeat one, and they can even shrug off weaker attacks. That said, they're mostly stationary and have one attack, where they fire their blaster at the player, which is slow and deals little damage. As such, they aren't difficult to defeat.
HammerLuigi's Mansion 3 (2019)
		Hammers are large, burly red ghosts that appear as enemies in Luigi's Mansion 3. Their main attack is charging into Luigi and slamming on him like a hammer, though they can also slam the ground causing a shockwave, which Luigi must avoid. They can be stunned with the Strobulb, but the Poktergust G-00 cannot suck them head-on due to their giant head. Instead, after being stunned, Luigi must walk behind them and vacuum them by the tail.Hammers are initially invisible and cannot be attacks, only making themselves present when they are about to attack, either behind them for a charging attack or above them for a slamming attack hat causes a shockwave, causing nearby players to slip. Their attacks have super armor and cannot be interrupted, and on top of them dealing heavy damage and them having high health, Hammers can be pretty difficult to defeat.	Hammers are large, burly red ghosts that appear as enemies in Luigi's Mansion 3. Their main attack is charging into Luigi and slamming on him like a hammer, though they can also slam the ground causing a shockwave, which Luigi must avoid. They can be stunned with the Strobulb, but the Poktergust G-00 cannot suck them head-on due to their giant head. Instead, after being stunned, Luigi must walk behind them and vacuum them by the tail.Hammers are initially invisible and cannot be attacks, only making themselves present when they are about to attack, either behind them for a charging attack or above them for a slamming attack hat causes a shockwave, causing nearby players to slip. Their attacks have super armor and cannot be interrupted, and on top of them dealing heavy damage and them having high health, Hammers can be pretty difficult to defeat.
		Hammers are large, burly red ghosts that appear as enemies in Luigi's Mansion 3. Their main attack is charging into Luigi and slamming on him like a hammer, though they can also slam the ground causing a shockwave, which Luigi must avoid. They can be stunned with the Strobulb, but the Poktergust G-00 cannot suck them head-on due to their giant head. Instead, after being stunned, Luigi must walk behind them and vacuum them by the tail.Hammers are initially invisible and cannot be attacks, only making themselves present when they are about to attack, either behind them for a charging attack or above them for a slamming attack hat causes a shockwave, causing nearby players to slip. Their attacks have super armor and cannot be interrupted, and on top of them dealing heavy damage and them having high health, Hammers can be pretty difficult to defeat.	Hammers are large, burly red ghosts that appear as enemies in Luigi's Mansion 3. Their main attack is charging into Luigi and slamming on him like a hammer, though they can also slam the ground causing a shockwave, which Luigi must avoid. They can be stunned with the Strobulb, but the Poktergust G-00 cannot suck them head-on due to their giant head. Instead, after being stunned, Luigi must walk behind them and vacuum them by the tail.Hammers are initially invisible and cannot be attacks, only making themselves present when they are about to attack, either behind them for a charging attack or above them for a slamming attack hat causes a shockwave, causing nearby players to slip. Their attacks have super armor and cannot be interrupted, and on top of them dealing heavy damage and them having high health, Hammers can be pretty difficult to defeat.
Hammer Bro.Super Mario Bros. (1985)
		Hammer Bros. are elite soldiers in Bowser's Koopa Troop, sporting helmets. They attack Mario by throwing hammers in lobs, and can also jump to mix up their patterns. They are usually found in pairs, and are found by block structures that they can jump in between.Hammer Bros. will remain mostly stationary, throwing hammers at fighters to damage them. They can also jump and throw hammers to increase their range. They have moderate health, but they can be easily dealt with.	Hammer Bros. are elite soldiers in Bowser's Koopa Troop, sporting helmets. They attack Mario by throwing hammers in lobs, and can also jump to mix up their patterns. They are usually found in pairs, and are found by block structures that they can jump in between.Hammer Bros. will remain mostly stationary, throwing hammers at fighters to damage them. They can also jump and throw hammers to increase their range. They have moderate health, but they can be easily dealt with.
		Hammer Bros. are elite soldiers in Bowser's Koopa Troop, sporting helmets. They attack Mario by throwing hammers in lobs, and can also jump to mix up their patterns. They are usually found in pairs, and are found by block structures that they can jump in between.Hammer Bros. will remain mostly stationary, throwing hammers at fighters to damage them. They can also jump and throw hammers to increase their range. They have moderate health, but they can be easily dealt with.	Hammer Bros. are elite soldiers in Bowser's Koopa Troop, sporting helmets. They attack Mario by throwing hammers in lobs, and can also jump to mix up their patterns. They are usually found in pairs, and are found by block structures that they can jump in between.Hammer Bros. will remain mostly stationary, throwing hammers at fighters to damage them. They can also jump and throw hammers to increase their range. They have moderate health, but they can be easily dealt with.
HoglinMinecraft (2011)
		Hoglins are hostile mobs that appear in Minecraft, spawning in the Nether. They appear in groups of three to four, and are the main source of food in the Nether, equivalent to Pigs in the Overworld. They attack the player on sight with a charging attack, launching them away and dealing heavy damage.When a Hoglin is encountered, it will charge straight into the player with a ram attack, dealing heavy damage and knockback. They have high health and minor launch resistance, but if defeated, players can get a raw porkchop that can recover damage in addition to Stat Boosts.	Hoglins are hostile mobs that appear in Minecraft, spawning in the Nether. They appear in groups of three to four, and are the main source of food in the Nether, equivalent to Pigs in the Overworld. They attack the player on sight with a charging attack, launching them away and dealing heavy damage.When a Hoglin is encountered, it will charge straight into the player with a ram attack, dealing heavy damage and knockback. They have high health and minor launch resistance, but if defeated, players can get a raw porkchop that can recover damage in addition to Stat Boosts.
		Hoglins are hostile mobs that appear in Minecraft, spawning in the Nether. They appear in groups of three to four, and are the main source of food in the Nether, equivalent to Pigs in the Overworld. They attack the player on sight with a charging attack, launching them away and dealing heavy damage.When a Hoglin is encountered, it will charge straight into the player with a ram attack, dealing heavy damage and knockback. They have high health and minor launch resistance, but if defeated, players can get a raw porkchop that can recover damage in addition to Stat Boosts.	Hoglins are hostile mobs that appear in Minecraft, spawning in the Nether. They appear in groups of three to four, and are the main source of food in the Nether, equivalent to Pigs in the Overworld. They attack the player on sight with a charging attack, launching them away and dealing heavy damage.When a Hoglin is encountered, it will charge straight into the player with a ram attack, dealing heavy damage and knockback. They have high health and minor launch resistance, but if defeated, players can get a raw porkchop that can recover damage in addition to Stat Boosts.
Iblis BiterSonic the Hedgehog (2006)
		Iblis Biters are enemies that appear in 2006's Sonic the Hedgehog. As their name suggests, they are minions to Iblis and appear most prominently in Crisis City, and other areas of Silver's ruined future. Comprised of lava and rock, they have a wolf-like appearance and can attack by either biting or breathing fire.Iblis Biters have a small amount of health for their size, and have two attacks. If the player is close, they lunge forward for a biting attack, and if they're out of range, they attack with a stream of flames that can hit multiple times. Sometimes they can jump forward or backward.	Iblis Biters are enemies that appear in 2006's Sonic the Hedgehog. As their name suggests, they are minions to Iblis and appear most prominently in Crisis City, and other areas of Silver's ruined future. Comprised of lava and rock, they have a wolf-like appearance and can attack by either biting or breathing fire.Iblis Biters have a small amount of health for their size, and have two attacks. If the player is close, they lunge forward for a biting attack, and if they're out of range, they attack with a stream of flames that can hit multiple times. Sometimes they can jump forward or backward.
		Iblis Biters are enemies that appear in 2006's Sonic the Hedgehog. As their name suggests, they are minions to Iblis and appear most prominently in Crisis City, and other areas of Silver's ruined future. Comprised of lava and rock, they have a wolf-like appearance and can attack by either biting or breathing fire.Iblis Biters have a small amount of health for their size, and have two attacks. If the player is close, they lunge forward for a biting attack, and if they're out of range, they attack with a stream of flames that can hit multiple times. Sometimes they can jump forward or backward.	Iblis Biters are enemies that appear in 2006's Sonic the Hedgehog. As their name suggests, they are minions to Iblis and appear most prominently in Crisis City, and other areas of Silver's ruined future. Comprised of lava and rock, they have a wolf-like appearance and can attack by either biting or breathing fire.Iblis Biters have a small amount of health for their size, and have two attacks. If the player is close, they lunge forward for a biting attack, and if they're out of range, they attack with a stream of flames that can hit multiple times. Sometimes they can jump forward or backward.
Iblis TakerSonic the Hedgehog (2006)
		Iblis Takers are fiery phoenix-like enemies that appear in Sonic the Hedgehog. Conjured by Iblis and directly controlled by it, they mainly appear in Crisis City and other areas in the distorted future. They can fly around thanks to having wings, and can either attack the player directly or launch a fireball.Iblis Takers have a low amount of health, but can deal a lot of damage if the player isn't careful. Their main attack is creating a fireball and throwing it in the player's direction, creating a small explosion on impact. Iblis Takers may also try to dive bomb into the player if they're directly below, which can leave them temporarily stunned if they miss.	Iblis Takers are fiery phoenix-like enemies that appear in Sonic the Hedgehog. Conjured by Iblis and directly controlled by it, they mainly appear in Crisis City and other areas in the distorted future. They can fly around thanks to having wings, and can either attack the player directly or launch a fireball.Iblis Takers have a low amount of health, but can deal a lot of damage if the player isn't careful. Their main attack is creating a fireball and throwing it in the player's direction, creating a small explosion on impact. Iblis Takers may also try to dive bomb into the player if they're directly below, which can leave them temporarily stunned if they miss.
		Iblis Takers are fiery phoenix-like enemies that appear in Sonic the Hedgehog. Conjured by Iblis and directly controlled by it, they mainly appear in Crisis City and other areas in the distorted future. They can fly around thanks to having wings, and can either attack the player directly or launch a fireball.Iblis Takers have a low amount of health, but can deal a lot of damage if the player isn't careful. Their main attack is creating a fireball and throwing it in the player's direction, creating a small explosion on impact. Iblis Takers may also try to dive bomb into the player if they're directly below, which can leave them temporarily stunned if they miss.	Iblis Takers are fiery phoenix-like enemies that appear in Sonic the Hedgehog. Conjured by Iblis and directly controlled by it, they mainly appear in Crisis City and other areas in the distorted future. They can fly around thanks to having wings, and can either attack the player directly or launch a fireball.Iblis Takers have a low amount of health, but can deal a lot of damage if the player isn't careful. Their main attack is creating a fireball and throwing it in the player's direction, creating a small explosion on impact. Iblis Takers may also try to dive bomb into the player if they're directly below, which can leave them temporarily stunned if they miss.
Iblis WormSonic the Hedgehog (2006)
		Iblis Worms are enemies that appear in 2006's Sonic the Hedgehog. Created by Iblis and controlled by the Flames of Disaster, they are serpentine-like creatures made completely out of lava and rock, and mainly appear in Crisis City as enemies. They can appear out of the ground, as well as attach themselves to walls or ceilings. Their mouth is their main form of attack, which they use to spit explosive fireballs.When a player approaches an Iblis Worm, it will pop out of the ground, wall, or ceiling. They have two attacks; they can launch a fireball at the player that travels in an arc, or spin around to try and hit the player with their body. Though they have low health, these attacks can deal a moderate amount of damage.	Iblis Worms are enemies that appear in 2006's Sonic the Hedgehog. Created by Iblis and controlled by the Flames of Disaster, they are serpentine-like creatures made completely out of lava and rock, and mainly appear in Crisis City as enemies. They can appear out of the ground, as well as attach themselves to walls or ceilings. Their mouth is their main form of attack, which they use to spit explosive fireballs.When a player approaches an Iblis Worm, it will pop out of the ground, wall, or ceiling. They have two attacks; they can launch a fireball at the player that travels in an arc, or spin around to try and hit the player with their body. Though they have low health, these attacks can deal a moderate amount of damage.
		Iblis Worms are enemies that appear in 2006's Sonic the Hedgehog. Created by Iblis and controlled by the Flames of Disaster, they are serpentine-like creatures made completely out of lava and rock, and mainly appear in Crisis City as enemies. They can appear out of the ground, as well as attach themselves to walls or ceilings. Their mouth is their main form of attack, which they use to spit explosive fireballs.When a player approaches an Iblis Worm, it will pop out of the ground, wall, or ceiling. They have two attacks; they can launch a fireball at the player that travels in an arc, or spin around to try and hit the player with their body. Though they have low health, these attacks can deal a moderate amount of damage.	Iblis Worms are enemies that appear in 2006's Sonic the Hedgehog. Created by Iblis and controlled by the Flames of Disaster, they are serpentine-like creatures made completely out of lava and rock, and mainly appear in Crisis City as enemies. They can appear out of the ground, as well as attach themselves to walls or ceilings. Their mouth is their main form of attack, which they use to spit explosive fireballs.When a player approaches an Iblis Worm, it will pop out of the ground, wall, or ceiling. They have two attacks; they can launch a fireball at the player that travels in an arc, or spin around to try and hit the player with their body. Though they have low health, these attacks can deal a moderate amount of damage.
Iridescent Glint BeetlePikmin 2 (2004)
		Iridescent Glint Beetles are rare enemies that appear in Pikmin 2, being part of the Glint Beetle family. If found, they can be attacked by Pikmin for them to release 5-Pellets, nectar, or ultra-spicy spray. It will then dig itself back into the ground.When an Iridescent Glint Beetle is found, it will begin scuttling along the ground quickly, avoiding fighters. They cannot actually be defeated, but if damaged, they will release various Stat Boosts for fighters to use. If it is left alone long enough or if it has taken enough damage, it will bury itself back into the ground.	Iridescent Glint Beetles are rare enemies that appear in Pikmin 2, being part of the Glint Beetle family. If found, they can be attacked by Pikmin for them to release 5-Pellets, nectar, or ultra-spicy spray. It will then dig itself back into the ground.When an Iridescent Glint Beetle is found, it will begin scuttling along the ground quickly, avoiding fighters. They cannot actually be defeated, but if damaged, they will release various Stat Boosts for fighters to use. If it is left alone long enough or if it has taken enough damage, it will bury itself back into the ground.
		Iridescent Glint Beetles are rare enemies that appear in Pikmin 2, being part of the Glint Beetle family. If found, they can be attacked by Pikmin for them to release 5-Pellets, nectar, or ultra-spicy spray. It will then dig itself back into the ground.When an Iridescent Glint Beetle is found, it will begin scuttling along the ground quickly, avoiding fighters. They cannot actually be defeated, but if damaged, they will release various Stat Boosts for fighters to use. If it is left alone long enough or if it has taken enough damage, it will bury itself back into the ground.	Iridescent Glint Beetles are rare enemies that appear in Pikmin 2, being part of the Glint Beetle family. If found, they can be attacked by Pikmin for them to release 5-Pellets, nectar, or ultra-spicy spray. It will then dig itself back into the ground.When an Iridescent Glint Beetle is found, it will begin scuttling along the ground quickly, avoiding fighters. They cannot actually be defeated, but if damaged, they will release various Stat Boosts for fighters to use. If it is left alone long enough or if it has taken enough damage, it will bury itself back into the ground.
JammerjabKirby: Star Allies (2018)
		Jammerjabs are enemies introduced in Kirby: Star Allies. They wear Arabic-esque clothing and wield staffs that they use to attack Kirby with. They will give Kirby the Staff ability if inhaled.Jammerjabs act just as they do in Kirby: Star Allies; they will leap around the area and attack nearby fighters with their staffs, either poking fighters with it or slamming them into the ground. They have low health and are defeated easily.	Jammerjabs are enemies introduced in Kirby: Star Allies. They wear Arabic-esque clothing and wield staffs that they use to attack Kirby with. They will give Kirby the Staff ability if inhaled.Jammerjabs act just as they do in Kirby: Star Allies; they will leap around the area and attack nearby fighters with their staffs, either poking fighters with it or slamming them into the ground. They have low health and are defeated easily.
		Jammerjabs are enemies introduced in Kirby: Star Allies. They wear Arabic-esque clothing and wield staffs that they use to attack Kirby with. They will give Kirby the Staff ability if inhaled.Jammerjabs act just as they do in Kirby: Star Allies; they will leap around the area and attack nearby fighters with their staffs, either poking fighters with it or slamming them into the ground. They have low health and are defeated easily.	Jammerjabs are enemies introduced in Kirby: Star Allies. They wear Arabic-esque clothing and wield staffs that they use to attack Kirby with. They will give Kirby the Staff ability if inhaled.Jammerjabs act just as they do in Kirby: Star Allies; they will leap around the area and attack nearby fighters with their staffs, either poking fighters with it or slamming them into the ground. They have low health and are defeated easily.
KannonDonkey Kong Country 2: Diddy's Kong Quest (1995)
		Kannons are hefty Kremlings in pirate gear that appear as enemies in Donkey Kong Country 2: Diddy's Kong Quest. As their name suggests, they wield cannons, and will shoot cannonballs either forward or downward. Occasionally, they will also fire barrels, which can be jumped on.Kannons will remain stationary and fire cannonballs, which fly forward and explode on impact. If the player is close enough, they will also smack them with their cannon to knock them away. Kannons have high health, but their attacks are easy to dodge.	Kannons are hefty Kremlings in pirate gear that appear as enemies in Donkey Kong Country 2: Diddy's Kong Quest. As their name suggests, they wield cannons, and will shoot cannonballs either forward or downward. Occasionally, they will also fire barrels, which can be jumped on.Kannons will remain stationary and fire cannonballs, which fly forward and explode on impact. If the player is close enough, they will also smack them with their cannon to knock them away. Kannons have high health, but their attacks are easy to dodge.
		Kannons are hefty Kremlings in pirate gear that appear as enemies in Donkey Kong Country 2: Diddy's Kong Quest. As their name suggests, they wield cannons, and will shoot cannonballs either forward or downward. Occasionally, they will also fire barrels, which can be jumped on.Kannons will remain stationary and fire cannonballs, which fly forward and explode on impact. If the player is close enough, they will also smack them with their cannon to knock them away. Kannons have high health, but their attacks are easy to dodge.	Kannons are hefty Kremlings in pirate gear that appear as enemies in Donkey Kong Country 2: Diddy's Kong Quest. As their name suggests, they wield cannons, and will shoot cannonballs either forward or downward. Occasionally, they will also fire barrels, which can be jumped on.Kannons will remain stationary and fire cannonballs, which fly forward and explode on impact. If the player is close enough, they will also smack them with their cannon to knock them away. Kannons have high health, but their attacks are easy to dodge.
KlaptrapDonkey Kong Country (1994)
		Klaptraps are small, quadrupedal Kremlings that appear as enemies in Donkey Kong Country. They will crawl around the ground as they snap their large jaws. This prevents the Kongs from damaging them with frontal attacks, though any other move can dispatch them.Klaptraps have low health and can be defeated easily, but they are rather swift. They charge toward any nearby fighters and will latch onto them with their jaws, biting them multiple times and dealing heavy damage. They can be shaken off faster with button mashing.	Klaptraps are small, quadrupedal Kremlings that appear as enemies in Donkey Kong Country. They will crawl around the ground as they snap their large jaws. This prevents the Kongs from damaging them with frontal attacks, though any other move can dispatch them.Klaptraps have low health and can be defeated easily, but they are rather swift. They charge toward any nearby fighters and will latch onto them with their jaws, biting them multiple times and dealing heavy damage. They can be shaken off faster with button mashing.
		Klaptraps are small, quadrupedal Kremlings that appear as enemies in Donkey Kong Country. They will crawl around the ground as they snap their large jaws. This prevents the Kongs from damaging them with frontal attacks, though any other move can dispatch them.Klaptraps have low health and can be defeated easily, but they are rather swift. They charge toward any nearby fighters and will latch onto them with their jaws, biting them multiple times and dealing heavy damage. They can be shaken off faster with button mashing.	Klaptraps are small, quadrupedal Kremlings that appear as enemies in Donkey Kong Country. They will crawl around the ground as they snap their large jaws. This prevents the Kongs from damaging them with frontal attacks, though any other move can dispatch them.Klaptraps have low health and can be defeated easily, but they are rather swift. They charge toward any nearby fighters and will latch onto them with their jaws, biting them multiple times and dealing heavy damage. They can be shaken off faster with button mashing.
KlobberDonkey Kong Country 2: Diddy's Kong Quest (1995)
		Klobbers are green Kremlings that hide inside barrels that appear in the Donkey Kong Country series. They will stand still and disguise themselves as regular barrels until the Kongs get too close, in which they charge at them. They won't deal damage, but their charging can make the Kongs lose items. They can be stunned by throwing a projectile at it; once stunned, Klobbers can be picked up and thrown like regular barrels.Klobbers will remain stationary inside their barrel until a player approaches, in which they will rise out of them and start their pursuit. They can run fast and will launch the player on contact, and if the player can get far enough, the Klobber will stop chasing and hide back in its barrel. They have low health, but they do sport launch resistance on most of their body; striking a Klobber in the face will launch them however.	Klobbers are green Kremlings that hide inside barrels that appear in the Donkey Kong Country series. They will stand still and disguise themselves as regular barrels until the Kongs get too close, in which they charge at them. They won't deal damage, but their charging can make the Kongs lose items. They can be stunned by throwing a projectile at it; once stunned, Klobbers can be picked up and thrown like regular barrels.Klobbers will remain stationary inside their barrel until a player approaches, in which they will rise out of them and start their pursuit. They can run fast and will launch the player on contact, and if the player can get far enough, the Klobber will stop chasing and hide back in its barrel. They have low health, but they do sport launch resistance on most of their body; striking a Klobber in the face will launch them however.
		Klobbers are green Kremlings that hide inside barrels that appear in the Donkey Kong Country series. They will stand still and disguise themselves as regular barrels until the Kongs get too close, in which they charge at them. They won't deal damage, but their charging can make the Kongs lose items. They can be stunned by throwing a projectile at it; once stunned, Klobbers can be picked up and thrown like regular barrels.Klobbers will remain stationary inside their barrel until a player approaches, in which they will rise out of them and start their pursuit. They can run fast and will launch the player on contact, and if the player can get far enough, the Klobber will stop chasing and hide back in its barrel. They have low health, but they do sport launch resistance on most of their body; striking a Klobber in the face will launch them however.	Klobbers are green Kremlings that hide inside barrels that appear in the Donkey Kong Country series. They will stand still and disguise themselves as regular barrels until the Kongs get too close, in which they charge at them. They won't deal damage, but their charging can make the Kongs lose items. They can be stunned by throwing a projectile at it; once stunned, Klobbers can be picked up and thrown like regular barrels.Klobbers will remain stationary inside their barrel until a player approaches, in which they will rise out of them and start their pursuit. They can run fast and will launch the player on contact, and if the player can get far enough, the Klobber will stop chasing and hide back in its barrel. They have low health, but they do sport launch resistance on most of their body; striking a Klobber in the face will launch them however.
KoffingPokmon Red and Pokmon Green (1996)
		Koffing is a Poison-type Poison Gas Pokmon introduced in Generation I. It evolves into Weezing. It produces gas within its body by mixing toxins with garbage. These gases are malodorous, and can cause teary eyes, coughs, and sniffles to those around it. These gases are also lighter than air, allowing it to hover.When encountered, Koffing will use Poison Gas, a non-dealing Poison-type move introduced in Generation I. It expels gases from its body, forming a cloud around itself. If the player is caught within the cloud, they will take damage and their stats will lower. It has low health however, and can be easily defeated.	Koffing is a Poison-type Poison Gas Pokmon introduced in Generation I. It evolves into Weezing. It produces gas within its body by mixing toxins with garbage. These gases are malodorous, and can cause teary eyes, coughs, and sniffles to those around it. These gases are also lighter than air, allowing it to hover.When encountered, Koffing will use Poison Gas, a non-dealing Poison-type move introduced in Generation I. It expels gases from its body, forming a cloud around itself. If the player is caught within the cloud, they will take damage and their stats will lower. It has low health however, and can be easily defeated.
		Koffing is a Poison-type Poison Gas Pokmon introduced in Generation I. It evolves into Weezing. It produces gas within its body by mixing toxins with garbage. These gases are malodorous, and can cause teary eyes, coughs, and sniffles to those around it. These gases are also lighter than air, allowing it to hover.When encountered, Koffing will use Poison Gas, a non-dealing Poison-type move introduced in Generation I. It expels gases from its body, forming a cloud around itself. If the player is caught within the cloud, they will take damage and their stats will lower. It has low health however, and can be easily defeated.	Koffing is a Poison-type Poison Gas Pokmon introduced in Generation I. It evolves into Weezing. It produces gas within its body by mixing toxins with garbage. These gases are malodorous, and can cause teary eyes, coughs, and sniffles to those around it. These gases are also lighter than air, allowing it to hover.When encountered, Koffing will use Poison Gas, a non-dealing Poison-type move introduced in Generation I. It expels gases from its body, forming a cloud around itself. If the player is caught within the cloud, they will take damage and their stats will lower. It has low health however, and can be easily defeated.
Koopa ParatroopaSuper Mario Bros. (1985)
		Koopa Paratroopas are Koopa Troopas with wings, which allow them to fly. In the Mario platformer games, stomping on one will cause it to lose its wings and become a regular Koopa Troopa. The green ones don't usually fly, but instead bounce along the ground. However, the red ones do fly, usually in a set left and right or up and down pattern.Koopa Paratroopas come in two colors; green and red. Green Koopa Paratroopas will hop along the ground, while red ones will fly around and approach nearby fighters. To attack, they will throw a downward headbutt. If it takes enough damage or is stomped on, it will lose its wings and become a regular Koopa Troopa.	Koopa Paratroopas are Koopa Troopas with wings, which allow them to fly. In the Mario platformer games, stomping on one will cause it to lose its wings and become a regular Koopa Troopa. The green ones don't usually fly, but instead bounce along the ground. However, the red ones do fly, usually in a set left and right or up and down pattern.Koopa Paratroopas come in two colors; green and red. Green Koopa Paratroopas will hop along the ground, while red ones will fly around and approach nearby fighters. To attack, they will throw a downward headbutt. If it takes enough damage or is stomped on, it will lose its wings and become a regular Koopa Troopa.
		Koopa Paratroopas are Koopa Troopas with wings, which allow them to fly. In the Mario platformer games, stomping on one will cause it to lose its wings and become a regular Koopa Troopa. The green ones don't usually fly, but instead bounce along the ground. However, the red ones do fly, usually in a set left and right or up and down pattern.Koopa Paratroopas come in two colors; green and red. Green Koopa Paratroopas will hop along the ground, while red ones will fly around and approach nearby fighters. To attack, they will throw a downward headbutt. If it takes enough damage or is stomped on, it will lose its wings and become a regular Koopa Troopa.	Koopa Paratroopas are Koopa Troopas with wings, which allow them to fly. In the Mario platformer games, stomping on one will cause it to lose its wings and become a regular Koopa Troopa. The green ones don't usually fly, but instead bounce along the ground. However, the red ones do fly, usually in a set left and right or up and down pattern.Koopa Paratroopas come in two colors; green and red. Green Koopa Paratroopas will hop along the ground, while red ones will fly around and approach nearby fighters. To attack, they will throw a downward headbutt. If it takes enough damage or is stomped on, it will lose its wings and become a regular Koopa Troopa.
Koopa TroopaSuper Mario Bros. (1985)
		Koopa Troopas are bipedal turtle creatures and among the most common enemies in the Mario series. They make up the footsoldiers of Bowser's Koopa Troop. In the platformer games, Mario can stomp on them for them to retreat into their shells. These shells can be picked up and thrown, defeating other enemies and even breaking blocks. They have also appeared as playable characters in various spin-off games.Koopa Troopas come in two colors; green and red. Green Koopa Troopas will walk off ledges while red ones will turn at them. To attack, they will throw a flying headbutt. They have low health and can be defeated easily, though they can be dispatched immediately by stomping on them. In either case, they will retreat into their shell when defeated, which can then be picked up and used as an item.	Koopa Troopas are bipedal turtle creatures and among the most common enemies in the Mario series. They make up the footsoldiers of Bowser's Koopa Troop. In the platformer games, Mario can stomp on them for them to retreat into their shells. These shells can be picked up and thrown, defeating other enemies and even breaking blocks. They have also appeared as playable characters in various spin-off games.Koopa Troopas come in two colors; green and red. Green Koopa Troopas will walk off ledges while red ones will turn at them. To attack, they will throw a flying headbutt. They have low health and can be defeated easily, though they can be dispatched immediately by stomping on them. In either case, they will retreat into their shell when defeated, which can then be picked up and used as an item.
		Koopa Troopas are bipedal turtle creatures and among the most common enemies in the Mario series. They make up the footsoldiers of Bowser's Koopa Troop. In the platformer games, Mario can stomp on them for them to retreat into their shells. These shells can be picked up and thrown, defeating other enemies and even breaking blocks. They have also appeared as playable characters in various spin-off games.Koopa Troopas come in two colors; green and red. Green Koopa Troopas will walk off ledges while red ones will turn at them. To attack, they will throw a flying headbutt. They have low health and can be defeated easily, though they can be dispatched immediately by stomping on them. In either case, they will retreat into their shell when defeated, which can then be picked up and used as an item.	Koopa Troopas are bipedal turtle creatures and among the most common enemies in the Mario series. They make up the footsoldiers of Bowser's Koopa Troop. In the platformer games, Mario can stomp on them for them to retreat into their shells. These shells can be picked up and thrown, defeating other enemies and even breaking blocks. They have also appeared as playable characters in various spin-off games.Koopa Troopas come in two colors; green and red. Green Koopa Troopas will walk off ledges while red ones will turn at them. To attack, they will throw a flying headbutt. They have low health and can be defeated easily, though they can be dispatched immediately by stomping on them. In either case, they will retreat into their shell when defeated, which can then be picked up and used as an item.
KrabbyPokmon Red and Pokmon Green (1996)
		Krabby is a Water-type River Crab Pokmon introduced in Generation I. It evolves into Kingler. It can be found near the edge of the water in both freshwater and saltwater. Krabby makes its home by burrowing in sand, and in times of scarce food, it will eat sand to gain nutrients.Krabby will sidestep around the area, but it will pursue fighters when near one. It close enough, it will use Metal Claw, a damage-dealing Steel-type move introduced in Generation II. Its claw hardens and it snaps it on fighters, dealing high damage and knockback. It has low health and can be defeated easily.	Krabby is a Water-type River Crab Pokmon introduced in Generation I. It evolves into Kingler. It can be found near the edge of the water in both freshwater and saltwater. Krabby makes its home by burrowing in sand, and in times of scarce food, it will eat sand to gain nutrients.Krabby will sidestep around the area, but it will pursue fighters when near one. It close enough, it will use Metal Claw, a damage-dealing Steel-type move introduced in Generation II. Its claw hardens and it snaps it on fighters, dealing high damage and knockback. It has low health and can be defeated easily.
		Krabby is a Water-type River Crab Pokmon introduced in Generation I. It evolves into Kingler. It can be found near the edge of the water in both freshwater and saltwater. Krabby makes its home by burrowing in sand, and in times of scarce food, it will eat sand to gain nutrients.Krabby will sidestep around the area, but it will pursue fighters when near one. It close enough, it will use Metal Claw, a damage-dealing Steel-type move introduced in Generation II. Its claw hardens and it snaps it on fighters, dealing high damage and knockback. It has low health and can be defeated easily.	Krabby is a Water-type River Crab Pokmon introduced in Generation I. It evolves into Kingler. It can be found near the edge of the water in both freshwater and saltwater. Krabby makes its home by burrowing in sand, and in times of scarce food, it will eat sand to gain nutrients.Krabby will sidestep around the area, but it will pursue fighters when near one. It close enough, it will use Metal Claw, a damage-dealing Steel-type move introduced in Generation II. Its claw hardens and it snaps it on fighters, dealing high damage and knockback. It has low health and can be defeated easily.
KritterDonkey Kong Country (1994)
		Kritters are enemies that appear throughout the Donkey Kong Country series. They are followers of King K. Rool, and make up the bulk of the Kremling Krew. They come in various colors with different attack patterns, from jumping in place to jumping back and forth, but all of them can be defeated with any attack.Kritters come in three colors; green, blue, and red. Green Kritters will attack by biting opponents, damaging them multiple times before launching them. Blue Kritters will attack by slashing their claws while spinning and leaping forward. Meanwhile, red Kritters are capable of performing both attacks. They are slow and don't deal a lot of damage, but they do have moderately high health.	Kritters are enemies that appear throughout the Donkey Kong Country series. They are followers of King K. Rool, and make up the bulk of the Kremling Krew. They come in various colors with different attack patterns, from jumping in place to jumping back and forth, but all of them can be defeated with any attack.Kritters come in three colors; green, blue, and red. Green Kritters will attack by biting opponents, damaging them multiple times before launching them. Blue Kritters will attack by slashing their claws while spinning and leaping forward. Meanwhile, red Kritters are capable of performing both attacks. They are slow and don't deal a lot of damage, but they do have moderately high health.
		Kritters are enemies that appear throughout the Donkey Kong Country series. They are followers of King K. Rool, and make up the bulk of the Kremling Krew. They come in various colors with different attack patterns, from jumping in place to jumping back and forth, but all of them can be defeated with any attack.Kritters come in three colors; green, blue, and red. Green Kritters will attack by biting opponents, damaging them multiple times before launching them. Blue Kritters will attack by slashing their claws while spinning and leaping forward. Meanwhile, red Kritters are capable of performing both attacks. They are slow and don't deal a lot of damage, but they do have moderately high health.	Kritters are enemies that appear throughout the Donkey Kong Country series. They are followers of King K. Rool, and make up the bulk of the Kremling Krew. They come in various colors with different attack patterns, from jumping in place to jumping back and forth, but all of them can be defeated with any attack.Kritters come in three colors; green, blue, and red. Green Kritters will attack by biting opponents, damaging them multiple times before launching them. Blue Kritters will attack by slashing their claws while spinning and leaping forward. Meanwhile, red Kritters are capable of performing both attacks. They are slow and don't deal a lot of damage, but they do have moderately high health.
KrookDonkey Kong Country 2: Diddy's Kong Quest (1995)
		Krooks are Kremlings wearing trench coats that appear as enemies in Donkey Kong Country 2: Diddy's Kong Quest. They wield hooks in place of their hands, and will attack by throwing them; they act as boomerangs and a thrown hook will return to the Krook. They can be defeated by any attack.Krooks will stay stationary and throw their hooks as projectiles, aiming at the player. They can throw two in rapid succession before pausing and waiting for them to come back. They have moderately high health, but are vulnerable when throwing their hooks.	Krooks are Kremlings wearing trench coats that appear as enemies in Donkey Kong Country 2: Diddy's Kong Quest. They wield hooks in place of their hands, and will attack by throwing them; they act as boomerangs and a thrown hook will return to the Krook. They can be defeated by any attack.Krooks will stay stationary and throw their hooks as projectiles, aiming at the player. They can throw two in rapid succession before pausing and waiting for them to come back. They have moderately high health, but are vulnerable when throwing their hooks.
		Krooks are Kremlings wearing trench coats that appear as enemies in Donkey Kong Country 2: Diddy's Kong Quest. They wield hooks in place of their hands, and will attack by throwing them; they act as boomerangs and a thrown hook will return to the Krook. They can be defeated by any attack.Krooks will stay stationary and throw their hooks as projectiles, aiming at the player. They can throw two in rapid succession before pausing and waiting for them to come back. They have moderately high health, but are vulnerable when throwing their hooks.	Krooks are Kremlings wearing trench coats that appear as enemies in Donkey Kong Country 2: Diddy's Kong Quest. They wield hooks in place of their hands, and will attack by throwing them; they act as boomerangs and a thrown hook will return to the Krook. They can be defeated by any attack.Krooks will stay stationary and throw their hooks as projectiles, aiming at the player. They can throw two in rapid succession before pausing and waiting for them to come back. They have moderately high health, but are vulnerable when throwing their hooks.
LakituSuper Mario Bros. (1985)
		Lakitus are Koopa Troopas that ride on clouds that appear as common enemies in the Mario series. They often fly at the top of the screen out of Mario's range, making them difficult to defeat. Their main attack involves pulling out Spiny Eggs and tossing them downward. These hatch into Spinies, which are immune to Mario's jumping because of their spikes. If Mario can defeat a Lakitu, then he can ride its cloud.Lakitus will float above ground, trying to stay close to players. They won't attack directly, but they can toss Spiny Eggs that hatch into Spinies, which will march forward and damage players on contact. Lakitus have moderately high health, but their lack of defense makes them easy enough to defeat. The Spinies can be defeated with a single attack, and don't provide Stat Boosts when defeated.	Lakitus are Koopa Troopas that ride on clouds that appear as common enemies in the Mario series. They often fly at the top of the screen out of Mario's range, making them difficult to defeat. Their main attack involves pulling out Spiny Eggs and tossing them downward. These hatch into Spinies, which are immune to Mario's jumping because of their spikes. If Mario can defeat a Lakitu, then he can ride its cloud.Lakitus will float above ground, trying to stay close to players. They won't attack directly, but they can toss Spiny Eggs that hatch into Spinies, which will march forward and damage players on contact. Lakitus have moderately high health, but their lack of defense makes them easy enough to defeat. The Spinies can be defeated with a single attack, and don't provide Stat Boosts when defeated.
		Lakitus are Koopa Troopas that ride on clouds that appear as common enemies in the Mario series. They often fly at the top of the screen out of Mario's range, making them difficult to defeat. Their main attack involves pulling out Spiny Eggs and tossing them downward. These hatch into Spinies, which are immune to Mario's jumping because of their spikes. If Mario can defeat a Lakitu, then he can ride its cloud.Lakitus will float above ground, trying to stay close to players. They won't attack directly, but they can toss Spiny Eggs that hatch into Spinies, which will march forward and damage players on contact. Lakitus have moderately high health, but their lack of defense makes them easy enough to defeat. The Spinies can be defeated with a single attack, and don't provide Stat Boosts when defeated.	Lakitus are Koopa Troopas that ride on clouds that appear as common enemies in the Mario series. They often fly at the top of the screen out of Mario's range, making them difficult to defeat. Their main attack involves pulling out Spiny Eggs and tossing them downward. These hatch into Spinies, which are immune to Mario's jumping because of their spikes. If Mario can defeat a Lakitu, then he can ride its cloud.Lakitus will float above ground, trying to stay close to players. They won't attack directly, but they can toss Spiny Eggs that hatch into Spinies, which will march forward and damage players on contact. Lakitus have moderately high health, but their lack of defense makes them easy enough to defeat. The Spinies can be defeated with a single attack, and don't provide Stat Boosts when defeated.
Lantern GhostSuper Mario World 2: Yoshi's Island (1995)
		Lantern Ghosts are common enemies that appear in the Yoshi series, usually in caverns. They carry lanterns, which will light up the area around themselves. They act identical to Sky Guys, and as such are very basic enemies to deal with. Any attack can defeat them.Lantern Ghosts will attack a player by running at them while swinging their lantern. This attack is identical to the Shy Guys' attack, though the lantern is stronger and deals fire damage. Regardless, they still have low health and can be defeated easily.	Lantern Ghosts are common enemies that appear in the Yoshi series, usually in caverns. They carry lanterns, which will light up the area around themselves. They act identical to Sky Guys, and as such are very basic enemies to deal with. Any attack can defeat them.Lantern Ghosts will attack a player by running at them while swinging their lantern. This attack is identical to the Shy Guys' attack, though the lantern is stronger and deals fire damage. Regardless, they still have low health and can be defeated easily.
		Lantern Ghosts are common enemies that appear in the Yoshi series, usually in caverns. They carry lanterns, which will light up the area around themselves. They act identical to Sky Guys, and as such are very basic enemies to deal with. Any attack can defeat them.Lantern Ghosts will attack a player by running at them while swinging their lantern. This attack is identical to the Shy Guys' attack, though the lantern is stronger and deals fire damage. Regardless, they still have low health and can be defeated easily.	Lantern Ghosts are common enemies that appear in the Yoshi series, usually in caverns. They carry lanterns, which will light up the area around themselves. They act identical to Sky Guys, and as such are very basic enemies to deal with. Any attack can defeat them.Lantern Ghosts will attack a player by running at them while swinging their lantern. This attack is identical to the Shy Guys' attack, though the lantern is stronger and deals fire damage. Regardless, they still have low health and can be defeated easily.
Laser BallKirby's Adventure (1993)
		Laser Balls are enemies that appear in the Kirby series, particularly in the earlier games. They will float around Kirby and, if he is at point blank range, will fire a laser at him. It will give Kirby the Laser ability if inhaled.When a Laser Ball encounters a fighter, it will begin floating aimlessly around them. Sometimes, it will fire a laser aimed at them, which bounces off surfaces and damages fighters. However, they have low health and can be easily defeated.	Laser Balls are enemies that appear in the Kirby series, particularly in the earlier games. They will float around Kirby and, if he is at point blank range, will fire a laser at him. It will give Kirby the Laser ability if inhaled.When a Laser Ball encounters a fighter, it will begin floating aimlessly around them. Sometimes, it will fire a laser aimed at them, which bounces off surfaces and damages fighters. However, they have low health and can be easily defeated.
		Laser Balls are enemies that appear in the Kirby series, particularly in the earlier games. They will float around Kirby and, if he is at point blank range, will fire a laser at him. It will give Kirby the Laser ability if inhaled.When a Laser Ball encounters a fighter, it will begin floating aimlessly around them. Sometimes, it will fire a laser aimed at them, which bounces off surfaces and damages fighters. However, they have low health and can be easily defeated.	Laser Balls are enemies that appear in the Kirby series, particularly in the earlier games. They will float around Kirby and, if he is at point blank range, will fire a laser at him. It will give Kirby the Laser ability if inhaled.When a Laser Ball encounters a fighter, it will begin floating aimlessly around them. Sometimes, it will fire a laser aimed at them, which bounces off surfaces and damages fighters. However, they have low health and can be easily defeated.
LethiniumKid Icarus: Uprising (2012)
		Lethiniums are flower-like enemies that appear in Kid Icarus: Uprising. They are apart of the Forces of Nature, and are generally rare enemies. Their main attack is firing beams from the bulb of their flower.Lethiniums will stay stationary and aim at the nearest player. Periodically, it will fire a giant purple laser aimed at them, damaging players multiple times before launching them. They have moderately high health, but they can be damaged easily between their beam attacks.	Lethiniums are flower-like enemies that appear in Kid Icarus: Uprising. They are apart of the Forces of Nature, and are generally rare enemies. Their main attack is firing beams from the bulb of their flower.Lethiniums will stay stationary and aim at the nearest player. Periodically, it will fire a giant purple laser aimed at them, damaging players multiple times before launching them. They have moderately high health, but they can be damaged easily between their beam attacks.
		Lethiniums are flower-like enemies that appear in Kid Icarus: Uprising. They are apart of the Forces of Nature, and are generally rare enemies. Their main attack is firing beams from the bulb of their flower.Lethiniums will stay stationary and aim at the nearest player. Periodically, it will fire a giant purple laser aimed at them, damaging players multiple times before launching them. They have moderately high health, but they can be damaged easily between their beam attacks.	Lethiniums are flower-like enemies that appear in Kid Icarus: Uprising. They are apart of the Forces of Nature, and are generally rare enemies. Their main attack is firing beams from the bulb of their flower.Lethiniums will stay stationary and aim at the nearest player. Periodically, it will fire a giant purple laser aimed at them, damaging players multiple times before launching them. They have moderately high health, but they can be damaged easily between their beam attacks.
Like LikeThe Legend of Zelda (1986)
		Like Likes are gelatinous enemies that appear in the The Legend of Zelda series. Their main form of attack is trying to eat Link, take away his Master Sword, and spit him out. In later games, they can also eat his tunic, forcing him to find a new one. In Super Smash Bros., the appearance of Like Likes is based on their design in The Legend of Zelda: Ocarina of Time.Like Likes will move slowly around the area. If a player is too close, it will swallow them and continually damage them and lower their stats before spitting them out. They can escape quicker via button mashing. They have moderate health and launch resistance, so projectiles are usually the best way to defeat them.	Like Likes are gelatinous enemies that appear in the The Legend of Zelda series. Their main form of attack is trying to eat Link, take away his Master Sword, and spit him out. In later games, they can also eat his tunic, forcing him to find a new one. In Super Smash Bros., the appearance of Like Likes is based on their design in The Legend of Zelda: Ocarina of Time.Like Likes will move slowly around the area. If a player is too close, it will swallow them and continually damage them and lower their stats before spitting them out. They can escape quicker via button mashing. They have moderate health and launch resistance, so projectiles are usually the best way to defeat them.
		Like Likes are gelatinous enemies that appear in the The Legend of Zelda series. Their main form of attack is trying to eat Link, take away his Master Sword, and spit him out. In later games, they can also eat his tunic, forcing him to find a new one. In Super Smash Bros., the appearance of Like Likes is based on their design in The Legend of Zelda: Ocarina of Time.Like Likes will move slowly around the area. If a player is too close, it will swallow them and continually damage them and lower their stats before spitting them out. They can escape quicker via button mashing. They have moderate health and launch resistance, so projectiles are usually the best way to defeat them.	Like Likes are gelatinous enemies that appear in the The Legend of Zelda series. Their main form of attack is trying to eat Link, take away his Master Sword, and spit him out. In later games, they can also eat his tunic, forcing him to find a new one. In Super Smash Bros., the appearance of Like Likes is based on their design in The Legend of Zelda: Ocarina of Time.Like Likes will move slowly around the area. If a player is too close, it will swallow them and continually damage them and lower their stats before spitting them out. They can escape quicker via button mashing. They have moderate health and launch resistance, so projectiles are usually the best way to defeat them.
LizalfosThe Legend of Zelda: Ocarina of Time (1998)
		Lizalfos are recurring reptilian enemies that appear in the The Legend of Zelda series. Their design and abilities change from game to game, though the Lizalfos that appear in Super Smash Bros. are based on the version fro The Legend of Zelda: Breath of the Wild, where they take a more chameleon-like appearance, with extendable tongues and the ability to change color as camouflage. They mainly wield Lizal weapons, like Lizal Spears and Lizal Boomerangs.Lizalfos are aggressive enemies that will charge at players as soon as they come close by. In combat, they will stand just outside of range, making them difficult to approach. They wield Lizal Spears, which they can either stab players with multiple times, or charge up for a stronger stab. They can also stick out their tongue, which is weaker, but covers more range and is quicker. Lastly, they have a tail swipe attack if the player manages to get close enough to it. Lizalfos have moderate health and are formidable enemies.	Lizalfos are recurring reptilian enemies that appear in the The Legend of Zelda series. Their design and abilities change from game to game, though the Lizalfos that appear in Super Smash Bros. are based on the version fro The Legend of Zelda: Breath of the Wild, where they take a more chameleon-like appearance, with extendable tongues and the ability to change color as camouflage. They mainly wield Lizal weapons, like Lizal Spears and Lizal Boomerangs.Lizalfos are aggressive enemies that will charge at players as soon as they come close by. In combat, they will stand just outside of range, making them difficult to approach. They wield Lizal Spears, which they can either stab players with multiple times, or charge up for a stronger stab. They can also stick out their tongue, which is weaker, but covers more range and is quicker. Lastly, they have a tail swipe attack if the player manages to get close enough to it. Lizalfos have moderate health and are formidable enemies.
		Lizalfos are recurring reptilian enemies that appear in the The Legend of Zelda series. Their design and abilities change from game to game, though the Lizalfos that appear in Super Smash Bros. are based on the version fro The Legend of Zelda: Breath of the Wild, where they take a more chameleon-like appearance, with extendable tongues and the ability to change color as camouflage. They mainly wield Lizal weapons, like Lizal Spears and Lizal Boomerangs.Lizalfos are aggressive enemies that will charge at players as soon as they come close by. In combat, they will stand just outside of range, making them difficult to approach. They wield Lizal Spears, which they can either stab players with multiple times, or charge up for a stronger stab. They can also stick out their tongue, which is weaker, but covers more range and is quicker. Lastly, they have a tail swipe attack if the player manages to get close enough to it. Lizalfos have moderate health and are formidable enemies.	Lizalfos are recurring reptilian enemies that appear in the The Legend of Zelda series. Their design and abilities change from game to game, though the Lizalfos that appear in Super Smash Bros. are based on the version fro The Legend of Zelda: Breath of the Wild, where they take a more chameleon-like appearance, with extendable tongues and the ability to change color as camouflage. They mainly wield Lizal weapons, like Lizal Spears and Lizal Boomerangs.Lizalfos are aggressive enemies that will charge at players as soon as they come close by. In combat, they will stand just outside of range, making them difficult to approach. They wield Lizal Spears, which they can either stab players with multiple times, or charge up for a stronger stab. They can also stick out their tongue, which is weaker, but covers more range and is quicker. Lastly, they have a tail swipe attack if the player manages to get close enough to it. Lizalfos have moderate health and are formidable enemies.
LurchthornKid Icarus: Uprising (2012)
		Lurchthorns are enemies appearing in Kid Icarus: Uprising, and are part of the Forces of Nature. They are capable of firing projectiles from their body segments. These can be individually destroyed, leaving behind fish bone-like structures.Lurchthorns will float sluggishly through the air in a straight path, occassionally turning around if it reaches a wall. It will fire energy projectiles from its segments at fighters to damage them. They have high health and launch resistance, though they can be defeated easier if fighters destroy their body segments so they stop firing projectiles. However, if there are segments remaining when the Lurchthorn is defeated, more Stat Boosts will be awarded. If it takes too long to defeat, the Lurchthorn will try to get away by floating faster.	Lurchthorns are enemies appearing in Kid Icarus: Uprising, and are part of the Forces of Nature. They are capable of firing projectiles from their body segments. These can be individually destroyed, leaving behind fish bone-like structures.Lurchthorns will float sluggishly through the air in a straight path, occassionally turning around if it reaches a wall. It will fire energy projectiles from its segments at fighters to damage them. They have high health and launch resistance, though they can be defeated easier if fighters destroy their body segments so they stop firing projectiles. However, if there are segments remaining when the Lurchthorn is defeated, more Stat Boosts will be awarded. If it takes too long to defeat, the Lurchthorn will try to get away by floating faster.
		Lurchthorns are enemies appearing in Kid Icarus: Uprising, and are part of the Forces of Nature. They are capable of firing projectiles from their body segments. These can be individually destroyed, leaving behind fish bone-like structures.Lurchthorns will float sluggishly through the air in a straight path, occassionally turning around if it reaches a wall. It will fire energy projectiles from its segments at fighters to damage them. They have high health and launch resistance, though they can be defeated easier if fighters destroy their body segments so they stop firing projectiles. However, if there are segments remaining when the Lurchthorn is defeated, more Stat Boosts will be awarded. If it takes too long to defeat, the Lurchthorn will try to get away by floating faster.	Lurchthorns are enemies appearing in Kid Icarus: Uprising, and are part of the Forces of Nature. They are capable of firing projectiles from their body segments. These can be individually destroyed, leaving behind fish bone-like structures.Lurchthorns will float sluggishly through the air in a straight path, occassionally turning around if it reaches a wall. It will fire energy projectiles from its segments at fighters to damage them. They have high health and launch resistance, though they can be defeated easier if fighters destroy their body segments so they stop firing projectiles. However, if there are segments remaining when the Lurchthorn is defeated, more Stat Boosts will be awarded. If it takes too long to defeat, the Lurchthorn will try to get away by floating faster.
MagiblotSuper Paper Mario (2007)
		Magiblots are dark, shadow-like enemies that appear in Super Paper Mario, encountered in Castle Bleck. They hide in the ground before appearing around Mario and co., before firing a shadow-like burst of magic forward. They come in three varieties: Red Magiblots that deal more damage, Blue Magiblots that have more health, and Yellow Magiblots that are a balance between the two.Magiblots act exactly as they do in Super Paper Mario, consantly appearing and disappearing to fire projectiles at the player. Their location is given away by a shadow just before they appear. They have moderate health, and are quick to disappear, making them difficult to attack. Three varieties can appear, all of which are identical in function to the ones mentioned above.	Magiblots are dark, shadow-like enemies that appear in Super Paper Mario, encountered in Castle Bleck. They hide in the ground before appearing around Mario and co., before firing a shadow-like burst of magic forward. They come in three varieties: Red Magiblots that deal more damage, Blue Magiblots that have more health, and Yellow Magiblots that are a balance between the two.Magiblots act exactly as they do in Super Paper Mario, consantly appearing and disappearing to fire projectiles at the player. Their location is given away by a shadow just before they appear. They have moderate health, and are quick to disappear, making them difficult to attack. Three varieties can appear, all of which are identical in function to the ones mentioned above.
		Magiblots are dark, shadow-like enemies that appear in Super Paper Mario, encountered in Castle Bleck. They hide in the ground before appearing around Mario and co., before firing a shadow-like burst of magic forward. They come in three varieties: Red Magiblots that deal more damage, Blue Magiblots that have more health, and Yellow Magiblots that are a balance between the two.Magiblots act exactly as they do in Super Paper Mario, consantly appearing and disappearing to fire projectiles at the player. Their location is given away by a shadow just before they appear. They have moderate health, and are quick to disappear, making them difficult to attack. Three varieties can appear, all of which are identical in function to the ones mentioned above.	Magiblots are dark, shadow-like enemies that appear in Super Paper Mario, encountered in Castle Bleck. They hide in the ground before appearing around Mario and co., before firing a shadow-like burst of magic forward. They come in three varieties: Red Magiblots that deal more damage, Blue Magiblots that have more health, and Yellow Magiblots that are a balance between the two.Magiblots act exactly as they do in Super Paper Mario, consantly appearing and disappearing to fire projectiles at the player. Their location is given away by a shadow just before they appear. They have moderate health, and are quick to disappear, making them difficult to attack. Three varieties can appear, all of which are identical in function to the ones mentioned above.
MagikoopaSuper Mario World (1991)
		Magikoopas are Koopa wizards that appear as common enemies in the Mario series. They are high-ranking enemies in the Koopa Troop, and can utilize a variety of spells to attack Mario. Their most prominent ability is teleporting around the area, making them difficult to defeat. They are also commonly found on brooms, allowing them to fly.Magikoopas have moderate health, and since they teleport around the area, they can be quite difficult to defeat. Their attacks involve firing magic spells at the player, in groups of either three or five, that will not only damage them, but also lower their stats. They are always found riding on brooms.	Magikoopas are Koopa wizards that appear as common enemies in the Mario series. They are high-ranking enemies in the Koopa Troop, and can utilize a variety of spells to attack Mario. Their most prominent ability is teleporting around the area, making them difficult to defeat. They are also commonly found on brooms, allowing them to fly.Magikoopas have moderate health, and since they teleport around the area, they can be quite difficult to defeat. Their attacks involve firing magic spells at the player, in groups of either three or five, that will not only damage them, but also lower their stats. They are always found riding on brooms.
		Magikoopas are Koopa wizards that appear as common enemies in the Mario series. They are high-ranking enemies in the Koopa Troop, and can utilize a variety of spells to attack Mario. Their most prominent ability is teleporting around the area, making them difficult to defeat. They are also commonly found on brooms, allowing them to fly.Magikoopas have moderate health, and since they teleport around the area, they can be quite difficult to defeat. Their attacks involve firing magic spells at the player, in groups of either three or five, that will not only damage them, but also lower their stats. They are always found riding on brooms.	Magikoopas are Koopa wizards that appear as common enemies in the Mario series. They are high-ranking enemies in the Koopa Troop, and can utilize a variety of spells to attack Mario. Their most prominent ability is teleporting around the area, making them difficult to defeat. They are also commonly found on brooms, allowing them to fly.Magikoopas have moderate health, and since they teleport around the area, they can be quite difficult to defeat. Their attacks involve firing magic spells at the player, in groups of either three or five, that will not only damage them, but also lower their stats. They are always found riding on brooms.
Magma CubeMinecraft (2011)
		Magma Cubes, or Magmacubes, are hostile mobs that appear in Minecraft, spawning in the Nether. They are essentially the Nether equivalent of Slimes in the Overworld, being large cube-like creatures that jump around and split into smaller Magma Cubes when defeated. However, Magma Cubes have more health and deal more damage.Magma Cubes act mostly like Slimes, where they will bounce toward players if they're nearby. However, their hops are longer and can deal more damage on contact, inflicting burn-based damage while jumping. They split into smaller Magma Cubes when defeated, which will split into even smaller Magma Cubes. The smallest Maga Cubes will award Stat Boosts when defeated.	Magma Cubes, or Magmacubes, are hostile mobs that appear in Minecraft, spawning in the Nether. They are essentially the Nether equivalent of Slimes in the Overworld, being large cube-like creatures that jump around and split into smaller Magma Cubes when defeated. However, Magma Cubes have more health and deal more damage.Magma Cubes act mostly like Slimes, where they will bounce toward players if they're nearby. However, their hops are longer and can deal more damage on contact, inflicting burn-based damage while jumping. They split into smaller Magma Cubes when defeated, which will split into even smaller Magma Cubes. The smallest Maga Cubes will award Stat Boosts when defeated.
		Magma Cubes, or Magmacubes, are hostile mobs that appear in Minecraft, spawning in the Nether. They are essentially the Nether equivalent of Slimes in the Overworld, being large cube-like creatures that jump around and split into smaller Magma Cubes when defeated. However, Magma Cubes have more health and deal more damage.Magma Cubes act mostly like Slimes, where they will bounce toward players if they're nearby. However, their hops are longer and can deal more damage on contact, inflicting burn-based damage while jumping. They split into smaller Magma Cubes when defeated, which will split into even smaller Magma Cubes. The smallest Maga Cubes will award Stat Boosts when defeated.	Magma Cubes, or Magmacubes, are hostile mobs that appear in Minecraft, spawning in the Nether. They are essentially the Nether equivalent of Slimes in the Overworld, being large cube-like creatures that jump around and split into smaller Magma Cubes when defeated. However, Magma Cubes have more health and deal more damage.Magma Cubes act mostly like Slimes, where they will bounce toward players if they're nearby. However, their hops are longer and can deal more damage on contact, inflicting burn-based damage while jumping. They split into smaller Magma Cubes when defeated, which will split into even smaller Magma Cubes. The smallest Maga Cubes will award Stat Boosts when defeated.
MahvaKid Icarus: Uprising (2012)
		Mahvas are creatures that debut in Kid Icarus: Uprising as enemies apart of the Forces of Nature. It doesn't attack Pit, but can create a shield around itself that protects itself and its allies from Pit's attacks. The shield must be broken before it can be attacked.Mahvas have low health and can be defeated easily without a shield. When it does have a shield active though, it must be attacked before it can be damaged. Fighters cannot pass through the shield as if it were a wall, and it will also reflect projectiles. Once the shield is broken, the Mahva will flee before creating another one.	Mahvas are creatures that debut in Kid Icarus: Uprising as enemies apart of the Forces of Nature. It doesn't attack Pit, but can create a shield around itself that protects itself and its allies from Pit's attacks. The shield must be broken before it can be attacked.Mahvas have low health and can be defeated easily without a shield. When it does have a shield active though, it must be attacked before it can be damaged. Fighters cannot pass through the shield as if it were a wall, and it will also reflect projectiles. Once the shield is broken, the Mahva will flee before creating another one.
		Mahvas are creatures that debut in Kid Icarus: Uprising as enemies apart of the Forces of Nature. It doesn't attack Pit, but can create a shield around itself that protects itself and its allies from Pit's attacks. The shield must be broken before it can be attacked.Mahvas have low health and can be defeated easily without a shield. When it does have a shield active though, it must be attacked before it can be damaged. Fighters cannot pass through the shield as if it were a wall, and it will also reflect projectiles. Once the shield is broken, the Mahva will flee before creating another one.	Mahvas are creatures that debut in Kid Icarus: Uprising as enemies apart of the Forces of Nature. It doesn't attack Pit, but can create a shield around itself that protects itself and its allies from Pit's attacks. The shield must be broken before it can be attacked.Mahvas have low health and can be defeated easily without a shield. When it does have a shield active though, it must be attacked before it can be damaged. Fighters cannot pass through the shield as if it were a wall, and it will also reflect projectiles. Once the shield is broken, the Mahva will flee before creating another one.
Manky KongDonkey Kong Country (1994)
		Manky Kongs are orangutan-like Kongs that appear as enemies in Donkey Kong Country. They will stay in place and throw barrels that roll across the ground. While Manky Kongs themselves can be defeated with any attack, the barrels cannot and must be avoided at all costs.Manky Kongs act almost identically to their appearance in Donkey Kong Country, where they will throw barrels that roll across the ground to damage players. They have high health, and if knocked away far enough, they will retreat to find another place to throw barrels.	Manky Kongs are orangutan-like Kongs that appear as enemies in Donkey Kong Country. They will stay in place and throw barrels that roll across the ground. While Manky Kongs themselves can be defeated with any attack, the barrels cannot and must be avoided at all costs.Manky Kongs act almost identically to their appearance in Donkey Kong Country, where they will throw barrels that roll across the ground to damage players. They have high health, and if knocked away far enough, they will retreat to find another place to throw barrels.
		Manky Kongs are orangutan-like Kongs that appear as enemies in Donkey Kong Country. They will stay in place and throw barrels that roll across the ground. While Manky Kongs themselves can be defeated with any attack, the barrels cannot and must be avoided at all costs.Manky Kongs act almost identically to their appearance in Donkey Kong Country, where they will throw barrels that roll across the ground to damage players. They have high health, and if knocked away far enough, they will retreat to find another place to throw barrels.	Manky Kongs are orangutan-like Kongs that appear as enemies in Donkey Kong Country. They will stay in place and throw barrels that roll across the ground. While Manky Kongs themselves can be defeated with any attack, the barrels cannot and must be avoided at all costs.Manky Kongs act almost identically to their appearance in Donkey Kong Country, where they will throw barrels that roll across the ground to damage players. They have high health, and if knocked away far enough, they will retreat to find another place to throw barrels.
Mask KoopaSuper Mario World (1991)
		Mask Koopas are Koopa Troopas wearing masks designed after Mario. They appear exclusively in Super Mario World, replacing regular Koopa Troopas after beating the Special Zone. Aside from their masks replacing shells, they are identical in behavior and function to regular Koopa Troopas.Mask Koopas act exactly like Koopa Troopas when encountered; they will walk around the area and try to attack a nearby player with a headbutt. When defeated or jumped on, only their mask will be left behind, which can be picked up and thrown like an item. Unlike shells however, when thrown, the masks will disappear on impact instead of sliding along the ground. Additionally, only the green variety appear.	Mask Koopas are Koopa Troopas wearing masks designed after Mario. They appear exclusively in Super Mario World, replacing regular Koopa Troopas after beating the Special Zone. Aside from their masks replacing shells, they are identical in behavior and function to regular Koopa Troopas.Mask Koopas act exactly like Koopa Troopas when encountered; they will walk around the area and try to attack a nearby player with a headbutt. When defeated or jumped on, only their mask will be left behind, which can be picked up and thrown like an item. Unlike shells however, when thrown, the masks will disappear on impact instead of sliding along the ground. Additionally, only the green variety appear.
		Mask Koopas are Koopa Troopas wearing masks designed after Mario. They appear exclusively in Super Mario World, replacing regular Koopa Troopas after beating the Special Zone. Aside from their masks replacing shells, they are identical in behavior and function to regular Koopa Troopas.Mask Koopas act exactly like Koopa Troopas when encountered; they will walk around the area and try to attack a nearby player with a headbutt. When defeated or jumped on, only their mask will be left behind, which can be picked up and thrown like an item. Unlike shells however, when thrown, the masks will disappear on impact instead of sliding along the ground. Additionally, only the green variety appear.	Mask Koopas are Koopa Troopas wearing masks designed after Mario. They appear exclusively in Super Mario World, replacing regular Koopa Troopas after beating the Special Zone. Aside from their masks replacing shells, they are identical in behavior and function to regular Koopa Troopas.Mask Koopas act exactly like Koopa Troopas when encountered; they will walk around the area and try to attack a nearby player with a headbutt. When defeated or jumped on, only their mask will be left behind, which can be picked up and thrown like an item. Unlike shells however, when thrown, the masks will disappear on impact instead of sliding along the ground. Additionally, only the green variety appear.
Metal PrimidSuper Smash Bros. Brawl (2008)
		Metal Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They resemble regular Primids, but are made of metal. They have the same melee attacks and the same amount of health, though because they are metal, they have extremely heavy launch resistance.	Metal Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They resemble regular Primids, but are made of metal. They have the same melee attacks and the same amount of health, though because they are metal, they have extremely heavy launch resistance.
		Metal Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They resemble regular Primids, but are made of metal. They have the same melee attacks and the same amount of health, though because they are metal, they have extremely heavy launch resistance.	Metal Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They resemble regular Primids, but are made of metal. They have the same melee attacks and the same amount of health, though because they are metal, they have extremely heavy launch resistance.
MettaurMega Man (1987)
		Mettaurs are robots created by Dr. Wily that appear in the 'Mega Man series. Typically, their hard hats protect them from Mega Man's weapons, and will reveal themselves to attack. However, while attacking, Mega Man can shoot at them without his weapons being deflected.Mettaurs are initially always protected by their helmets, and all attacks from fighters will not damage them. The only time they can be attacked is when they reveal their faces to shoot projectiles. They have low health, and can be grabbed even if they are shielded.	Mettaurs are robots created by Dr. Wily that appear in the 'Mega Man series. Typically, their hard hats protect them from Mega Man's weapons, and will reveal themselves to attack. However, while attacking, Mega Man can shoot at them without his weapons being deflected.Mettaurs are initially always protected by their helmets, and all attacks from fighters will not damage them. The only time they can be attacked is when they reveal their faces to shoot projectiles. They have low health, and can be grabbed even if they are shielded.
		Mettaurs are robots created by Dr. Wily that appear in the 'Mega Man series. Typically, their hard hats protect them from Mega Man's weapons, and will reveal themselves to attack. However, while attacking, Mega Man can shoot at them without his weapons being deflected.Mettaurs are initially always protected by their helmets, and all attacks from fighters will not damage them. The only time they can be attacked is when they reveal their faces to shoot projectiles. They have low health, and can be grabbed even if they are shielded.	Mettaurs are robots created by Dr. Wily that appear in the 'Mega Man series. Typically, their hard hats protect them from Mega Man's weapons, and will reveal themselves to attack. However, while attacking, Mega Man can shoot at them without his weapons being deflected.Mettaurs are initially always protected by their helmets, and all attacks from fighters will not damage them. The only time they can be attacked is when they reveal their faces to shoot projectiles. They have low health, and can be grabbed even if they are shielded.
MetroidMetroid (1986)
		Metroids are parasitic creatures and are the namesake for the Metroid series, playing a major role in the franchise's story. The originate from SR388 and thrive off of latching onto other organisms and sucking their life essence to use as their own. Their main weakness is cold, so Samus can use ice-related weaponry to dispatch them easily.Metroids will fly around the stage aimlessly. It will float near opponents and latch onto them, dealing gradual damage and hindering their movement. It will detach after a short time, though fighters can shake it off faster via button mashing. They have high health and launch resistance, making them difficult to deal with, though they are weak to ice-based attacks.	Metroids are parasitic creatures and are the namesake for the Metroid series, playing a major role in the franchise's story. The originate from SR388 and thrive off of latching onto other organisms and sucking their life essence to use as their own. Their main weakness is cold, so Samus can use ice-related weaponry to dispatch them easily.Metroids will fly around the stage aimlessly. It will float near opponents and latch onto them, dealing gradual damage and hindering their movement. It will detach after a short time, though fighters can shake it off faster via button mashing. They have high health and launch resistance, making them difficult to deal with, though they are weak to ice-based attacks.
		Metroids are parasitic creatures and are the namesake for the Metroid series, playing a major role in the franchise's story. The originate from SR388 and thrive off of latching onto other organisms and sucking their life essence to use as their own. Their main weakness is cold, so Samus can use ice-related weaponry to dispatch them easily.Metroids will fly around the stage aimlessly. It will float near opponents and latch onto them, dealing gradual damage and hindering their movement. It will detach after a short time, though fighters can shake it off faster via button mashing. They have high health and launch resistance, making them difficult to deal with, though they are weak to ice-based attacks.	Metroids are parasitic creatures and are the namesake for the Metroid series, playing a major role in the franchise's story. The originate from SR388 and thrive off of latching onto other organisms and sucking their life essence to use as their own. Their main weakness is cold, so Samus can use ice-related weaponry to dispatch them easily.Metroids will fly around the stage aimlessly. It will float near opponents and latch onto them, dealing gradual damage and hindering their movement. It will detach after a short time, though fighters can shake it off faster via button mashing. They have high health and launch resistance, making them difficult to deal with, though they are weak to ice-based attacks.
Mini NeckyDonkey Kong Country (1994)
		Mini Neckies are, as their name suggest, smaller versions of Neckies that appear in the Donkey Kong Country series. In the first game, they will fly in place and spit nuts that fly forward, damaging the Kongs. In Donkey Kong Country 2: Diddy's Kong Quest, they will instead try to swoop down and damage the Kongs. In either case, any attack can defeat them.Mini Neckies will act like they do in Donkey Kong Country; they will fly in place and spit nuts as projectiles. They can spit nuts faster if the player gets close to them, though they have low health and can be defeated easily.	Mini Neckies are, as their name suggest, smaller versions of Neckies that appear in the Donkey Kong Country series. In the first game, they will fly in place and spit nuts that fly forward, damaging the Kongs. In Donkey Kong Country 2: Diddy's Kong Quest, they will instead try to swoop down and damage the Kongs. In either case, any attack can defeat them.Mini Neckies will act like they do in Donkey Kong Country; they will fly in place and spit nuts as projectiles. They can spit nuts faster if the player gets close to them, though they have low health and can be defeated easily.
		Mini Neckies are, as their name suggest, smaller versions of Neckies that appear in the Donkey Kong Country series. In the first game, they will fly in place and spit nuts that fly forward, damaging the Kongs. In Donkey Kong Country 2: Diddy's Kong Quest, they will instead try to swoop down and damage the Kongs. In either case, any attack can defeat them.Mini Neckies will act like they do in Donkey Kong Country; they will fly in place and spit nuts as projectiles. They can spit nuts faster if the player gets close to them, though they have low health and can be defeated easily.	Mini Neckies are, as their name suggest, smaller versions of Neckies that appear in the Donkey Kong Country series. In the first game, they will fly in place and spit nuts that fly forward, damaging the Kongs. In Donkey Kong Country 2: Diddy's Kong Quest, they will instead try to swoop down and damage the Kongs. In either case, any attack can defeat them.Mini Neckies will act like they do in Donkey Kong Country; they will fly in place and spit nuts as projectiles. They can spit nuts faster if the player gets close to them, though they have low health and can be defeated easily.
MiteSuper Smash Bros. Brawl (2008)
		Mites are miniature stick figure creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They have the Subspace Army emblem as heads, and come in yellow, red, and green colors. They have really low health, with most attacks defeating them immediately, and their sole attack is a flying kick that deals little damage and knockback. However, Mites can appear in large groups of up to 35, so fighters can easily be overwhelmed.	Mites are miniature stick figure creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They have the Subspace Army emblem as heads, and come in yellow, red, and green colors. They have really low health, with most attacks defeating them immediately, and their sole attack is a flying kick that deals little damage and knockback. However, Mites can appear in large groups of up to 35, so fighters can easily be overwhelmed.
		Mites are miniature stick figure creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They have the Subspace Army emblem as heads, and come in yellow, red, and green colors. They have really low health, with most attacks defeating them immediately, and their sole attack is a flying kick that deals little damage and knockback. However, Mites can appear in large groups of up to 35, so fighters can easily be overwhelmed.	Mites are miniature stick figure creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They have the Subspace Army emblem as heads, and come in yellow, red, and green colors. They have really low health, with most attacks defeating them immediately, and their sole attack is a flying kick that deals little damage and knockback. However, Mites can appear in large groups of up to 35, so fighters can easily be overwhelmed.
MoleMega Man 2 (1988)
		Moles are drill-like enemies that appear in the Mega Man series, debuting in Mega Man 2. They typically appear out of the ceiling and ground and float through the air toward the opposite surface. They can be defeated easily, though they will keep reappearing.Moles always appear in groups of at least five. They will drill out of the ground and ceiling and float just as they do in the Mega Man games, damaging fighters they drill into.They have low health and can be defeated easily, though fighters may find thmeselves overwhelmed by a large group of them.	Moles are drill-like enemies that appear in the Mega Man series, debuting in Mega Man 2. They typically appear out of the ceiling and ground and float through the air toward the opposite surface. They can be defeated easily, though they will keep reappearing.Moles always appear in groups of at least five. They will drill out of the ground and ceiling and float just as they do in the Mega Man games, damaging fighters they drill into.They have low health and can be defeated easily, though fighters may find thmeselves overwhelmed by a large group of them.
		Moles are drill-like enemies that appear in the Mega Man series, debuting in Mega Man 2. They typically appear out of the ceiling and ground and float through the air toward the opposite surface. They can be defeated easily, though they will keep reappearing.Moles always appear in groups of at least five. They will drill out of the ground and ceiling and float just as they do in the Mega Man games, damaging fighters they drill into.They have low health and can be defeated easily, though fighters may find thmeselves overwhelmed by a large group of them.	Moles are drill-like enemies that appear in the Mega Man series, debuting in Mega Man 2. They typically appear out of the ceiling and ground and float through the air toward the opposite surface. They can be defeated easily, though they will keep reappearing.Moles always appear in groups of at least five. They will drill out of the ground and ceiling and float just as they do in the Mega Man games, damaging fighters they drill into.They have low health and can be defeated easily, though fighters may find thmeselves overwhelmed by a large group of them.
MonoeyeKid Icarus (1986)
		Monoeyes are weak enemies that first appeared in Kid Icaus, and later Kid Icarus: Uprising. They resemble small, pink eyes and can fire beams. They are members of the Underworld Army.Monoeyes are one of the weaker enemies encountered. They will float around the player aimlessly, and fire energy projectiles from their eyes. They have low health and can be defeated easily.	Monoeyes are weak enemies that first appeared in Kid Icaus, and later Kid Icarus: Uprising. They resemble small, pink eyes and can fire beams. They are members of the Underworld Army.Monoeyes are one of the weaker enemies encountered. They will float around the player aimlessly, and fire energy projectiles from their eyes. They have low health and can be defeated easily.
		Monoeyes are weak enemies that first appeared in Kid Icaus, and later Kid Icarus: Uprising. They resemble small, pink eyes and can fire beams. They are members of the Underworld Army.Monoeyes are one of the weaker enemies encountered. They will float around the player aimlessly, and fire energy projectiles from their eyes. They have low health and can be defeated easily.	Monoeyes are weak enemies that first appeared in Kid Icaus, and later Kid Icarus: Uprising. They resemble small, pink eyes and can fire beams. They are members of the Underworld Army.Monoeyes are one of the weaker enemies encountered. They will float around the player aimlessly, and fire energy projectiles from their eyes. They have low health and can be defeated easily.
Moto BugSonic the Hedgehog (1991)
		Moto Bugs are recurring enemies in the Sonic series, being ladybug-like Badniks produced by Dr. Eggman. They are among the first kind of Badniks encountered in the series, and will simply move forward, trying to ram into Sonic. They can be defeated by any attack.Moto Bugs will simply move forward slowly. If a player is nearby, they will attack by swiping their small claws forward, which deals little damage and has pitiful range. They have low health and can be defeated easily. When defeated, they will explode, and a Flicky will hop out before bouncing away.	Moto Bugs are recurring enemies in the Sonic series, being ladybug-like Badniks produced by Dr. Eggman. They are among the first kind of Badniks encountered in the series, and will simply move forward, trying to ram into Sonic. They can be defeated by any attack.Moto Bugs will simply move forward slowly. If a player is nearby, they will attack by swiping their small claws forward, which deals little damage and has pitiful range. They have low health and can be defeated easily. When defeated, they will explode, and a Flicky will hop out before bouncing away.
		Moto Bugs are recurring enemies in the Sonic series, being ladybug-like Badniks produced by Dr. Eggman. They are among the first kind of Badniks encountered in the series, and will simply move forward, trying to ram into Sonic. They can be defeated by any attack.Moto Bugs will simply move forward slowly. If a player is nearby, they will attack by swiping their small claws forward, which deals little damage and has pitiful range. They have low health and can be defeated easily. When defeated, they will explode, and a Flicky will hop out before bouncing away.	Moto Bugs are recurring enemies in the Sonic series, being ladybug-like Badniks produced by Dr. Eggman. They are among the first kind of Badniks encountered in the series, and will simply move forward, trying to ram into Sonic. They can be defeated by any attack.Moto Bugs will simply move forward slowly. If a player is nearby, they will attack by swiping their small claws forward, which deals little damage and has pitiful range. They have low health and can be defeated easily. When defeated, they will explode, and a Flicky will hop out before bouncing away.
Mr. ChickenRhythm Heaven Megamix (2015)
		Mr. Chicken is the main character of the Charging Chicken minigame in Rhythm Heaven Megamix. The goal of the game is to charge up Mr. Chicken's electric car just enough so it crosses the finish line, but not too much, lest he falls into the water ahead.When Mr. Chicken appears, he will attack by trying to ram his car into the player, which will deal heavy damage and knockback. While he has high health and knockback resistance, he leaves himself open if the player dodges, as it takes him awhile to turn the car around and start charging forward again. Mr. Chicken also takes less damage if the players' attacks hit his car, similar to Bowser Jr. taking less damage and knockback when attacks hit his Jr. Clown Car.	Mr. Chicken is the main character of the Charging Chicken minigame in Rhythm Heaven Megamix. The goal of the game is to charge up Mr. Chicken's electric car just enough so it crosses the finish line, but not too much, lest he falls into the water ahead.When Mr. Chicken appears, he will attack by trying to ram his car into the player, which will deal heavy damage and knockback. While he has high health and knockback resistance, he leaves himself open if the player dodges, as it takes him awhile to turn the car around and start charging forward again. Mr. Chicken also takes less damage if the players' attacks hit his car, similar to Bowser Jr. taking less damage and knockback when attacks hit his Jr. Clown Car.
		Mr. Chicken is the main character of the Charging Chicken minigame in Rhythm Heaven Megamix. The goal of the game is to charge up Mr. Chicken's electric car just enough so it crosses the finish line, but not too much, lest he falls into the water ahead.When Mr. Chicken appears, he will attack by trying to ram his car into the player, which will deal heavy damage and knockback. While he has high health and knockback resistance, he leaves himself open if the player dodges, as it takes him awhile to turn the car around and start charging forward again. Mr. Chicken also takes less damage if the players' attacks hit his car, similar to Bowser Jr. taking less damage and knockback when attacks hit his Jr. Clown Car.	Mr. Chicken is the main character of the Charging Chicken minigame in Rhythm Heaven Megamix. The goal of the game is to charge up Mr. Chicken's electric car just enough so it crosses the finish line, but not too much, lest he falls into the water ahead.When Mr. Chicken appears, he will attack by trying to ram his car into the player, which will deal heavy damage and knockback. While he has high health and knockback resistance, he leaves himself open if the player dodges, as it takes him awhile to turn the car around and start charging forward again. Mr. Chicken also takes less damage if the players' attacks hit his car, similar to Bowser Jr. taking less damage and knockback when attacks hit his Jr. Clown Car.
NagagogSuper Smash Bros. Brawl (2008)
		Nagagogs are jester-like enemies appearing in Super Smash Bros. Brawl as enemies in the Subspace Emissary. Initially, they start as small and blue. They will run at players and attack with body slams and punches, similar to a wrestler. They have a lot of health, and after taking enough damage, they will become bigger and yellow, making them stronger. After taking more damage, they become even bigger and red, which both allows their attacks to be even more powerful and provides them knockback resistance.	Nagagogs are jester-like enemies appearing in Super Smash Bros. Brawl as enemies in the Subspace Emissary. Initially, they start as small and blue. They will run at players and attack with body slams and punches, similar to a wrestler. They have a lot of health, and after taking enough damage, they will become bigger and yellow, making them stronger. After taking more damage, they become even bigger and red, which both allows their attacks to be even more powerful and provides them knockback resistance.
		Nagagogs are jester-like enemies appearing in Super Smash Bros. Brawl as enemies in the Subspace Emissary. Initially, they start as small and blue. They will run at players and attack with body slams and punches, similar to a wrestler. They have a lot of health, and after taking enough damage, they will become bigger and yellow, making them stronger. After taking more damage, they become even bigger and red, which both allows their attacks to be even more powerful and provides them knockback resistance.	Nagagogs are jester-like enemies appearing in Super Smash Bros. Brawl as enemies in the Subspace Emissary. Initially, they start as small and blue. They will run at players and attack with body slams and punches, similar to a wrestler. They have a lot of health, and after taking enough damage, they will become bigger and yellow, making them stronger. After taking more damage, they become even bigger and red, which both allows their attacks to be even more powerful and provides them knockback resistance.
NeckyDonkey Kong Country (1994)
		Neckies are vulture-like enemies that appear in the Donkey Kong Country series. Most of the time, they will fly forward or in set patterns, and are usually used by the Kongs to reach higher areas. However, they can also perch themselves on platforms, where they will throw nuts that bounce along the ground.Neckies are relatively weak enemies that will fly back and forth. They have two attacks; if a player gets close enough, they will use a series of rapid pecking attacks to damage them. They can also spit nuts from their mouth below, damaging players they hit.	Neckies are vulture-like enemies that appear in the Donkey Kong Country series. Most of the time, they will fly forward or in set patterns, and are usually used by the Kongs to reach higher areas. However, they can also perch themselves on platforms, where they will throw nuts that bounce along the ground.Neckies are relatively weak enemies that will fly back and forth. They have two attacks; if a player gets close enough, they will use a series of rapid pecking attacks to damage them. They can also spit nuts from their mouth below, damaging players they hit.
		Neckies are vulture-like enemies that appear in the Donkey Kong Country series. Most of the time, they will fly forward or in set patterns, and are usually used by the Kongs to reach higher areas. However, they can also perch themselves on platforms, where they will throw nuts that bounce along the ground.Neckies are relatively weak enemies that will fly back and forth. They have two attacks; if a player gets close enough, they will use a series of rapid pecking attacks to damage them. They can also spit nuts from their mouth below, damaging players they hit.	Neckies are vulture-like enemies that appear in the Donkey Kong Country series. Most of the time, they will fly forward or in set patterns, and are usually used by the Kongs to reach higher areas. However, they can also perch themselves on platforms, where they will throw nuts that bounce along the ground.Neckies are relatively weak enemies that will fly back and forth. They have two attacks; if a player gets close enough, they will use a series of rapid pecking attacks to damage them. They can also spit nuts from their mouth below, damaging players they hit.
NinjaNintendo Land (2012)
		Ninjas are cardboard cutouts and are the main enemies of the Takamaru's Ninja Castle minigame in Nintendo Land. They will continually appear, and the object of the game is to throw shurikens at them to defeat them. To do this, the player must slide their finger across the Wii U GamePad while holding it sideways. As the game progresses, more varieties are introduced, which are tougher to defeat.Ninjas come in three varieties. Blue Ninjas will simply move around the area slowly and not attack the player. Purple Ninjas wield shurikens, which they will throw at players to damage them. Finally, Yellow Ninjas wiled bombs that fly slower than shurikens, but will explode on impact and deal much more damage. All varieties have the same amount of health, and will break upon being defeated.	Ninjas are cardboard cutouts and are the main enemies of the Takamaru's Ninja Castle minigame in Nintendo Land. They will continually appear, and the object of the game is to throw shurikens at them to defeat them. To do this, the player must slide their finger across the Wii U GamePad while holding it sideways. As the game progresses, more varieties are introduced, which are tougher to defeat.Ninjas come in three varieties. Blue Ninjas will simply move around the area slowly and not attack the player. Purple Ninjas wield shurikens, which they will throw at players to damage them. Finally, Yellow Ninjas wiled bombs that fly slower than shurikens, but will explode on impact and deal much more damage. All varieties have the same amount of health, and will break upon being defeated.
		Ninjas are cardboard cutouts and are the main enemies of the Takamaru's Ninja Castle minigame in Nintendo Land. They will continually appear, and the object of the game is to throw shurikens at them to defeat them. To do this, the player must slide their finger across the Wii U GamePad while holding it sideways. As the game progresses, more varieties are introduced, which are tougher to defeat.Ninjas come in three varieties. Blue Ninjas will simply move around the area slowly and not attack the player. Purple Ninjas wield shurikens, which they will throw at players to damage them. Finally, Yellow Ninjas wiled bombs that fly slower than shurikens, but will explode on impact and deal much more damage. All varieties have the same amount of health, and will break upon being defeated.	Ninjas are cardboard cutouts and are the main enemies of the Takamaru's Ninja Castle minigame in Nintendo Land. They will continually appear, and the object of the game is to throw shurikens at them to defeat them. To do this, the player must slide their finger across the Wii U GamePad while holding it sideways. As the game progresses, more varieties are introduced, which are tougher to defeat.Ninjas come in three varieties. Blue Ninjas will simply move around the area slowly and not attack the player. Purple Ninjas wield shurikens, which they will throw at players to damage them. Finally, Yellow Ninjas wiled bombs that fly slower than shurikens, but will explode on impact and deal much more damage. All varieties have the same amount of health, and will break upon being defeated.
NutskiKid Icarus: Uprising (2014)
		Nutskis are acorn-like enemies with wings that appear in Kid Icarus: Uprising. They are part of the Forces of Nature, and functionally are their equivalent to the Underworld Army's Monoeyes. They are weak and attack by firing projectiles.Nutskis have low health, but will fly around the area erratically, making them difficult to catch. They will open their mouths to fire projectiles, either firing three small seeds, or one giant, slow-moving seed that explodes.	Nutskis are acorn-like enemies with wings that appear in Kid Icarus: Uprising. They are part of the Forces of Nature, and functionally are their equivalent to the Underworld Army's Monoeyes. They are weak and attack by firing projectiles.Nutskis have low health, but will fly around the area erratically, making them difficult to catch. They will open their mouths to fire projectiles, either firing three small seeds, or one giant, slow-moving seed that explodes.
		Nutskis are acorn-like enemies with wings that appear in Kid Icarus: Uprising. They are part of the Forces of Nature, and functionally are their equivalent to the Underworld Army's Monoeyes. They are weak and attack by firing projectiles.Nutskis have low health, but will fly around the area erratically, making them difficult to catch. They will open their mouths to fire projectiles, either firing three small seeds, or one giant, slow-moving seed that explodes.	Nutskis are acorn-like enemies with wings that appear in Kid Icarus: Uprising. They are part of the Forces of Nature, and functionally are their equivalent to the Underworld Army's Monoeyes. They are weak and attack by firing projectiles.Nutskis have low health, but will fly around the area erratically, making them difficult to catch. They will open their mouths to fire projectiles, either firing three small seeds, or one giant, slow-moving seed that explodes.
OctorokThe Legend of Zelda (1986)
		Octoroks are octopus enemies that appear in the The Legend of Zelda series. They will shoot rocks out of their mouths forward, and reflecting their projectiles is usually the best way to defeat them. Their design in Super Smash Bros. is based off of their appearance in The Legend of Zelda: Skyward Sword.Octoroks will hide underground, disguising themselves as shrubs. They are almost invincible in this state, though they can still be grabbed. If a fighter is nearby, it will pop out of the ground and shoot a rock, which is when they can be attacked normally. They have low health, but have knockback resistance.	Octoroks are octopus enemies that appear in the The Legend of Zelda series. They will shoot rocks out of their mouths forward, and reflecting their projectiles is usually the best way to defeat them. Their design in Super Smash Bros. is based off of their appearance in The Legend of Zelda: Skyward Sword.Octoroks will hide underground, disguising themselves as shrubs. They are almost invincible in this state, though they can still be grabbed. If a fighter is nearby, it will pop out of the ground and shoot a rock, which is when they can be attacked normally. They have low health, but have knockback resistance.
		Octoroks are octopus enemies that appear in the The Legend of Zelda series. They will shoot rocks out of their mouths forward, and reflecting their projectiles is usually the best way to defeat them. Their design in Super Smash Bros. is based off of their appearance in The Legend of Zelda: Skyward Sword.Octoroks will hide underground, disguising themselves as shrubs. They are almost invincible in this state, though they can still be grabbed. If a fighter is nearby, it will pop out of the ground and shoot a rock, which is when they can be attacked normally. They have low health, but have knockback resistance.	Octoroks are octopus enemies that appear in the The Legend of Zelda series. They will shoot rocks out of their mouths forward, and reflecting their projectiles is usually the best way to defeat them. Their design in Super Smash Bros. is based off of their appearance in The Legend of Zelda: Skyward Sword.Octoroks will hide underground, disguising themselves as shrubs. They are almost invincible in this state, though they can still be grabbed. If a fighter is nearby, it will pop out of the ground and shoot a rock, which is when they can be attacked normally. They have low health, but have knockback resistance.
OrneKid Icarus: Uprising (2012)
		Ornes are massive skull enemies that appear in Kid Icarus: Uprising, being part of the Underworld Army. Though they will hardly chase Pit and move about aimlessly, they instantly cause death on contact. The only weapon they are vulnerable to are Arrows of Light.Ornes appear very rarely, but if they do, they will pursue fighters. Since they are invincible and will KO any fighter it touches, they serve as obstacles moreso than enemies. If an Orne is nearby, the theme that plays in Kid Icarus: Uprisng when an Orne approaches will begin playing.	Ornes are massive skull enemies that appear in Kid Icarus: Uprising, being part of the Underworld Army. Though they will hardly chase Pit and move about aimlessly, they instantly cause death on contact. The only weapon they are vulnerable to are Arrows of Light.Ornes appear very rarely, but if they do, they will pursue fighters. Since they are invincible and will KO any fighter it touches, they serve as obstacles moreso than enemies. If an Orne is nearby, the theme that plays in Kid Icarus: Uprisng when an Orne approaches will begin playing.
		Ornes are massive skull enemies that appear in Kid Icarus: Uprising, being part of the Underworld Army. Though they will hardly chase Pit and move about aimlessly, they instantly cause death on contact. The only weapon they are vulnerable to are Arrows of Light.Ornes appear very rarely, but if they do, they will pursue fighters. Since they are invincible and will KO any fighter it touches, they serve as obstacles moreso than enemies. If an Orne is nearby, the theme that plays in Kid Icarus: Uprisng when an Orne approaches will begin playing.	Ornes are massive skull enemies that appear in Kid Icarus: Uprising, being part of the Underworld Army. Though they will hardly chase Pit and move about aimlessly, they instantly cause death on contact. The only weapon they are vulnerable to are Arrows of Light.Ornes appear very rarely, but if they do, they will pursue fighters. Since they are invincible and will KO any fighter it touches, they serve as obstacles moreso than enemies. If an Orne is nearby, the theme that plays in Kid Icarus: Uprisng when an Orne approaches will begin playing.
Parasol Waddle DeeKirby's Dream Land (1992)
		Parasol Waddle Dees are, as their name implies, Waddle Dees that hold parasols. They appear in the Kirby series as semi-common enemies. They float down from the sky with their parasols, and act as normal Waddle Dees upon landing. If defeated, their parasol will chase Kirby, damaging him if it touches him. They will give Kirby the Parasol ability if inhaled.Parasol Waddle Dees, when encountered, will float gracefully down from the sky. When they land on the ground, they will simply walk around and act like a normal Waddle Dee. While they have low health, their parasol will chase players after they are defeated until it explodes.	Parasol Waddle Dees are, as their name implies, Waddle Dees that hold parasols. They appear in the Kirby series as semi-common enemies. They float down from the sky with their parasols, and act as normal Waddle Dees upon landing. If defeated, their parasol will chase Kirby, damaging him if it touches him. They will give Kirby the Parasol ability if inhaled.Parasol Waddle Dees, when encountered, will float gracefully down from the sky. When they land on the ground, they will simply walk around and act like a normal Waddle Dee. While they have low health, their parasol will chase players after they are defeated until it explodes.
		Parasol Waddle Dees are, as their name implies, Waddle Dees that hold parasols. They appear in the Kirby series as semi-common enemies. They float down from the sky with their parasols, and act as normal Waddle Dees upon landing. If defeated, their parasol will chase Kirby, damaging him if it touches him. They will give Kirby the Parasol ability if inhaled.Parasol Waddle Dees, when encountered, will float gracefully down from the sky. When they land on the ground, they will simply walk around and act like a normal Waddle Dee. While they have low health, their parasol will chase players after they are defeated until it explodes.	Parasol Waddle Dees are, as their name implies, Waddle Dees that hold parasols. They appear in the Kirby series as semi-common enemies. They float down from the sky with their parasols, and act as normal Waddle Dees upon landing. If defeated, their parasol will chase Kirby, damaging him if it touches him. They will give Kirby the Parasol ability if inhaled.Parasol Waddle Dees, when encountered, will float gracefully down from the sky. When they land on the ground, they will simply walk around and act like a normal Waddle Dee. While they have low health, their parasol will chase players after they are defeated until it explodes.
PeahatThe Legend of Zelda (1986)
		Peahats are flower-like creatures that appear as enemies in the The Legend of Zelda series. Their abilities and attack patters are different from game to game, but they have the ability to fly by spinning their leaves and spit out larvae. In Super Smash Bros., Peahats are designed after their appearance in The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask'.Peahats will fly around the area aimlessly. If a player is close by, they will grow their leaves and try to fly into them, slashing and damaging them. Peahats can also spawn Peahat Larvae, which will home in on the player before exploding. They have moderately high health, but are relatively easy to defeat.	Peahats are flower-like creatures that appear as enemies in the The Legend of Zelda series. Their abilities and attack patters are different from game to game, but they have the ability to fly by spinning their leaves and spit out larvae. In Super Smash Bros., Peahats are designed after their appearance in The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask'.Peahats will fly around the area aimlessly. If a player is close by, they will grow their leaves and try to fly into them, slashing and damaging them. Peahats can also spawn Peahat Larvae, which will home in on the player before exploding. They have moderately high health, but are relatively easy to defeat.
		Peahats are flower-like creatures that appear as enemies in the The Legend of Zelda series. Their abilities and attack patters are different from game to game, but they have the ability to fly by spinning their leaves and spit out larvae. In Super Smash Bros., Peahats are designed after their appearance in The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask'.Peahats will fly around the area aimlessly. If a player is close by, they will grow their leaves and try to fly into them, slashing and damaging them. Peahats can also spawn Peahat Larvae, which will home in on the player before exploding. They have moderately high health, but are relatively easy to defeat.	Peahats are flower-like creatures that appear as enemies in the The Legend of Zelda series. Their abilities and attack patters are different from game to game, but they have the ability to fly by spinning their leaves and spit out larvae. In Super Smash Bros., Peahats are designed after their appearance in The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask'.Peahats will fly around the area aimlessly. If a player is close by, they will grow their leaves and try to fly into them, slashing and damaging them. Peahats can also spawn Peahat Larvae, which will home in on the player before exploding. They have moderately high health, but are relatively easy to defeat.
Peek-a-BoomWario Land: Shake It! (2008)
		Peek-a-Booms are uncommon enemies that appear in Wario Land: Shake It!. They will appear and throw bombs at Wario, which will explode shortly after being deployed. However, these bombs can be used against other enemies. Peek-a-Booms will disappear if Wario tries to attack it, so he must stun them with an Earthshake Punch before he can defeat it.Peek-a-Booms will constantly appear and disappear around the player, and can throw two types of bombs; black bombs will explode after a short time, while red flashing bombs will explode on impact. They aren't difficult to defeat, but the player must be quick to attack them before they disappear.	Peek-a-Booms are uncommon enemies that appear in Wario Land: Shake It!. They will appear and throw bombs at Wario, which will explode shortly after being deployed. However, these bombs can be used against other enemies. Peek-a-Booms will disappear if Wario tries to attack it, so he must stun them with an Earthshake Punch before he can defeat it.Peek-a-Booms will constantly appear and disappear around the player, and can throw two types of bombs; black bombs will explode after a short time, while red flashing bombs will explode on impact. They aren't difficult to defeat, but the player must be quick to attack them before they disappear.
		Peek-a-Booms are uncommon enemies that appear in Wario Land: Shake It!. They will appear and throw bombs at Wario, which will explode shortly after being deployed. However, these bombs can be used against other enemies. Peek-a-Booms will disappear if Wario tries to attack it, so he must stun them with an Earthshake Punch before he can defeat it.Peek-a-Booms will constantly appear and disappear around the player, and can throw two types of bombs; black bombs will explode after a short time, while red flashing bombs will explode on impact. They aren't difficult to defeat, but the player must be quick to attack them before they disappear.	Peek-a-Booms are uncommon enemies that appear in Wario Land: Shake It!. They will appear and throw bombs at Wario, which will explode shortly after being deployed. However, these bombs can be used against other enemies. Peek-a-Booms will disappear if Wario tries to attack it, so he must stun them with an Earthshake Punch before he can defeat it.Peek-a-Booms will constantly appear and disappear around the player, and can throw two types of bombs; black bombs will explode after a short time, while red flashing bombs will explode on impact. They aren't difficult to defeat, but the player must be quick to attack them before they disappear.
PepMario & Luigi: Bowser's Inside Story (2009)
		Peps are enemies encountered within Bowser's body in Mario & Luigi: Bowser's Inside Story. There are three types of Peps, each with their own color. SPEED Peps have a high SPEED state and attack Mario and Luigi by dashing into them. POW Pepes have the highest POW stat and attack them with punches. Finally, DEF Peps have the highest DEF stat, but won't attack at all. If Mario or Luigi attack them, they'll turn into another Pep.Any of the three Peps can be encountered. They all have the same health, though DEF Peps will take less damage. SPEED Peps attack players by dashing straight at them, while POW Peps attack by throwing heavy punches. Like in their original debut, a strong attack against a Pep causes them to turn into another Pep.	Peps are enemies encountered within Bowser's body in Mario & Luigi: Bowser's Inside Story. There are three types of Peps, each with their own color. SPEED Peps have a high SPEED state and attack Mario and Luigi by dashing into them. POW Pepes have the highest POW stat and attack them with punches. Finally, DEF Peps have the highest DEF stat, but won't attack at all. If Mario or Luigi attack them, they'll turn into another Pep.Any of the three Peps can be encountered. They all have the same health, though DEF Peps will take less damage. SPEED Peps attack players by dashing straight at them, while POW Peps attack by throwing heavy punches. Like in their original debut, a strong attack against a Pep causes them to turn into another Pep.
		Peps are enemies encountered within Bowser's body in Mario & Luigi: Bowser's Inside Story. There are three types of Peps, each with their own color. SPEED Peps have a high SPEED state and attack Mario and Luigi by dashing into them. POW Pepes have the highest POW stat and attack them with punches. Finally, DEF Peps have the highest DEF stat, but won't attack at all. If Mario or Luigi attack them, they'll turn into another Pep.Any of the three Peps can be encountered. They all have the same health, though DEF Peps will take less damage. SPEED Peps attack players by dashing straight at them, while POW Peps attack by throwing heavy punches. Like in their original debut, a strong attack against a Pep causes them to turn into another Pep.	Peps are enemies encountered within Bowser's body in Mario & Luigi: Bowser's Inside Story. There are three types of Peps, each with their own color. SPEED Peps have a high SPEED state and attack Mario and Luigi by dashing into them. POW Pepes have the highest POW stat and attack them with punches. Finally, DEF Peps have the highest DEF stat, but won't attack at all. If Mario or Luigi attack them, they'll turn into another Pep.Any of the three Peps can be encountered. They all have the same health, though DEF Peps will take less damage. SPEED Peps attack players by dashing straight at them, while POW Peps attack by throwing heavy punches. Like in their original debut, a strong attack against a Pep causes them to turn into another Pep.
PiderPaper Mario: The Thousand-Year Door (2004)
		Piders are monochrome-colored spider enemies that appear in Paper Mario: The Thousand-Year Door. They hang from webs attached to ceilings and can scare Punies away. Their main attack is spitting web wads at Mario or his partner; they can either spit one wad or three wads consecutively.Piders are always found in areas with ceilings, as they hang from strands of web attached to them. If a player is in range, they will try to spit web wads at them. If attacked, they will be knocked off of their web strand and be stunned for a bit, before getting back up and forming another web strand. This makes them easy to KO despite their moderate health.	Piders are monochrome-colored spider enemies that appear in Paper Mario: The Thousand-Year Door. They hang from webs attached to ceilings and can scare Punies away. Their main attack is spitting web wads at Mario or his partner; they can either spit one wad or three wads consecutively.Piders are always found in areas with ceilings, as they hang from strands of web attached to them. If a player is in range, they will try to spit web wads at them. If attacked, they will be knocked off of their web strand and be stunned for a bit, before getting back up and forming another web strand. This makes them easy to KO despite their moderate health.
		Piders are monochrome-colored spider enemies that appear in Paper Mario: The Thousand-Year Door. They hang from webs attached to ceilings and can scare Punies away. Their main attack is spitting web wads at Mario or his partner; they can either spit one wad or three wads consecutively.Piders are always found in areas with ceilings, as they hang from strands of web attached to them. If a player is in range, they will try to spit web wads at them. If attacked, they will be knocked off of their web strand and be stunned for a bit, before getting back up and forming another web strand. This makes them easy to KO despite their moderate health.	Piders are monochrome-colored spider enemies that appear in Paper Mario: The Thousand-Year Door. They hang from webs attached to ceilings and can scare Punies away. Their main attack is spitting web wads at Mario or his partner; they can either spit one wad or three wads consecutively.Piders are always found in areas with ceilings, as they hang from strands of web attached to them. If a player is in range, they will try to spit web wads at them. If attacked, they will be knocked off of their web strand and be stunned for a bit, before getting back up and forming another web strand. This makes them easy to KO despite their moderate health.
Piglin BruteMinecraft (2011)
		Piglin Brutes, are hostile mobs that spawn in the Nether. As their name suggests, they are larger, stronger versions of Piglins also found in the Nether., and spawn in bastion remnants. They can attack players head-on, but will also gang up on players if other nearby Piglins or Piglin Brutes are damaged. They often have armor and wield a golden axe they use for combat.Piglin Brutes have a lot of health, and will attack nearby players with their axe, which can do heavy damage and knockback. While this attack is short-ranged, they are fast and can quickly catch up to players. They may also spawn around Zombified Piglins, and if one of them is attacked, the Piglin Brute will also join ganging up on the player.	Piglin Brutes, are hostile mobs that spawn in the Nether. As their name suggests, they are larger, stronger versions of Piglins also found in the Nether., and spawn in bastion remnants. They can attack players head-on, but will also gang up on players if other nearby Piglins or Piglin Brutes are damaged. They often have armor and wield a golden axe they use for combat.Piglin Brutes have a lot of health, and will attack nearby players with their axe, which can do heavy damage and knockback. While this attack is short-ranged, they are fast and can quickly catch up to players. They may also spawn around Zombified Piglins, and if one of them is attacked, the Piglin Brute will also join ganging up on the player.
		Piglin Brutes, are hostile mobs that spawn in the Nether. As their name suggests, they are larger, stronger versions of Piglins also found in the Nether., and spawn in bastion remnants. They can attack players head-on, but will also gang up on players if other nearby Piglins or Piglin Brutes are damaged. They often have armor and wield a golden axe they use for combat.Piglin Brutes have a lot of health, and will attack nearby players with their axe, which can do heavy damage and knockback. While this attack is short-ranged, they are fast and can quickly catch up to players. They may also spawn around Zombified Piglins, and if one of them is attacked, the Piglin Brute will also join ganging up on the player.	Piglin Brutes, are hostile mobs that spawn in the Nether. As their name suggests, they are larger, stronger versions of Piglins also found in the Nether., and spawn in bastion remnants. They can attack players head-on, but will also gang up on players if other nearby Piglins or Piglin Brutes are damaged. They often have armor and wield a golden axe they use for combat.Piglin Brutes have a lot of health, and will attack nearby players with their axe, which can do heavy damage and knockback. While this attack is short-ranged, they are fast and can quickly catch up to players. They may also spawn around Zombified Piglins, and if one of them is attacked, the Piglin Brute will also join ganging up on the player.
Plasma WispKirby Super Star (1996)
		Plasma Wisps are enemies that appear in the Kirby series, resembling green balls of electricity with gloves. They will fly around Kirby and can attack him with plasma projectiles, hence their name. They will give Kirby the Plasma ability if inhaled.When a Plasma Wisp is encountered, it will float around the player, charging up energy. Its attack can enter one of three power levels depending on how long it is charged; the initial attack is a small, short-ranged projectile, the second attack is a more damaging beam, and the third attack is a large, plasma orb that deals heavy damage and knockback. Plasma Wisps have moderate health as well, making them formidable foes.	Plasma Wisps are enemies that appear in the Kirby series, resembling green balls of electricity with gloves. They will fly around Kirby and can attack him with plasma projectiles, hence their name. They will give Kirby the Plasma ability if inhaled.When a Plasma Wisp is encountered, it will float around the player, charging up energy. Its attack can enter one of three power levels depending on how long it is charged; the initial attack is a small, short-ranged projectile, the second attack is a more damaging beam, and the third attack is a large, plasma orb that deals heavy damage and knockback. Plasma Wisps have moderate health as well, making them formidable foes.
		Plasma Wisps are enemies that appear in the Kirby series, resembling green balls of electricity with gloves. They will fly around Kirby and can attack him with plasma projectiles, hence their name. They will give Kirby the Plasma ability if inhaled.When a Plasma Wisp is encountered, it will float around the player, charging up energy. Its attack can enter one of three power levels depending on how long it is charged; the initial attack is a small, short-ranged projectile, the second attack is a more damaging beam, and the third attack is a large, plasma orb that deals heavy damage and knockback. Plasma Wisps have moderate health as well, making them formidable foes.	Plasma Wisps are enemies that appear in the Kirby series, resembling green balls of electricity with gloves. They will fly around Kirby and can attack him with plasma projectiles, hence their name. They will give Kirby the Plasma ability if inhaled.When a Plasma Wisp is encountered, it will float around the player, charging up energy. Its attack can enter one of three power levels depending on how long it is charged; the initial attack is a small, short-ranged projectile, the second attack is a more damaging beam, and the third attack is a large, plasma orb that deals heavy damage and knockback. Plasma Wisps have moderate health as well, making them formidable foes.
PlixoKid Icarus: Uprising (2012)
		Plixos are square entities that appear as enemies in Kid Icarus: Uprising. They don't attack Pit, making them easy to defeat. However, if he flies into one, he will take damage.Plixos remain stationary in midair. They won't actively attack fighters, but they will damage them on contact. As such, projectiles are recommended for damaging them. They have high health and launch resistance, making them difficult to defeat for fighters who have no projectile attacks.	Plixos are square entities that appear as enemies in Kid Icarus: Uprising. They don't attack Pit, making them easy to defeat. However, if he flies into one, he will take damage.Plixos remain stationary in midair. They won't actively attack fighters, but they will damage them on contact. As such, projectiles are recommended for damaging them. They have high health and launch resistance, making them difficult to defeat for fighters who have no projectile attacks.
		Plixos are square entities that appear as enemies in Kid Icarus: Uprising. They don't attack Pit, making them easy to defeat. However, if he flies into one, he will take damage.Plixos remain stationary in midair. They won't actively attack fighters, but they will damage them on contact. As such, projectiles are recommended for damaging them. They have high health and launch resistance, making them difficult to defeat for fighters who have no projectile attacks.	Plixos are square entities that appear as enemies in Kid Icarus: Uprising. They don't attack Pit, making them easy to defeat. However, if he flies into one, he will take damage.Plixos remain stationary in midair. They won't actively attack fighters, but they will damage them on contact. As such, projectiles are recommended for damaging them. They have high health and launch resistance, making them difficult to defeat for fighters who have no projectile attacks.
PointanMega Man 10 (2010)
		Pointans are enemies resembling mouse cursors that apear in Mega Man 10. To attack, they will drag across an area to create projectiles, which they will send at Mega Man. They have low health and can be defeated easily.When Pointans are encountered, they will quickly float around the area, dragging across open spaces to create projectiles and launch them at fighters. Though they have low health, these projectiles can deal heavy damage and knockback.	Pointans are enemies resembling mouse cursors that apear in Mega Man 10. To attack, they will drag across an area to create projectiles, which they will send at Mega Man. They have low health and can be defeated easily.When Pointans are encountered, they will quickly float around the area, dragging across open spaces to create projectiles and launch them at fighters. Though they have low health, these projectiles can deal heavy damage and knockback.
		Pointans are enemies resembling mouse cursors that apear in Mega Man 10. To attack, they will drag across an area to create projectiles, which they will send at Mega Man. They have low health and can be defeated easily.When Pointans are encountered, they will quickly float around the area, dragging across open spaces to create projectiles and launch them at fighters. Though they have low health, these projectiles can deal heavy damage and knockback.	Pointans are enemies resembling mouse cursors that apear in Mega Man 10. To attack, they will drag across an area to create projectiles, which they will send at Mega Man. They have low health and can be defeated easily.When Pointans are encountered, they will quickly float around the area, dragging across open spaces to create projectiles and launch them at fighters. Though they have low health, these projectiles can deal heavy damage and knockback.
Pointy TucksDonkey Kong Country: Tropical Freeze (2014)
		Pointy Tuckses are penguin enemies that appear in Donkey Kong Country: Tropical Freeze, and are among the most common troops in the Snowmads. They only move around and won't try to attack the Kongs, but they do wear spiked helmets that damage them if they try to jump on them. Therefore, rolling attacks or projectiles are more preferred methods of defeating them.When a player is nearby, a Pointy Tucks will charge at them with its spiked helmet, damaging them. If it hits a wall, it will become stuck for a short time. They have ,ow health, and can be defeated with a few attacks. However, contact with its spiked helmet will damage players.	Pointy Tuckses are penguin enemies that appear in Donkey Kong Country: Tropical Freeze, and are among the most common troops in the Snowmads. They only move around and won't try to attack the Kongs, but they do wear spiked helmets that damage them if they try to jump on them. Therefore, rolling attacks or projectiles are more preferred methods of defeating them.When a player is nearby, a Pointy Tucks will charge at them with its spiked helmet, damaging them. If it hits a wall, it will become stuck for a short time. They have ,ow health, and can be defeated with a few attacks. However, contact with its spiked helmet will damage players.
		Pointy Tuckses are penguin enemies that appear in Donkey Kong Country: Tropical Freeze, and are among the most common troops in the Snowmads. They only move around and won't try to attack the Kongs, but they do wear spiked helmets that damage them if they try to jump on them. Therefore, rolling attacks or projectiles are more preferred methods of defeating them.When a player is nearby, a Pointy Tucks will charge at them with its spiked helmet, damaging them. If it hits a wall, it will become stuck for a short time. They have ,ow health, and can be defeated with a few attacks. However, contact with its spiked helmet will damage players.	Pointy Tuckses are penguin enemies that appear in Donkey Kong Country: Tropical Freeze, and are among the most common troops in the Snowmads. They only move around and won't try to attack the Kongs, but they do wear spiked helmets that damage them if they try to jump on them. Therefore, rolling attacks or projectiles are more preferred methods of defeating them.When a player is nearby, a Pointy Tucks will charge at them with its spiked helmet, damaging them. If it hits a wall, it will become stuck for a short time. They have ,ow health, and can be defeated with a few attacks. However, contact with its spiked helmet will damage players.
PookaDig-Dug (1982)
		Pookas are tiny red enemies with goggles that first debuted in Dig Dug. They were one of the main enemies, though later started appearing in the PAC-MAN series. Their first appearance in the series was PAC-MAN WORLD, and would be used as the main enemies for subsequent titles.Pookas will ambush players from underground or through walls, though their goggles are visible before they appear. To attack, they bounce across the ground; this doesn't damage players, but can cause them to trip. If attacked, they will be stunned for a short time and expand a bit. They will continue expanding if hit by more attacks, eventually popping, releasing Stat Boosts and damaging any enemies in the radius. If left alone for a bit after being attacked, they will slowly deflate before returning to normal.	Pookas are tiny red enemies with goggles that first debuted in Dig Dug. They were one of the main enemies, though later started appearing in the PAC-MAN series. Their first appearance in the series was PAC-MAN WORLD, and would be used as the main enemies for subsequent titles.Pookas will ambush players from underground or through walls, though their goggles are visible before they appear. To attack, they bounce across the ground; this doesn't damage players, but can cause them to trip. If attacked, they will be stunned for a short time and expand a bit. They will continue expanding if hit by more attacks, eventually popping, releasing Stat Boosts and damaging any enemies in the radius. If left alone for a bit after being attacked, they will slowly deflate before returning to normal.
		Pookas are tiny red enemies with goggles that first debuted in Dig Dug. They were one of the main enemies, though later started appearing in the PAC-MAN series. Their first appearance in the series was PAC-MAN WORLD, and would be used as the main enemies for subsequent titles.Pookas will ambush players from underground or through walls, though their goggles are visible before they appear. To attack, they bounce across the ground; this doesn't damage players, but can cause them to trip. If attacked, they will be stunned for a short time and expand a bit. They will continue expanding if hit by more attacks, eventually popping, releasing Stat Boosts and damaging any enemies in the radius. If left alone for a bit after being attacked, they will slowly deflate before returning to normal.	Pookas are tiny red enemies with goggles that first debuted in Dig Dug. They were one of the main enemies, though later started appearing in the PAC-MAN series. Their first appearance in the series was PAC-MAN WORLD, and would be used as the main enemies for subsequent titles.Pookas will ambush players from underground or through walls, though their goggles are visible before they appear. To attack, they bounce across the ground; this doesn't damage players, but can cause them to trip. If attacked, they will be stunned for a short time and expand a bit. They will continue expanding if hit by more attacks, eventually popping, releasing Stat Boosts and damaging any enemies in the radius. If left alone for a bit after being attacked, they will slowly deflate before returning to normal.
PrimidSuper Smash Bros. Brawl (2008)
		Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are the most common enemies in the game, being created from Shadow Bugs extracted from Mr. Game & Watch. Primids will challenge players man-to-man, using various punches and kicks to attack. However, they have moderately low health and can be defeated easily.	Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are the most common enemies in the game, being created from Shadow Bugs extracted from Mr. Game & Watch. Primids will challenge players man-to-man, using various punches and kicks to attack. However, they have moderately low health and can be defeated easily.
		Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are the most common enemies in the game, being created from Shadow Bugs extracted from Mr. Game & Watch. Primids will challenge players man-to-man, using various punches and kicks to attack. However, they have moderately low health and can be defeated easily.	Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are the most common enemies in the game, being created from Shadow Bugs extracted from Mr. Game & Watch. Primids will challenge players man-to-man, using various punches and kicks to attack. However, they have moderately low health and can be defeated easily.
Psycho CarMOTHER (1989)
		Psycho Cars are enemies that appear in MOTHER that, as their name suggests, resemble cars. It has the ability to disable Ninten by expelling smoke from its exhaust fumes, incapacitating him for a few turns. Similar enemies called Mad Taxis appear in EarthBound.Psycho Cars are formidable enemies, sporting high health and launch resistance. They quickly move around the area, attacking any fighters in their way. They can also perform donuts that inflict paralysis on fighters, as well as jump to ram into any that are airborne.	Psycho Cars are enemies that appear in MOTHER that, as their name suggests, resemble cars. It has the ability to disable Ninten by expelling smoke from its exhaust fumes, incapacitating him for a few turns. Similar enemies called Mad Taxis appear in EarthBound.Psycho Cars are formidable enemies, sporting high health and launch resistance. They quickly move around the area, attacking any fighters in their way. They can also perform donuts that inflict paralysis on fighters, as well as jump to ram into any that are airborne.
		Psycho Cars are enemies that appear in MOTHER that, as their name suggests, resemble cars. It has the ability to disable Ninten by expelling smoke from its exhaust fumes, incapacitating him for a few turns. Similar enemies called Mad Taxis appear in EarthBound.Psycho Cars are formidable enemies, sporting high health and launch resistance. They quickly move around the area, attacking any fighters in their way. They can also perform donuts that inflict paralysis on fighters, as well as jump to ram into any that are airborne.	Psycho Cars are enemies that appear in MOTHER that, as their name suggests, resemble cars. It has the ability to disable Ninten by expelling smoke from its exhaust fumes, incapacitating him for a few turns. Similar enemies called Mad Taxis appear in EarthBound.Psycho Cars are formidable enemies, sporting high health and launch resistance. They quickly move around the area, attacking any fighters in their way. They can also perform donuts that inflict paralysis on fighters, as well as jump to ram into any that are airborne.
PuffstoolPikmin (2001)
		The Puffstool is a large, mushroom-like creature that appears once in Pikmin, found in the Forest Navel. Its head is protected by its mushroom cap, so only its yellow body can be attacked. It enough Pikmin attack, it will be knocked over, leaving it vulnerable. However, it can attack by spreading spores that turn Pikmin into Mushroom Pikmin, and will damage Olimar and his Pikmin.The Puffstool is a large enemy, with equally as much health. If a player attacks it, it will begin running away, though it will sometimes trip over and leave itself vulnerable for awhile. While it doesn't use its sole attack often, when it spreads it spores around its body, it will both deal heavy damage to the player as well as lower their stats. Only their yellow body can be damaged, as their mushroom cap is immune to damage.	The Puffstool is a large, mushroom-like creature that appears once in Pikmin, found in the Forest Navel. Its head is protected by its mushroom cap, so only its yellow body can be attacked. It enough Pikmin attack, it will be knocked over, leaving it vulnerable. However, it can attack by spreading spores that turn Pikmin into Mushroom Pikmin, and will damage Olimar and his Pikmin.The Puffstool is a large enemy, with equally as much health. If a player attacks it, it will begin running away, though it will sometimes trip over and leave itself vulnerable for awhile. While it doesn't use its sole attack often, when it spreads it spores around its body, it will both deal heavy damage to the player as well as lower their stats. Only their yellow body can be damaged, as their mushroom cap is immune to damage.
		The Puffstool is a large, mushroom-like creature that appears once in Pikmin, found in the Forest Navel. Its head is protected by its mushroom cap, so only its yellow body can be attacked. It enough Pikmin attack, it will be knocked over, leaving it vulnerable. However, it can attack by spreading spores that turn Pikmin into Mushroom Pikmin, and will damage Olimar and his Pikmin.The Puffstool is a large enemy, with equally as much health. If a player attacks it, it will begin running away, though it will sometimes trip over and leave itself vulnerable for awhile. While it doesn't use its sole attack often, when it spreads it spores around its body, it will both deal heavy damage to the player as well as lower their stats. Only their yellow body can be damaged, as their mushroom cap is immune to damage.	The Puffstool is a large, mushroom-like creature that appears once in Pikmin, found in the Forest Navel. Its head is protected by its mushroom cap, so only its yellow body can be attacked. It enough Pikmin attack, it will be knocked over, leaving it vulnerable. However, it can attack by spreading spores that turn Pikmin into Mushroom Pikmin, and will damage Olimar and his Pikmin.The Puffstool is a large enemy, with equally as much health. If a player attacks it, it will begin running away, though it will sometimes trip over and leave itself vulnerable for awhile. While it doesn't use its sole attack often, when it spreads it spores around its body, it will both deal heavy damage to the player as well as lower their stats. Only their yellow body can be damaged, as their mushroom cap is immune to damage.
Pyroclasmic SloochPikmin 3 (2013)
		Pyroclasmic Slooches are slug-like creatures that appear in Pikmin 3. It is covered in combustible slime, which it leaves behind when it moves. It can ignite istelf on fire at will using this slime. Because of this, Red Pikmin are usually recommended to attack it.Pyroclasmic Slooches are fairly large enemies, and sport equally high health. They will slowly move along the area, leaving behind slime that can sometimes cause fighters to slip. They won't attack fighters directly, but they will sometimes ignite themselves in flames, heavily damaging fighters if they touch it. They are notably weak to ice attacks.	Pyroclasmic Slooches are slug-like creatures that appear in Pikmin 3. It is covered in combustible slime, which it leaves behind when it moves. It can ignite istelf on fire at will using this slime. Because of this, Red Pikmin are usually recommended to attack it.Pyroclasmic Slooches are fairly large enemies, and sport equally high health. They will slowly move along the area, leaving behind slime that can sometimes cause fighters to slip. They won't attack fighters directly, but they will sometimes ignite themselves in flames, heavily damaging fighters if they touch it. They are notably weak to ice attacks.
		Pyroclasmic Slooches are slug-like creatures that appear in Pikmin 3. It is covered in combustible slime, which it leaves behind when it moves. It can ignite istelf on fire at will using this slime. Because of this, Red Pikmin are usually recommended to attack it.Pyroclasmic Slooches are fairly large enemies, and sport equally high health. They will slowly move along the area, leaving behind slime that can sometimes cause fighters to slip. They won't attack fighters directly, but they will sometimes ignite themselves in flames, heavily damaging fighters if they touch it. They are notably weak to ice attacks.	Pyroclasmic Slooches are slug-like creatures that appear in Pikmin 3. It is covered in combustible slime, which it leaves behind when it moves. It can ignite istelf on fire at will using this slime. Because of this, Red Pikmin are usually recommended to attack it.Pyroclasmic Slooches are fairly large enemies, and sport equally high health. They will slowly move along the area, leaving behind slime that can sometimes cause fighters to slip. They won't attack fighters directly, but they will sometimes ignite themselves in flames, heavily damaging fighters if they touch it. They are notably weak to ice attacks.
R.O.B. BlasterSuper Smash Bros. Brawl (2008)
		R.O.B. Blasters are members of the Tribe of Ancients that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They resemble R.O.B.'s North American coloration. They are either standing on the ground stationary or floating in midair, and will attack fighters from afar by firing lasers at them. They deal considerable damage, but the R.O.B. Blasters have a slow fire rate and are easy to attack.	R.O.B. Blasters are members of the Tribe of Ancients that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They resemble R.O.B.'s North American coloration. They are either standing on the ground stationary or floating in midair, and will attack fighters from afar by firing lasers at them. They deal considerable damage, but the R.O.B. Blasters have a slow fire rate and are easy to attack.
		R.O.B. Blasters are members of the Tribe of Ancients that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They resemble R.O.B.'s North American coloration. They are either standing on the ground stationary or floating in midair, and will attack fighters from afar by firing lasers at them. They deal considerable damage, but the R.O.B. Blasters have a slow fire rate and are easy to attack.	R.O.B. Blasters are members of the Tribe of Ancients that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They resemble R.O.B.'s North American coloration. They are either standing on the ground stationary or floating in midair, and will attack fighters from afar by firing lasers at them. They deal considerable damage, but the R.O.B. Blasters have a slow fire rate and are easy to attack.
R.O.B. LauncherSuper Smash Bros. Brawl (2008)
		R.O.B. Launchers are members of the Tribe of Ancients that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are always stationary, and will fire a missile from their heads that home in on opponents and explode on impact. They have a very slow fire rate however, and if the missile can be guided back to them, it will damage the R.O.B. Launcher.	R.O.B. Launchers are members of the Tribe of Ancients that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are always stationary, and will fire a missile from their heads that home in on opponents and explode on impact. They have a very slow fire rate however, and if the missile can be guided back to them, it will damage the R.O.B. Launcher.
		R.O.B. Launchers are members of the Tribe of Ancients that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are always stationary, and will fire a missile from their heads that home in on opponents and explode on impact. They have a very slow fire rate however, and if the missile can be guided back to them, it will damage the R.O.B. Launcher.	R.O.B. Launchers are members of the Tribe of Ancients that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are always stationary, and will fire a missile from their heads that home in on opponents and explode on impact. They have a very slow fire rate however, and if the missile can be guided back to them, it will damage the R.O.B. Launcher.
R.O.B. SentrySuper Smash Bros. Brawl (2008)
		R.O.B. Sentries are members of the Tribe of Ancients that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They resemble R.O.B.'s Japanese coloration. They attack by approaching fighters and punching them, dealing minor damage. They can also float around to attack airborne fighters. They have moderate health, but are among the easier enemies to defeat.	R.O.B. Sentries are members of the Tribe of Ancients that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They resemble R.O.B.'s Japanese coloration. They attack by approaching fighters and punching them, dealing minor damage. They can also float around to attack airborne fighters. They have moderate health, but are among the easier enemies to defeat.
		R.O.B. Sentries are members of the Tribe of Ancients that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They resemble R.O.B.'s Japanese coloration. They attack by approaching fighters and punching them, dealing minor damage. They can also float around to attack airborne fighters. They have moderate health, but are among the easier enemies to defeat.	R.O.B. Sentries are members of the Tribe of Ancients that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They resemble R.O.B.'s Japanese coloration. They attack by approaching fighters and punching them, dealing minor damage. They can also float around to attack airborne fighters. They have moderate health, but are among the easier enemies to defeat.
RecapitatorWario Land: Shake It! (2008)
		Recapitators are skeletal enemies that appear in Wario Land: Shake It!. Their main attack is taking off their head and throwing it at Wario, which will return to it like a boomerang. The spikes on their head make it impossible to jump on them, though Wario can attack it after its head is thrown, destroying the body and defeating the head.Recapitaors have high health and launch resistance at first, but after they use their throwing head attack, they are much more vulnerable to damage. After being defeated, the Recapitator's head can then be picked up and uses as an item against other enemies.	Recapitators are skeletal enemies that appear in Wario Land: Shake It!. Their main attack is taking off their head and throwing it at Wario, which will return to it like a boomerang. The spikes on their head make it impossible to jump on them, though Wario can attack it after its head is thrown, destroying the body and defeating the head.Recapitaors have high health and launch resistance at first, but after they use their throwing head attack, they are much more vulnerable to damage. After being defeated, the Recapitator's head can then be picked up and uses as an item against other enemies.
		Recapitators are skeletal enemies that appear in Wario Land: Shake It!. Their main attack is taking off their head and throwing it at Wario, which will return to it like a boomerang. The spikes on their head make it impossible to jump on them, though Wario can attack it after its head is thrown, destroying the body and defeating the head.Recapitaors have high health and launch resistance at first, but after they use their throwing head attack, they are much more vulnerable to damage. After being defeated, the Recapitator's head can then be picked up and uses as an item against other enemies.	Recapitators are skeletal enemies that appear in Wario Land: Shake It!. Their main attack is taking off their head and throwing it at Wario, which will return to it like a boomerang. The spikes on their head make it impossible to jump on them, though Wario can attack it after its head is thrown, destroying the body and defeating the head.Recapitaors have high health and launch resistance at first, but after they use their throwing head attack, they are much more vulnerable to damage. After being defeated, the Recapitator's head can then be picked up and uses as an item against other enemies.
Red BulborbPikmin (2001)
		Red Bulborbs are common enemies in the Pikmin series. It is a nocrurnal creature that sleeps during the day, and will hunt at night. It is also a natural predator to Pikmin. There are many other types of Bulborbs, all of which are apart of the Grub-dog family.Bulborbs are massive enemies that have high health and launch resistance. If it spots a fighter, it will charge at them and perform a number of attacks, from biting them, to stomping on them, to slamming them with its rear. It may also try to jump and bite at fighters above itself.	Red Bulborbs are common enemies in the Pikmin series. It is a nocrurnal creature that sleeps during the day, and will hunt at night. It is also a natural predator to Pikmin. There are many other types of Bulborbs, all of which are apart of the Grub-dog family.Bulborbs are massive enemies that have high health and launch resistance. If it spots a fighter, it will charge at them and perform a number of attacks, from biting them, to stomping on them, to slamming them with its rear. It may also try to jump and bite at fighters above itself.
		Red Bulborbs are common enemies in the Pikmin series. It is a nocrurnal creature that sleeps during the day, and will hunt at night. It is also a natural predator to Pikmin. There are many other types of Bulborbs, all of which are apart of the Grub-dog family.Bulborbs are massive enemies that have high health and launch resistance. If it spots a fighter, it will charge at them and perform a number of attacks, from biting them, to stomping on them, to slamming them with its rear. It may also try to jump and bite at fighters above itself.	Red Bulborbs are common enemies in the Pikmin series. It is a nocrurnal creature that sleeps during the day, and will hunt at night. It is also a natural predator to Pikmin. There are many other types of Bulborbs, all of which are apart of the Grub-dog family.Bulborbs are massive enemies that have high health and launch resistance. If it spots a fighter, it will charge at them and perform a number of attacks, from biting them, to stomping on them, to slamming them with its rear. It may also try to jump and bite at fighters above itself.
ReoMetroid (1986)
		Reos are creatures native to Planet Zebes that appear in the Metroid series. In most appearaces, they stay stationary until they see a threat, where they will swoop down repeatedly and strike with their claws. They can be defeated with a few shots from Samus' arm cannon.When encountered, Reos will fly slowly through the air. If they see a player, it will swoop down and scrape its claws across the ground, damaging them multiple times before launching them. They can be defeated easily thanks to their low health and slow movement.	Reos are creatures native to Planet Zebes that appear in the Metroid series. In most appearaces, they stay stationary until they see a threat, where they will swoop down repeatedly and strike with their claws. They can be defeated with a few shots from Samus' arm cannon.When encountered, Reos will fly slowly through the air. If they see a player, it will swoop down and scrape its claws across the ground, damaging them multiple times before launching them. They can be defeated easily thanks to their low health and slow movement.
		Reos are creatures native to Planet Zebes that appear in the Metroid series. In most appearaces, they stay stationary until they see a threat, where they will swoop down repeatedly and strike with their claws. They can be defeated with a few shots from Samus' arm cannon.When encountered, Reos will fly slowly through the air. If they see a player, it will swoop down and scrape its claws across the ground, damaging them multiple times before launching them. They can be defeated easily thanks to their low health and slow movement.	Reos are creatures native to Planet Zebes that appear in the Metroid series. In most appearaces, they stay stationary until they see a threat, where they will swoop down repeatedly and strike with their claws. They can be defeated with a few shots from Samus' arm cannon.When encountered, Reos will fly slowly through the air. If they see a player, it will swoop down and scrape its claws across the ground, damaging them multiple times before launching them. They can be defeated easily thanks to their low health and slow movement.
Reptilicus HunterMetroid Prime 3: Corruption (2007)
		Reptilicus Hunters are enemies that appear in Metroid Pime 3: Corruption. Native to the planet Bryyo, they are yellow lizard-like beings who travel in packs to hunt down prey. They used to be an intelligent, thriving species, but war that waged across the planet caused them to devolve into savage animals.Reptilicus Hunters have quite a bit of health and can be difficult to take down. They have two attacks, either swinging an energy whip at close-range opponents or throwing the chakram around their necks at opponents farther away, both of which deal electric damage. They also have the ability to turn invisible and reappear somewhere else, leaving them intangible for a short time.	Reptilicus Hunters are enemies that appear in Metroid Pime 3: Corruption. Native to the planet Bryyo, they are yellow lizard-like beings who travel in packs to hunt down prey. They used to be an intelligent, thriving species, but war that waged across the planet caused them to devolve into savage animals.Reptilicus Hunters have quite a bit of health and can be difficult to take down. They have two attacks, either swinging an energy whip at close-range opponents or throwing the chakram around their necks at opponents farther away, both of which deal electric damage. They also have the ability to turn invisible and reappear somewhere else, leaving them intangible for a short time.
		Reptilicus Hunters are enemies that appear in Metroid Pime 3: Corruption. Native to the planet Bryyo, they are yellow lizard-like beings who travel in packs to hunt down prey. They used to be an intelligent, thriving species, but war that waged across the planet caused them to devolve into savage animals.Reptilicus Hunters have quite a bit of health and can be difficult to take down. They have two attacks, either swinging an energy whip at close-range opponents or throwing the chakram around their necks at opponents farther away, both of which deal electric damage. They also have the ability to turn invisible and reappear somewhere else, leaving them intangible for a short time.	Reptilicus Hunters are enemies that appear in Metroid Pime 3: Corruption. Native to the planet Bryyo, they are yellow lizard-like beings who travel in packs to hunt down prey. They used to be an intelligent, thriving species, but war that waged across the planet caused them to devolve into savage animals.Reptilicus Hunters have quite a bit of health and can be difficult to take down. They have two attacks, either swinging an energy whip at close-range opponents or throwing the chakram around their necks at opponents farther away, both of which deal electric damage. They also have the ability to turn invisible and reappear somewhere else, leaving them intangible for a short time.
RexSuper Mario World (1991)
		Rexes are dragon creatures that appear as enemies in Super Mario World. They are pretty easy to defeat, as only two stomps will dispatch one. However, after the first stomp, they will become flattened and move twice as fast, making it harder to catch them.Rexes are some of the larger enemies in the game, and sport a lot of health to boot. They can attack by swiping their claws or ramming into players with their horns. Initially, they also have launch resistance. However, by jumping on them, they will become flattened. This not only deals a lot of damage, but also removes their launch resistance, making them easier to deal with.	Rexes are dragon creatures that appear as enemies in Super Mario World. They are pretty easy to defeat, as only two stomps will dispatch one. However, after the first stomp, they will become flattened and move twice as fast, making it harder to catch them.Rexes are some of the larger enemies in the game, and sport a lot of health to boot. They can attack by swiping their claws or ramming into players with their horns. Initially, they also have launch resistance. However, by jumping on them, they will become flattened. This not only deals a lot of damage, but also removes their launch resistance, making them easier to deal with.
		Rexes are dragon creatures that appear as enemies in Super Mario World. They are pretty easy to defeat, as only two stomps will dispatch one. However, after the first stomp, they will become flattened and move twice as fast, making it harder to catch them.Rexes are some of the larger enemies in the game, and sport a lot of health to boot. They can attack by swiping their claws or ramming into players with their horns. Initially, they also have launch resistance. However, by jumping on them, they will become flattened. This not only deals a lot of damage, but also removes their launch resistance, making them easier to deal with.	Rexes are dragon creatures that appear as enemies in Super Mario World. They are pretty easy to defeat, as only two stomps will dispatch one. However, after the first stomp, they will become flattened and move twice as fast, making it harder to catch them.Rexes are some of the larger enemies in the game, and sport a lot of health to boot. They can attack by swiping their claws or ramming into players with their horns. Initially, they also have launch resistance. However, by jumping on them, they will become flattened. This not only deals a lot of damage, but also removes their launch resistance, making them easier to deal with.
RingleKirby: Triple Deluxe (2014)
		Ringles are flying bell-like enemies that appear in Kirby: Triple Deluxe. If Kirby is nearby, they will shake their bodies, producing sound waves that damage him. They will give Kirby the Belle ability if inhaled.Ringles are fairly weak enemies, with low health meaning they can be defeated easily. Their sole attack involves rising into the air and making a ringing motion, creating sound waves that damage nearby players. These sound waves also have windboxes that can push players who aren't close enough to be damaged.	Ringles are flying bell-like enemies that appear in Kirby: Triple Deluxe. If Kirby is nearby, they will shake their bodies, producing sound waves that damage him. They will give Kirby the Belle ability if inhaled.Ringles are fairly weak enemies, with low health meaning they can be defeated easily. Their sole attack involves rising into the air and making a ringing motion, creating sound waves that damage nearby players. These sound waves also have windboxes that can push players who aren't close enough to be damaged.
		Ringles are flying bell-like enemies that appear in Kirby: Triple Deluxe. If Kirby is nearby, they will shake their bodies, producing sound waves that damage him. They will give Kirby the Belle ability if inhaled.Ringles are fairly weak enemies, with low health meaning they can be defeated easily. Their sole attack involves rising into the air and making a ringing motion, creating sound waves that damage nearby players. These sound waves also have windboxes that can push players who aren't close enough to be damaged.	Ringles are flying bell-like enemies that appear in Kirby: Triple Deluxe. If Kirby is nearby, they will shake their bodies, producing sound waves that damage him. They will give Kirby the Belle ability if inhaled.Ringles are fairly weak enemies, with low health meaning they can be defeated easily. Their sole attack involves rising into the air and making a ringing motion, creating sound waves that damage nearby players. These sound waves also have windboxes that can push players who aren't close enough to be damaged.
RoaderSuper Smash Bros. Brawl (2008)
		Roaders are one-wheeled motorcycle-like creatures appearing in Super Smash Bros. Brawl as enemies in the Subspace Emissary. Its main attack is charging into players at full speed, though it can also perform tricks such as wheelies, jumps, and donuts. They have moderately high health, which coupled with their strong attacks and mobility, makes them difficult to defeat.	Roaders are one-wheeled motorcycle-like creatures appearing in Super Smash Bros. Brawl as enemies in the Subspace Emissary. Its main attack is charging into players at full speed, though it can also perform tricks such as wheelies, jumps, and donuts. They have moderately high health, which coupled with their strong attacks and mobility, makes them difficult to defeat.
		Roaders are one-wheeled motorcycle-like creatures appearing in Super Smash Bros. Brawl as enemies in the Subspace Emissary. Its main attack is charging into players at full speed, though it can also perform tricks such as wheelies, jumps, and donuts. They have moderately high health, which coupled with their strong attacks and mobility, makes them difficult to defeat.	Roaders are one-wheeled motorcycle-like creatures appearing in Super Smash Bros. Brawl as enemies in the Subspace Emissary. Its main attack is charging into players at full speed, though it can also perform tricks such as wheelies, jumps, and donuts. They have moderately high health, which coupled with their strong attacks and mobility, makes them difficult to defeat.
RoturretSuper Smash Bros. Brawl (2008)
		Roturrets are large gunner creatures appearing in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will rotate around a singular point and shoot bullets from its two turrets at fighters, damaging them. However, if a fighter stands still, the bullets will miss. The have high health, but if attacked their attacks will be delayed.	Roturrets are large gunner creatures appearing in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will rotate around a singular point and shoot bullets from its two turrets at fighters, damaging them. However, if a fighter stands still, the bullets will miss. The have high health, but if attacked their attacks will be delayed.
		Roturrets are large gunner creatures appearing in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will rotate around a singular point and shoot bullets from its two turrets at fighters, damaging them. However, if a fighter stands still, the bullets will miss. The have high health, but if attacked their attacks will be delayed.	Roturrets are large gunner creatures appearing in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will rotate around a singular point and shoot bullets from its two turrets at fighters, damaging them. However, if a fighter stands still, the bullets will miss. The have high health, but if attacked their attacks will be delayed.
SandwormSonic the Hedgehog 3 & Knuckles (1994)
		Sandworms are recurring Badniks in the Sonic the Hedgehog series, first appearing in Sonic the Hedgehog 3 & Knuckles. They resemble blue caterpillars, and their abilities differ from game to game. In their debut appearance, they appear in Sandopolis Zone, where they jump out of the sand in wide arcs, and usually appear in pairs. However, in Sonic Colors and Sonic Generations, Sandworms hide in small pods, and will periodically pop out to shoot a beam at the player before retreating back into their pod.Sandworms act near identically to their Sonic Colors and Sonic Generations variation. They hide in pods, which can appear on the ground, walls, or ceiling. Every so often, the Sandworm will pop out of its pod to fire a shot from its mouth, which doesn't deal a lot of damage and travels slowly. However, if the Sandworm is damaged, it will quickly retreat back into its pod, where it's invincible and cannot be damaged. They don't have high health though, so strong attacks are recommended for taking them out quickly.	Sandworms are recurring Badniks in the Sonic the Hedgehog series, first appearing in Sonic the Hedgehog 3 & Knuckles. They resemble blue caterpillars, and their abilities differ from game to game. In their debut appearance, they appear in Sandopolis Zone, where they jump out of the sand in wide arcs, and usually appear in pairs. However, in Sonic Colors and Sonic Generations, Sandworms hide in small pods, and will periodically pop out to shoot a beam at the player before retreating back into their pod.Sandworms act near identically to their Sonic Colors and Sonic Generations variation. They hide in pods, which can appear on the ground, walls, or ceiling. Every so often, the Sandworm will pop out of its pod to fire a shot from its mouth, which doesn't deal a lot of damage and travels slowly. However, if the Sandworm is damaged, it will quickly retreat back into its pod, where it's invincible and cannot be damaged. They don't have high health though, so strong attacks are recommended for taking them out quickly.
		Sandworms are recurring Badniks in the Sonic the Hedgehog series, first appearing in Sonic the Hedgehog 3 & Knuckles. They resemble blue caterpillars, and their abilities differ from game to game. In their debut appearance, they appear in Sandopolis Zone, where they jump out of the sand in wide arcs, and usually appear in pairs. However, in Sonic Colors and Sonic Generations, Sandworms hide in small pods, and will periodically pop out to shoot a beam at the player before retreating back into their pod.Sandworms act near identically to their Sonic Colors and Sonic Generations variation. They hide in pods, which can appear on the ground, walls, or ceiling. Every so often, the Sandworm will pop out of its pod to fire a shot from its mouth, which doesn't deal a lot of damage and travels slowly. However, if the Sandworm is damaged, it will quickly retreat back into its pod, where it's invincible and cannot be damaged. They don't have high health though, so strong attacks are recommended for taking them out quickly.	Sandworms are recurring Badniks in the Sonic the Hedgehog series, first appearing in Sonic the Hedgehog 3 & Knuckles. They resemble blue caterpillars, and their abilities differ from game to game. In their debut appearance, they appear in Sandopolis Zone, where they jump out of the sand in wide arcs, and usually appear in pairs. However, in Sonic Colors and Sonic Generations, Sandworms hide in small pods, and will periodically pop out to shoot a beam at the player before retreating back into their pod.Sandworms act near identically to their Sonic Colors and Sonic Generations variation. They hide in pods, which can appear on the ground, walls, or ceiling. Every so often, the Sandworm will pop out of its pod to fire a shot from its mouth, which doesn't deal a lot of damage and travels slowly. However, if the Sandworm is damaged, it will quickly retreat back into its pod, where it's invincible and cannot be damaged. They don't have high health though, so strong attacks are recommended for taking them out quickly.
ScarfyKirby's Dream Land (1992)
		Scarfies are enemies that appear commonly throughout the Kirby series. Initially, they have a happy face and will harmlessly float in place. However, if Kirby tries to inhale it, it will turn into a much scarier form, and begin chasing Kirby before exploding. This form is called Mutant Scarfy.Scarfies act just like they do in the Kirby series when encountered. At first, they will float harmlessly in place. It has low health, though if it is damaged and not defeated, it will transform into Mutant Scarfy and chase the player down. In this state, it is invincible and will explode after touching the player or after being avoided for a few seconds. A Scarfy being defeated by a single attack will aware three times as many Stat Boosts than a Mutant Scarfy exploding.	Scarfies are enemies that appear commonly throughout the Kirby series. Initially, they have a happy face and will harmlessly float in place. However, if Kirby tries to inhale it, it will turn into a much scarier form, and begin chasing Kirby before exploding. This form is called Mutant Scarfy.Scarfies act just like they do in the Kirby series when encountered. At first, they will float harmlessly in place. It has low health, though if it is damaged and not defeated, it will transform into Mutant Scarfy and chase the player down. In this state, it is invincible and will explode after touching the player or after being avoided for a few seconds. A Scarfy being defeated by a single attack will aware three times as many Stat Boosts than a Mutant Scarfy exploding.
		Scarfies are enemies that appear commonly throughout the Kirby series. Initially, they have a happy face and will harmlessly float in place. However, if Kirby tries to inhale it, it will turn into a much scarier form, and begin chasing Kirby before exploding. This form is called Mutant Scarfy.Scarfies act just like they do in the Kirby series when encountered. At first, they will float harmlessly in place. It has low health, though if it is damaged and not defeated, it will transform into Mutant Scarfy and chase the player down. In this state, it is invincible and will explode after touching the player or after being avoided for a few seconds. A Scarfy being defeated by a single attack will aware three times as many Stat Boosts than a Mutant Scarfy exploding.	Scarfies are enemies that appear commonly throughout the Kirby series. Initially, they have a happy face and will harmlessly float in place. However, if Kirby tries to inhale it, it will turn into a much scarier form, and begin chasing Kirby before exploding. This form is called Mutant Scarfy.Scarfies act just like they do in the Kirby series when encountered. At first, they will float harmlessly in place. It has low health, though if it is damaged and not defeated, it will transform into Mutant Scarfy and chase the player down. In this state, it is invincible and will explode after touching the player or after being avoided for a few seconds. A Scarfy being defeated by a single attack will aware three times as many Stat Boosts than a Mutant Scarfy exploding.
Scope PrimidSuper Smash Bros. Brawl (2008)
		Scope Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are regular Primids that wield large yellow plasma blasters. They will usually stay far from the player and shoot lasers at them. Though these lasers are strong, Scope Primids have the same health as regular Primids.	Scope Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are regular Primids that wield large yellow plasma blasters. They will usually stay far from the player and shoot lasers at them. Though these lasers are strong, Scope Primids have the same health as regular Primids.
		Scope Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are regular Primids that wield large yellow plasma blasters. They will usually stay far from the player and shoot lasers at them. Though these lasers are strong, Scope Primids have the same health as regular Primids.	Scope Primids are enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are regular Primids that wield large yellow plasma blasters. They will usually stay far from the player and shoot lasers at them. Though these lasers are strong, Scope Primids have the same health as regular Primids.
ShaydasSuper Smash Bros. Brawl (2008)
		Shaydas are two-headed shadow beings that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They wield twin blades, and they attack with long-range sword slashes that can deal heavy damage. Not only do they have high health, but Shaydas are immune to every attack except ones that strike them in their weak point - their glowing red chest.	Shaydas are two-headed shadow beings that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They wield twin blades, and they attack with long-range sword slashes that can deal heavy damage. Not only do they have high health, but Shaydas are immune to every attack except ones that strike them in their weak point - their glowing red chest.
		Shaydas are two-headed shadow beings that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They wield twin blades, and they attack with long-range sword slashes that can deal heavy damage. Not only do they have high health, but Shaydas are immune to every attack except ones that strike them in their weak point - their glowing red chest.	Shaydas are two-headed shadow beings that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They wield twin blades, and they attack with long-range sword slashes that can deal heavy damage. Not only do they have high health, but Shaydas are immune to every attack except ones that strike them in their weak point - their glowing red chest.
ShellpodSuper Smash Bros. Brawl (2008)
		Shellpods are giant beetle-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They move around slowly, and will attack with a ramming move with their horn that can deal heavy damage. They have high health and launch resistance, though if they are attacked hard enough, its brown armor will break off, revealing its green underbody. In this state, its ram attack deals significantly less damage, and it no longer has launch resistance.	Shellpods are giant beetle-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They move around slowly, and will attack with a ramming move with their horn that can deal heavy damage. They have high health and launch resistance, though if they are attacked hard enough, its brown armor will break off, revealing its green underbody. In this state, its ram attack deals significantly less damage, and it no longer has launch resistance.
		Shellpods are giant beetle-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They move around slowly, and will attack with a ramming move with their horn that can deal heavy damage. They have high health and launch resistance, though if they are attacked hard enough, its brown armor will break off, revealing its green underbody. In this state, its ram attack deals significantly less damage, and it no longer has launch resistance.	Shellpods are giant beetle-like creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They move around slowly, and will attack with a ramming move with their horn that can deal heavy damage. They have high health and launch resistance, though if they are attacked hard enough, its brown armor will break off, revealing its green underbody. In this state, its ram attack deals significantly less damage, and it no longer has launch resistance.
Shield AttackerMega Man 4 (1991)
		Shield Attackers are armored enemies that appear in the Mega Man series, first appearing in Mega Man 4. They fly back and forth around a set path, damaging Mega Man if he hits them. His weapons cannot usually damage them from the front thanks to their armor. However, their backside is vulnerable, so attacking when they are turned around is the ideal method for defeating them.When a Shield Attacker is encountered, it won't actively damage fighters, but will fly back and forth. However, it can damage fighters if it flies into them on its path. They have moderate health and launch resistance, so they cannot be defeated easily. Their front sides are also immune to any form of damage and will reflect projectiles, though their back side is vulnerable to attack.	Shield Attackers are armored enemies that appear in the Mega Man series, first appearing in Mega Man 4. They fly back and forth around a set path, damaging Mega Man if he hits them. His weapons cannot usually damage them from the front thanks to their armor. However, their backside is vulnerable, so attacking when they are turned around is the ideal method for defeating them.When a Shield Attacker is encountered, it won't actively damage fighters, but will fly back and forth. However, it can damage fighters if it flies into them on its path. They have moderate health and launch resistance, so they cannot be defeated easily. Their front sides are also immune to any form of damage and will reflect projectiles, though their back side is vulnerable to attack.
		Shield Attackers are armored enemies that appear in the Mega Man series, first appearing in Mega Man 4. They fly back and forth around a set path, damaging Mega Man if he hits them. His weapons cannot usually damage them from the front thanks to their armor. However, their backside is vulnerable, so attacking when they are turned around is the ideal method for defeating them.When a Shield Attacker is encountered, it won't actively damage fighters, but will fly back and forth. However, it can damage fighters if it flies into them on its path. They have moderate health and launch resistance, so they cannot be defeated easily. Their front sides are also immune to any form of damage and will reflect projectiles, though their back side is vulnerable to attack.	Shield Attackers are armored enemies that appear in the Mega Man series, first appearing in Mega Man 4. They fly back and forth around a set path, damaging Mega Man if he hits them. His weapons cannot usually damage them from the front thanks to their armor. However, their backside is vulnerable, so attacking when they are turned around is the ideal method for defeating them.When a Shield Attacker is encountered, it won't actively damage fighters, but will fly back and forth. However, it can damage fighters if it flies into them on its path. They have moderate health and launch resistance, so they cannot be defeated easily. Their front sides are also immune to any form of damage and will reflect projectiles, though their back side is vulnerable to attack.
Shoe GoombaSuper Mario Bros. 3 (1989)
		Shoe Goombas are a variety of Goombas that appear in Super Mario Bros. 3. They jump around in a Goomba's Shoe, trying to stomp on Mario. If he can hit them from under a block, Mario can use the Goomba's Shoe himself, allowing him to stomp on spiked enemies without harm.Shoe Goombas will hop around aimlessly when encountered. They only way the can damage fighters is to jump on them. While this deals little damage, it can bury or meteor smash fighters. They heave low health and, like other Goomba enemies, can be defeated by simply stomping on them.	Shoe Goombas are a variety of Goombas that appear in Super Mario Bros. 3. They jump around in a Goomba's Shoe, trying to stomp on Mario. If he can hit them from under a block, Mario can use the Goomba's Shoe himself, allowing him to stomp on spiked enemies without harm.Shoe Goombas will hop around aimlessly when encountered. They only way the can damage fighters is to jump on them. While this deals little damage, it can bury or meteor smash fighters. They heave low health and, like other Goomba enemies, can be defeated by simply stomping on them.
		Shoe Goombas are a variety of Goombas that appear in Super Mario Bros. 3. They jump around in a Goomba's Shoe, trying to stomp on Mario. If he can hit them from under a block, Mario can use the Goomba's Shoe himself, allowing him to stomp on spiked enemies without harm.Shoe Goombas will hop around aimlessly when encountered. They only way the can damage fighters is to jump on them. While this deals little damage, it can bury or meteor smash fighters. They heave low health and, like other Goomba enemies, can be defeated by simply stomping on them.	Shoe Goombas are a variety of Goombas that appear in Super Mario Bros. 3. They jump around in a Goomba's Shoe, trying to stomp on Mario. If he can hit them from under a block, Mario can use the Goomba's Shoe himself, allowing him to stomp on spiked enemies without harm.Shoe Goombas will hop around aimlessly when encountered. They only way the can damage fighters is to jump on them. While this deals little damage, it can bury or meteor smash fighters. They heave low health and, like other Goomba enemies, can be defeated by simply stomping on them.
ShotzoKirby's Dream Land (1992)
		Shotzos are cannons that appear in the Kirby series. They periodically fire cannonballs that fly in straight lines, damaging Kirby if he touches them. Typically, there are two variants; Shotzos that aim at Kirby and fire a single cannonball, or Shotzos that aim in one direction and fire three cannonballs in rapid succession. Shotzos cannot be damaged, so they serve more as obstacles rather than enemies.Shotzos will fire cannonballs at players, either aimed at them or in a single direction. The cannonballs explode on impact, damaging players. Shotzos are invincible and cannot be defeated, and thus should be avoided.	Shotzos are cannons that appear in the Kirby series. They periodically fire cannonballs that fly in straight lines, damaging Kirby if he touches them. Typically, there are two variants; Shotzos that aim at Kirby and fire a single cannonball, or Shotzos that aim in one direction and fire three cannonballs in rapid succession. Shotzos cannot be damaged, so they serve more as obstacles rather than enemies.Shotzos will fire cannonballs at players, either aimed at them or in a single direction. The cannonballs explode on impact, damaging players. Shotzos are invincible and cannot be defeated, and thus should be avoided.
		Shotzos are cannons that appear in the Kirby series. They periodically fire cannonballs that fly in straight lines, damaging Kirby if he touches them. Typically, there are two variants; Shotzos that aim at Kirby and fire a single cannonball, or Shotzos that aim in one direction and fire three cannonballs in rapid succession. Shotzos cannot be damaged, so they serve more as obstacles rather than enemies.Shotzos will fire cannonballs at players, either aimed at them or in a single direction. The cannonballs explode on impact, damaging players. Shotzos are invincible and cannot be defeated, and thus should be avoided.	Shotzos are cannons that appear in the Kirby series. They periodically fire cannonballs that fly in straight lines, damaging Kirby if he touches them. Typically, there are two variants; Shotzos that aim at Kirby and fire a single cannonball, or Shotzos that aim in one direction and fire three cannonballs in rapid succession. Shotzos cannot be damaged, so they serve more as obstacles rather than enemies.Shotzos will fire cannonballs at players, either aimed at them or in a single direction. The cannonballs explode on impact, damaging players. Shotzos are invincible and cannot be defeated, and thus should be avoided.
Shy GuyYume Kōjō: Doki Doki Panic (1987)
		Shy Guys are masked creatures that appear as common enemies in the Mario and Yoshi series. They debut in Yume Kōjō: Doki Doki Panic, as minions of Wart, though have since went on to serve Bowser. They come in a wide variety of colors, and have been known to use various tools and weapons to defeat Mario or Yoshi.Shy Guys can come in four different colors; red, green, yellow, and blue. All types will attack by running forward while flailing their arms, damaging fighters multiple times before launching them. Each color has their own properties; red Shy Guys deal the most damage, green Shy Guys run faster, yellow Shy Guys jump higher, and blue Shy Guys have the most health. Each color will award corresponding Stat Boosts when defeated.	Shy Guys are masked creatures that appear as common enemies in the Mario and Yoshi series. They debut in Yume Kōjō: Doki Doki Panic, as minions of Wart, though have since went on to serve Bowser. They come in a wide variety of colors, and have been known to use various tools and weapons to defeat Mario or Yoshi.Shy Guys can come in four different colors; red, green, yellow, and blue. All types will attack by running forward while flailing their arms, damaging fighters multiple times before launching them. Each color has their own properties; red Shy Guys deal the most damage, green Shy Guys run faster, yellow Shy Guys jump higher, and blue Shy Guys have the most health. Each color will award corresponding Stat Boosts when defeated.
		Shy Guys are masked creatures that appear as common enemies in the Mario and Yoshi series. They debut in Yume Kōjō: Doki Doki Panic, as minions of Wart, though have since went on to serve Bowser. They come in a wide variety of colors, and have been known to use various tools and weapons to defeat Mario or Yoshi.Shy Guys can come in four different colors; red, green, yellow, and blue. All types will attack by running forward while flailing their arms, damaging fighters multiple times before launching them. Each color has their own properties; red Shy Guys deal the most damage, green Shy Guys run faster, yellow Shy Guys jump higher, and blue Shy Guys have the most health. Each color will award corresponding Stat Boosts when defeated.	Shy Guys are masked creatures that appear as common enemies in the Mario and Yoshi series. They debut in Yume Kōjō: Doki Doki Panic, as minions of Wart, though have since went on to serve Bowser. They come in a wide variety of colors, and have been known to use various tools and weapons to defeat Mario or Yoshi.Shy Guys can come in four different colors; red, green, yellow, and blue. All types will attack by running forward while flailing their arms, damaging fighters multiple times before launching them. Each color has their own properties; red Shy Guys deal the most damage, green Shy Guys run faster, yellow Shy Guys jump higher, and blue Shy Guys have the most health. Each color will award corresponding Stat Boosts when defeated.
SilverfishMinecraft (2011)
		Silverfish are hostile mobs that spawn in strongholds, igloo basements, and mountains. They're small and bug-like, and they aren't very threatening due to their low health and damage. However, they can spawn in large numbers, and their small size can actually make them difficult to attack. They will spawn after breaking blocks in the aforementioned locations.While Silverfish are some of the weakest enemies, having low health and damage, they can spawn in large numbers, easily overwhelming players if unprepared. Their sole attack is leaping at the player, dealing low damage and knockback.	Silverfish are hostile mobs that spawn in strongholds, igloo basements, and mountains. They're small and bug-like, and they aren't very threatening due to their low health and damage. However, they can spawn in large numbers, and their small size can actually make them difficult to attack. They will spawn after breaking blocks in the aforementioned locations.While Silverfish are some of the weakest enemies, having low health and damage, they can spawn in large numbers, easily overwhelming players if unprepared. Their sole attack is leaping at the player, dealing low damage and knockback.
		Silverfish are hostile mobs that spawn in strongholds, igloo basements, and mountains. They're small and bug-like, and they aren't very threatening due to their low health and damage. However, they can spawn in large numbers, and their small size can actually make them difficult to attack. They will spawn after breaking blocks in the aforementioned locations.While Silverfish are some of the weakest enemies, having low health and damage, they can spawn in large numbers, easily overwhelming players if unprepared. Their sole attack is leaping at the player, dealing low damage and knockback.	Silverfish are hostile mobs that spawn in strongholds, igloo basements, and mountains. They're small and bug-like, and they aren't very threatening due to their low health and damage. However, they can spawn in large numbers, and their small size can actually make them difficult to attack. They will spawn after breaking blocks in the aforementioned locations.While Silverfish are some of the weakest enemies, having low health and damage, they can spawn in large numbers, easily overwhelming players if unprepared. Their sole attack is leaping at the player, dealing low damage and knockback.
Sir KibbleKirby's Adventure (1993)
		Sir Kibbles are armored enemies that appear in the Kirby series. They attack by grabbing the blade on their helmets and throwing them forward like a boomerang, damaging Kirby if he gets hit by them. They will give Kirby the Cutter ability if inhaled.Sir Kibbles are weak enemies that can be defeated easily. They ill stand in place and throw the blade on their helmets forward, damaging fighters multiple times before launching them. They can sometimes jump and throw the blade to mix up their patterns.	Sir Kibbles are armored enemies that appear in the Kirby series. They attack by grabbing the blade on their helmets and throwing them forward like a boomerang, damaging Kirby if he gets hit by them. They will give Kirby the Cutter ability if inhaled.Sir Kibbles are weak enemies that can be defeated easily. They ill stand in place and throw the blade on their helmets forward, damaging fighters multiple times before launching them. They can sometimes jump and throw the blade to mix up their patterns.
		Sir Kibbles are armored enemies that appear in the Kirby series. They attack by grabbing the blade on their helmets and throwing them forward like a boomerang, damaging Kirby if he gets hit by them. They will give Kirby the Cutter ability if inhaled.Sir Kibbles are weak enemies that can be defeated easily. They ill stand in place and throw the blade on their helmets forward, damaging fighters multiple times before launching them. They can sometimes jump and throw the blade to mix up their patterns.	Sir Kibbles are armored enemies that appear in the Kirby series. They attack by grabbing the blade on their helmets and throwing them forward like a boomerang, damaging Kirby if he gets hit by them. They will give Kirby the Cutter ability if inhaled.Sir Kibbles are weak enemies that can be defeated easily. They ill stand in place and throw the blade on their helmets forward, damaging fighters multiple times before launching them. They can sometimes jump and throw the blade to mix up their patterns.
SkeletonMinecraft (2011)
		Skeletons are hostile mobs that appear in Minecraft, spawning at a light level of 7 or lower and in most biomes in the Overworld that aren't mushroom fields. They will chase down the player if they are nearby, and will use the bow they are equipped with to fire arrows from afar. They're relatively easy to defeat, especially at close range.Skeletons act near identical to how they appear in Minecraft. They will fire arrows at the player if they're close enough, dealing moderate damage and knockback. After an arrow is fired, it can be picked up and used as an item, though this isn't very damaging. They have low health and can be easily defeated.	Skeletons are hostile mobs that appear in Minecraft, spawning at a light level of 7 or lower and in most biomes in the Overworld that aren't mushroom fields. They will chase down the player if they are nearby, and will use the bow they are equipped with to fire arrows from afar. They're relatively easy to defeat, especially at close range.Skeletons act near identical to how they appear in Minecraft. They will fire arrows at the player if they're close enough, dealing moderate damage and knockback. After an arrow is fired, it can be picked up and used as an item, though this isn't very damaging. They have low health and can be easily defeated.
		Skeletons are hostile mobs that appear in Minecraft, spawning at a light level of 7 or lower and in most biomes in the Overworld that aren't mushroom fields. They will chase down the player if they are nearby, and will use the bow they are equipped with to fire arrows from afar. They're relatively easy to defeat, especially at close range.Skeletons act near identical to how they appear in Minecraft. They will fire arrows at the player if they're close enough, dealing moderate damage and knockback. After an arrow is fired, it can be picked up and used as an item, though this isn't very damaging. They have low health and can be easily defeated.	Skeletons are hostile mobs that appear in Minecraft, spawning at a light level of 7 or lower and in most biomes in the Overworld that aren't mushroom fields. They will chase down the player if they are nearby, and will use the bow they are equipped with to fire arrows from afar. They're relatively easy to defeat, especially at close range.Skeletons act near identical to how they appear in Minecraft. They will fire arrows at the player if they're close enough, dealing moderate damage and knockback. After an arrow is fired, it can be picked up and used as an item, though this isn't very damaging. They have low health and can be easily defeated.
SkulltulaThe Legend of Zelda: Ocarina of Time (1998)
		Skulltulas are recurring enemies throughout the The Legend of Zelda series. Their design changes from game to game, though they are always depicted as large spiders with a skull-like abdomen. They usually hang off the ceiling, and will drop down to attack Link if he's nearby. In Super Smash Bros., their design is based off of their appearance in The Legend of Zelda: Ocarina of Time.Skulltulas are only found in areas with ceilings. They will drop down from the ceiling using webs, and will try to bite the player and damage them. If attacked, they will be knocked off of their web string and scurry away. They have low health and can be defeated easily.	Skulltulas are recurring enemies throughout the The Legend of Zelda series. Their design changes from game to game, though they are always depicted as large spiders with a skull-like abdomen. They usually hang off the ceiling, and will drop down to attack Link if he's nearby. In Super Smash Bros., their design is based off of their appearance in The Legend of Zelda: Ocarina of Time.Skulltulas are only found in areas with ceilings. They will drop down from the ceiling using webs, and will try to bite the player and damage them. If attacked, they will be knocked off of their web string and scurry away. They have low health and can be defeated easily.
		Skulltulas are recurring enemies throughout the The Legend of Zelda series. Their design changes from game to game, though they are always depicted as large spiders with a skull-like abdomen. They usually hang off the ceiling, and will drop down to attack Link if he's nearby. In Super Smash Bros., their design is based off of their appearance in The Legend of Zelda: Ocarina of Time.Skulltulas are only found in areas with ceilings. They will drop down from the ceiling using webs, and will try to bite the player and damage them. If attacked, they will be knocked off of their web string and scurry away. They have low health and can be defeated easily.	Skulltulas are recurring enemies throughout the The Legend of Zelda series. Their design changes from game to game, though they are always depicted as large spiders with a skull-like abdomen. They usually hang off the ceiling, and will drop down to attack Link if he's nearby. In Super Smash Bros., their design is based off of their appearance in The Legend of Zelda: Ocarina of Time.Skulltulas are only found in areas with ceilings. They will drop down from the ceiling using webs, and will try to bite the player and damage them. If attacked, they will be knocked off of their web string and scurry away. They have low health and can be defeated easily.
SlimeMinecraft (2011)
		Slimes are hostile mobs that appear in Minecraft, spawning in swamps or deep underground in light levels of 7 or less. They are large and cube-shaped, and will bounce around, pursuing the player if nearby and damaging them on contact. They have a lot of health, and when defeated, it will split into two to four smaller Slimes, which split into two to four even smaller Slimes. The smaller they are, the less health they have and the less damage they deal.Slimes have a lot of health, and will slowly jump towards players if they're close enough. They also have launch resistance, and damage players on contact. When defeated, it splits into smaller Slimes just like it does in Minecraft. The smallest Slimes will award Stat Boosts when defeated.	Slimes are hostile mobs that appear in Minecraft, spawning in swamps or deep underground in light levels of 7 or less. They are large and cube-shaped, and will bounce around, pursuing the player if nearby and damaging them on contact. They have a lot of health, and when defeated, it will split into two to four smaller Slimes, which split into two to four even smaller Slimes. The smaller they are, the less health they have and the less damage they deal.Slimes have a lot of health, and will slowly jump towards players if they're close enough. They also have launch resistance, and damage players on contact. When defeated, it splits into smaller Slimes just like it does in Minecraft. The smallest Slimes will award Stat Boosts when defeated.
		Slimes are hostile mobs that appear in Minecraft, spawning in swamps or deep underground in light levels of 7 or less. They are large and cube-shaped, and will bounce around, pursuing the player if nearby and damaging them on contact. They have a lot of health, and when defeated, it will split into two to four smaller Slimes, which split into two to four even smaller Slimes. The smaller they are, the less health they have and the less damage they deal.Slimes have a lot of health, and will slowly jump towards players if they're close enough. They also have launch resistance, and damage players on contact. When defeated, it splits into smaller Slimes just like it does in Minecraft. The smallest Slimes will award Stat Boosts when defeated.	Slimes are hostile mobs that appear in Minecraft, spawning in swamps or deep underground in light levels of 7 or less. They are large and cube-shaped, and will bounce around, pursuing the player if nearby and damaging them on contact. They have a lot of health, and when defeated, it will split into two to four smaller Slimes, which split into two to four even smaller Slimes. The smaller they are, the less health they have and the less damage they deal.Slimes have a lot of health, and will slowly jump towards players if they're close enough. They also have launch resistance, and damage players on contact. When defeated, it splits into smaller Slimes just like it does in Minecraft. The smallest Slimes will award Stat Boosts when defeated.
SkuttlerKid Icarus: Uprising (2012)
		Skuttlers are enemies that first appear in Kid Icarus: Uprising, serving as the main ground troops of the Underworld Army. They have a single eye, a giant skull-like body, and purple tentacles for arms and legs. They come in many varieties, though the basic Skuttlers wield bones which they use as battering weapons.Skuttlers have moderate health, but their weak attacks make them easy to defeat. They wield a bone, which they can swing around and hit players to deal light damage. If left alone long enough, a Skuttler will fly away.	Skuttlers are enemies that first appear in Kid Icarus: Uprising, serving as the main ground troops of the Underworld Army. They have a single eye, a giant skull-like body, and purple tentacles for arms and legs. They come in many varieties, though the basic Skuttlers wield bones which they use as battering weapons.Skuttlers have moderate health, but their weak attacks make them easy to defeat. They wield a bone, which they can swing around and hit players to deal light damage. If left alone long enough, a Skuttler will fly away.
		Skuttlers are enemies that first appear in Kid Icarus: Uprising, serving as the main ground troops of the Underworld Army. They have a single eye, a giant skull-like body, and purple tentacles for arms and legs. They come in many varieties, though the basic Skuttlers wield bones which they use as battering weapons.Skuttlers have moderate health, but their weak attacks make them easy to defeat. They wield a bone, which they can swing around and hit players to deal light damage. If left alone long enough, a Skuttler will fly away.	Skuttlers are enemies that first appear in Kid Icarus: Uprising, serving as the main ground troops of the Underworld Army. They have a single eye, a giant skull-like body, and purple tentacles for arms and legs. They come in many varieties, though the basic Skuttlers wield bones which they use as battering weapons.Skuttlers have moderate health, but their weak attacks make them easy to defeat. They wield a bone, which they can swing around and hit players to deal light damage. If left alone long enough, a Skuttler will fly away.
Skuttler CannoneerKid Icarus: Uprising (2012)
		Skuttler Cannoneers are a variant of Skuttlers that appear in Kid Icarus: Uprising. As their name suggests, they wield cannons, which they use to fire lasers and homing missiles. Their eyes are also green instead of red.Skuttler Cannoneers have moderate health like regular Skuttlers, and will use their cannons to attack from a distance. The attack they use is judged by the color of their cannon: green cannons will fire cannonballs in arcs that explode on impact, while blue cannons will fire lasers aimed at the player.	Skuttler Cannoneers are a variant of Skuttlers that appear in Kid Icarus: Uprising. As their name suggests, they wield cannons, which they use to fire lasers and homing missiles. Their eyes are also green instead of red.Skuttler Cannoneers have moderate health like regular Skuttlers, and will use their cannons to attack from a distance. The attack they use is judged by the color of their cannon: green cannons will fire cannonballs in arcs that explode on impact, while blue cannons will fire lasers aimed at the player.
		Skuttler Cannoneers are a variant of Skuttlers that appear in Kid Icarus: Uprising. As their name suggests, they wield cannons, which they use to fire lasers and homing missiles. Their eyes are also green instead of red.Skuttler Cannoneers have moderate health like regular Skuttlers, and will use their cannons to attack from a distance. The attack they use is judged by the color of their cannon: green cannons will fire cannonballs in arcs that explode on impact, while blue cannons will fire lasers aimed at the player.	Skuttler Cannoneers are a variant of Skuttlers that appear in Kid Icarus: Uprising. As their name suggests, they wield cannons, which they use to fire lasers and homing missiles. Their eyes are also green instead of red.Skuttler Cannoneers have moderate health like regular Skuttlers, and will use their cannons to attack from a distance. The attack they use is judged by the color of their cannon: green cannons will fire cannonballs in arcs that explode on impact, while blue cannons will fire lasers aimed at the player.
Skuttler MageKid Icarus: Uprising (2012)
		Skuttler Mages are a variant of Skuttlers that appear in Kid Icarus: Uprising. They have feathers on their heads and wield wands, making them resemble witch doctors. Using their wands, they can cast flame attacks and weakening spells.Skuttler Mages will run around and act like normal Skuttlers, though wield wands instead of bones. Using them, they can fire fiery projectiles, as well as use a pillar of flames as a physical attack that damages the player multiple times before launching them. Any attack from the Skuttler Mage will decrease the player's Stat Boosts.	Skuttler Mages are a variant of Skuttlers that appear in Kid Icarus: Uprising. They have feathers on their heads and wield wands, making them resemble witch doctors. Using their wands, they can cast flame attacks and weakening spells.Skuttler Mages will run around and act like normal Skuttlers, though wield wands instead of bones. Using them, they can fire fiery projectiles, as well as use a pillar of flames as a physical attack that damages the player multiple times before launching them. Any attack from the Skuttler Mage will decrease the player's Stat Boosts.
		Skuttler Mages are a variant of Skuttlers that appear in Kid Icarus: Uprising. They have feathers on their heads and wield wands, making them resemble witch doctors. Using their wands, they can cast flame attacks and weakening spells.Skuttler Mages will run around and act like normal Skuttlers, though wield wands instead of bones. Using them, they can fire fiery projectiles, as well as use a pillar of flames as a physical attack that damages the player multiple times before launching them. Any attack from the Skuttler Mage will decrease the player's Stat Boosts.	Skuttler Mages are a variant of Skuttlers that appear in Kid Icarus: Uprising. They have feathers on their heads and wield wands, making them resemble witch doctors. Using their wands, they can cast flame attacks and weakening spells.Skuttler Mages will run around and act like normal Skuttlers, though wield wands instead of bones. Using them, they can fire fiery projectiles, as well as use a pillar of flames as a physical attack that damages the player multiple times before launching them. Any attack from the Skuttler Mage will decrease the player's Stat Boosts.
SmasherMario + Rabbids Kingdom Battle (2017)
		Smashers are large Rabbid enemies that appear in Mario + Rabbids Kingdom Battle. They wield giant blocks that they carry behind their backs and use as bludgeons. They can only attack when directly next to a player, but they can deal very high damage. While their movement is slow, they can also chase at a player if they're attacked, and they usually have high health. In later worlds, Smashers can also activate NME Empowerment, which boosts the attack power of itself and enemies around it.Smashers behave similarly to how they do in their game of origin. They are slow and their sole attack - smashing their bock on the ground - is slow and telegraphed, it is incredibly strong and deals high damage and knockback. There are five kinds of Smashers that can appear, each with their own statistics:
*Garden Smashers are the weakest variety, having the lowest damage and lowest health.
*Sherbet Smashers are stronger, have more health, and can use NME Empowerment, which boosts the attack power of all enemies on-screen temporarily.
*Spooky Smashers have more health, deal more damage, and their attacks can poison players and cause them to emit purple bubbles; in this state, enemies that attack the player will be replenished slightly. They can also use NME Empowerment.
*Lava Smashers are the strongest, having the most health and slightly better attack speed. They can also use NME Empowerment and their attack inflicts an ink status that prevents the player from using attacks for a short time.
*Tropical Smashers are as strong as Sherbet Smashers, but instead of NME Empowerment, they use Weaken, which lowers the player's own damage output.	Smashers are large Rabbid enemies that appear in Mario + Rabbids Kingdom Battle. They wield giant blocks that they carry behind their backs and use as bludgeons. They can only attack when directly next to a player, but they can deal very high damage. While their movement is slow, they can also chase at a player if they're attacked, and they usually have high health. In later worlds, Smashers can also activate NME Empowerment, which boosts the attack power of itself and enemies around it.Smashers behave similarly to how they do in their game of origin. They are slow and their sole attack - smashing their bock on the ground - is slow and telegraphed, it is incredibly strong and deals high damage and knockback. There are five kinds of Smashers that can appear, each with their own statistics:
*Garden Smashers are the weakest variety, having the lowest damage and lowest health.
*Sherbet Smashers are stronger, have more health, and can use NME Empowerment, which boosts the attack power of all enemies on-screen temporarily.
*Spooky Smashers have more health, deal more damage, and their attacks can poison players and cause them to emit purple bubbles; in this state, enemies that attack the player will be replenished slightly. They can also use NME Empowerment.
*Lava Smashers are the strongest, having the most health and slightly better attack speed. They can also use NME Empowerment and their attack inflicts an ink status that prevents the player from using attacks for a short time.
*Tropical Smashers are as strong as Sherbet Smashers, but instead of NME Empowerment, they use Weaken, which lowers the player's own damage output.
		Smashers are large Rabbid enemies that appear in Mario + Rabbids Kingdom Battle. They wield giant blocks that they carry behind their backs and use as bludgeons. They can only attack when directly next to a player, but they can deal very high damage. While their movement is slow, they can also chase at a player if they're attacked, and they usually have high health. In later worlds, Smashers can also activate NME Empowerment, which boosts the attack power of itself and enemies around it.Smashers behave similarly to how they do in their game of origin. They are slow and their sole attack - smashing their bock on the ground - is slow and telegraphed, it is incredibly strong and deals high damage and knockback. There are five kinds of Smashers that can appear, each with their own statistics:
*Garden Smashers are the weakest variety, having the lowest damage and lowest health.
*Sherbet Smashers are stronger, have more health, and can use NME Empowerment, which boosts the attack power of all enemies on-screen temporarily.
*Spooky Smashers have more health, deal more damage, and their attacks can poison players and cause them to emit purple bubbles; in this state, enemies that attack the player will be replenished slightly. They can also use NME Empowerment.
*Lava Smashers are the strongest, having the most health and slightly better attack speed. They can also use NME Empowerment and their attack inflicts an ink status that prevents the player from using attacks for a short time.
*Tropical Smashers are as strong as Sherbet Smashers, but instead of NME Empowerment, they use Weaken, which lowers the player's own damage output.	Smashers are large Rabbid enemies that appear in Mario + Rabbids Kingdom Battle. They wield giant blocks that they carry behind their backs and use as bludgeons. They can only attack when directly next to a player, but they can deal very high damage. While their movement is slow, they can also chase at a player if they're attacked, and they usually have high health. In later worlds, Smashers can also activate NME Empowerment, which boosts the attack power of itself and enemies around it.Smashers behave similarly to how they do in their game of origin. They are slow and their sole attack - smashing their bock on the ground - is slow and telegraphed, it is incredibly strong and deals high damage and knockback. There are five kinds of Smashers that can appear, each with their own statistics:
*Garden Smashers are the weakest variety, having the lowest damage and lowest health.
*Sherbet Smashers are stronger, have more health, and can use NME Empowerment, which boosts the attack power of all enemies on-screen temporarily.
*Spooky Smashers have more health, deal more damage, and their attacks can poison players and cause them to emit purple bubbles; in this state, enemies that attack the player will be replenished slightly. They can also use NME Empowerment.
*Lava Smashers are the strongest, having the most health and slightly better attack speed. They can also use NME Empowerment and their attack inflicts an ink status that prevents the player from using attacks for a short time.
*Tropical Smashers are as strong as Sherbet Smashers, but instead of NME Empowerment, they use Weaken, which lowers the player's own damage output.
Sneaky SpiritRhythm Tengoku (2006)
		Sneaky Spirits are the main enemies of the Sneaky Spirits minigame in the Rhythm Heaven series. The object of the game is to hit the spirits so they return to their house as they rhythmically pop out from behind a fence.Sneaky Spirits are rare enemies, and will always drop star Stat Boosts when defeated. They will rise up and down from the ground at a very quick pace, making them hard to hit. They will be stunned for a short time if it, but if not defeated, the Sneaky Spirit will dash forward or backward and repeat its rising pattern. If not defeated quick enough, it will disappear.	Sneaky Spirits are the main enemies of the Sneaky Spirits minigame in the Rhythm Heaven series. The object of the game is to hit the spirits so they return to their house as they rhythmically pop out from behind a fence.Sneaky Spirits are rare enemies, and will always drop star Stat Boosts when defeated. They will rise up and down from the ground at a very quick pace, making them hard to hit. They will be stunned for a short time if it, but if not defeated, the Sneaky Spirit will dash forward or backward and repeat its rising pattern. If not defeated quick enough, it will disappear.
		Sneaky Spirits are the main enemies of the Sneaky Spirits minigame in the Rhythm Heaven series. The object of the game is to hit the spirits so they return to their house as they rhythmically pop out from behind a fence.Sneaky Spirits are rare enemies, and will always drop star Stat Boosts when defeated. They will rise up and down from the ground at a very quick pace, making them hard to hit. They will be stunned for a short time if it, but if not defeated, the Sneaky Spirit will dash forward or backward and repeat its rising pattern. If not defeated quick enough, it will disappear.	Sneaky Spirits are the main enemies of the Sneaky Spirits minigame in the Rhythm Heaven series. The object of the game is to hit the spirits so they return to their house as they rhythmically pop out from behind a fence.Sneaky Spirits are rare enemies, and will always drop star Stat Boosts when defeated. They will rise up and down from the ground at a very quick pace, making them hard to hit. They will be stunned for a short time if it, but if not defeated, the Sneaky Spirit will dash forward or backward and repeat its rising pattern. If not defeated quick enough, it will disappear.
SoufleeKid Icarus: Uprising (2012)
		Souflees are cake-like enemies that appear in Kid Icarus: Uprising. Though they are harmless, they move very erratically in a set pattern. If Pit can defeat one, he will get a large amount of Hearts. Interestingly, the orb on its head that resembles a cherry is its eye.When Souflees appear, they will move around very fast, and try to avoid fighters. This makes them difficult to attack, but they have very low health. If one is defeated, it will reward a large Stat Boost.	Souflees are cake-like enemies that appear in Kid Icarus: Uprising. Though they are harmless, they move very erratically in a set pattern. If Pit can defeat one, he will get a large amount of Hearts. Interestingly, the orb on its head that resembles a cherry is its eye.When Souflees appear, they will move around very fast, and try to avoid fighters. This makes them difficult to attack, but they have very low health. If one is defeated, it will reward a large Stat Boost.
		Souflees are cake-like enemies that appear in Kid Icarus: Uprising. Though they are harmless, they move very erratically in a set pattern. If Pit can defeat one, he will get a large amount of Hearts. Interestingly, the orb on its head that resembles a cherry is its eye.When Souflees appear, they will move around very fast, and try to avoid fighters. This makes them difficult to attack, but they have very low health. If one is defeated, it will reward a large Stat Boost.	Souflees are cake-like enemies that appear in Kid Icarus: Uprising. Though they are harmless, they move very erratically in a set pattern. If Pit can defeat one, he will get a large amount of Hearts. Interestingly, the orb on its head that resembles a cherry is its eye.When Souflees appear, they will move around very fast, and try to avoid fighters. This makes them difficult to attack, but they have very low health. If one is defeated, it will reward a large Stat Boost.
SpaakSuper Smash Bros. Brawl (2008)
		Spaaks are electrically-powered cloud creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will float around aimlessly, and when a player comes nearby, they will fire a small electric projectile aimed at them. They have low health and can be defeated easily, but if they aren't defeated in a single attack, they will become black. In this state, they travel faster and will fire thunder bolts that deal more damage and can travel further.	Spaaks are electrically-powered cloud creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will float around aimlessly, and when a player comes nearby, they will fire a small electric projectile aimed at them. They have low health and can be defeated easily, but if they aren't defeated in a single attack, they will become black. In this state, they travel faster and will fire thunder bolts that deal more damage and can travel further.
		Spaaks are electrically-powered cloud creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will float around aimlessly, and when a player comes nearby, they will fire a small electric projectile aimed at them. They have low health and can be defeated easily, but if they aren't defeated in a single attack, they will become black. In this state, they travel faster and will fire thunder bolts that deal more damage and can travel further.	Spaaks are electrically-powered cloud creatures that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will float around aimlessly, and when a player comes nearby, they will fire a small electric projectile aimed at them. They have low health and can be defeated easily, but if they aren't defeated in a single attack, they will become black. In this state, they travel faster and will fire thunder bolts that deal more damage and can travel further.
SpawnerMinecraft (2011)
		Spawners are cage-like blocks that appear in Minecraft. As their name suggests, they spawn mobs, and have a miniature mob inside them that represents the mobs they spawn. Different locations will hold different types of Spaeners. For example, dungeons can hold Zombie, Skeleton, or Spider Spawners, mineshafts can hold Cave Spider Spawners, and Nether fortresses can hold Blaze Spawners. They are one of the few blocks in the game that can't be obtained.When a Spawner is nearby, one of the following enemies will start appearing in vary large numbers: Skeletons, Spiders, Cave Spiders, Blazes, Silvefish, and Magma Cubes. The Spawner is stationary, but will continue summoning its respective enemy. It can be defeated, and the faster it is, the more Stat Bonuses are awarded.	Spawners are cage-like blocks that appear in Minecraft. As their name suggests, they spawn mobs, and have a miniature mob inside them that represents the mobs they spawn. Different locations will hold different types of Spaeners. For example, dungeons can hold Zombie, Skeleton, or Spider Spawners, mineshafts can hold Cave Spider Spawners, and Nether fortresses can hold Blaze Spawners. They are one of the few blocks in the game that can't be obtained.When a Spawner is nearby, one of the following enemies will start appearing in vary large numbers: Skeletons, Spiders, Cave Spiders, Blazes, Silvefish, and Magma Cubes. The Spawner is stationary, but will continue summoning its respective enemy. It can be defeated, and the faster it is, the more Stat Bonuses are awarded.
		Spawners are cage-like blocks that appear in Minecraft. As their name suggests, they spawn mobs, and have a miniature mob inside them that represents the mobs they spawn. Different locations will hold different types of Spaeners. For example, dungeons can hold Zombie, Skeleton, or Spider Spawners, mineshafts can hold Cave Spider Spawners, and Nether fortresses can hold Blaze Spawners. They are one of the few blocks in the game that can't be obtained.When a Spawner is nearby, one of the following enemies will start appearing in vary large numbers: Skeletons, Spiders, Cave Spiders, Blazes, Silvefish, and Magma Cubes. The Spawner is stationary, but will continue summoning its respective enemy. It can be defeated, and the faster it is, the more Stat Bonuses are awarded.	Spawners are cage-like blocks that appear in Minecraft. As their name suggests, they spawn mobs, and have a miniature mob inside them that represents the mobs they spawn. Different locations will hold different types of Spaeners. For example, dungeons can hold Zombie, Skeleton, or Spider Spawners, mineshafts can hold Cave Spider Spawners, and Nether fortresses can hold Blaze Spawners. They are one of the few blocks in the game that can't be obtained.When a Spawner is nearby, one of the following enemies will start appearing in vary large numbers: Skeletons, Spiders, Cave Spiders, Blazes, Silvefish, and Magma Cubes. The Spawner is stationary, but will continue summoning its respective enemy. It can be defeated, and the faster it is, the more Stat Bonuses are awarded.
Spear Waddle DeeKirby Super Star Ultra (2008)
		Spear Waddle Dees are Waddle Dees that wield spears, appearing in the harder sub-games in Kirby Super Star Ultra. As their name suggests, they will attack Kirby with spears, usually with thrusts and twirls. They give no ability if Kirby inhales them.Spear Waddle Dees will attempt to attack players with their spears, either by throwing rapid stabs or spinning them around. Like Waddle Dees however, they have low health and can be defeated easily.	Spear Waddle Dees are Waddle Dees that wield spears, appearing in the harder sub-games in Kirby Super Star Ultra. As their name suggests, they will attack Kirby with spears, usually with thrusts and twirls. They give no ability if Kirby inhales them.Spear Waddle Dees will attempt to attack players with their spears, either by throwing rapid stabs or spinning them around. Like Waddle Dees however, they have low health and can be defeated easily.
		Spear Waddle Dees are Waddle Dees that wield spears, appearing in the harder sub-games in Kirby Super Star Ultra. As their name suggests, they will attack Kirby with spears, usually with thrusts and twirls. They give no ability if Kirby inhales them.Spear Waddle Dees will attempt to attack players with their spears, either by throwing rapid stabs or spinning them around. Like Waddle Dees however, they have low health and can be defeated easily.	Spear Waddle Dees are Waddle Dees that wield spears, appearing in the harder sub-games in Kirby Super Star Ultra. As their name suggests, they will attack Kirby with spears, usually with thrusts and twirls. They give no ability if Kirby inhales them.Spear Waddle Dees will attempt to attack players with their spears, either by throwing rapid stabs or spinning them around. Like Waddle Dees however, they have low health and can be defeated easily.
SpiderMinecraft (2011)
		Spiders are neutral mobs that appear in Minecraft, spawning at a light level of 7 or lower and in most biomes in the Overworld, being especially common in forests and woodland mansions. They are hostile when the light level is 11 or lower, though they otherwise won't attack unless attacked first. They're quite mobile and attack by jumping at the player, seemingly biting them. They also have the unique ability to climb up over solid blocks.Spiders act near identical to how they appear in Minecraft. They have low health and can be defeated with a few attacks, though they are rather fast and can climb up walls. If the player is close enough, it will pounce at them and bite to damage them. Uniquely, Spiders are hostile when they spawn underground, but above ground, they won't attack players unless they're attacked first.	Spiders are neutral mobs that appear in Minecraft, spawning at a light level of 7 or lower and in most biomes in the Overworld, being especially common in forests and woodland mansions. They are hostile when the light level is 11 or lower, though they otherwise won't attack unless attacked first. They're quite mobile and attack by jumping at the player, seemingly biting them. They also have the unique ability to climb up over solid blocks.Spiders act near identical to how they appear in Minecraft. They have low health and can be defeated with a few attacks, though they are rather fast and can climb up walls. If the player is close enough, it will pounce at them and bite to damage them. Uniquely, Spiders are hostile when they spawn underground, but above ground, they won't attack players unless they're attacked first.
		Spiders are neutral mobs that appear in Minecraft, spawning at a light level of 7 or lower and in most biomes in the Overworld, being especially common in forests and woodland mansions. They are hostile when the light level is 11 or lower, though they otherwise won't attack unless attacked first. They're quite mobile and attack by jumping at the player, seemingly biting them. They also have the unique ability to climb up over solid blocks.Spiders act near identical to how they appear in Minecraft. They have low health and can be defeated with a few attacks, though they are rather fast and can climb up walls. If the player is close enough, it will pounce at them and bite to damage them. Uniquely, Spiders are hostile when they spawn underground, but above ground, they won't attack players unless they're attacked first.	Spiders are neutral mobs that appear in Minecraft, spawning at a light level of 7 or lower and in most biomes in the Overworld, being especially common in forests and woodland mansions. They are hostile when the light level is 11 or lower, though they otherwise won't attack unless attacked first. They're quite mobile and attack by jumping at the player, seemingly biting them. They also have the unique ability to climb up over solid blocks.Spiders act near identical to how they appear in Minecraft. They have low health and can be defeated with a few attacks, though they are rather fast and can climb up walls. If the player is close enough, it will pounce at them and bite to damage them. Uniquely, Spiders are hostile when they spawn underground, but above ground, they won't attack players unless they're attacked first.
SpikeSuper Mario Bros. 3 (1989)
		Spikes are Koopa-like enemies that appear as semi-common enemies in the Mario series. When encountered, they will usually pull spiked balls from their mouths and throw them at Mario. They are typically stationary and do not move, however. They can be dispatched with any attack.Spikes, like in the Mario platformers, will stay in place. They attack by throwing spiked ball projectiles that roll across the ground at nearby fighters. Though they deal light damage, this can cause fighters to be buried. The have low health and can be dispatched easily.	Spikes are Koopa-like enemies that appear as semi-common enemies in the Mario series. When encountered, they will usually pull spiked balls from their mouths and throw them at Mario. They are typically stationary and do not move, however. They can be dispatched with any attack.Spikes, like in the Mario platformers, will stay in place. They attack by throwing spiked ball projectiles that roll across the ground at nearby fighters. Though they deal light damage, this can cause fighters to be buried. The have low health and can be dispatched easily.
		Spikes are Koopa-like enemies that appear as semi-common enemies in the Mario series. When encountered, they will usually pull spiked balls from their mouths and throw them at Mario. They are typically stationary and do not move, however. They can be dispatched with any attack.Spikes, like in the Mario platformers, will stay in place. They attack by throwing spiked ball projectiles that roll across the ground at nearby fighters. Though they deal light damage, this can cause fighters to be buried. The have low health and can be dispatched easily.	Spikes are Koopa-like enemies that appear as semi-common enemies in the Mario series. When encountered, they will usually pull spiked balls from their mouths and throw them at Mario. They are typically stationary and do not move, however. They can be dispatched with any attack.Spikes, like in the Mario platformers, will stay in place. They attack by throwing spiked ball projectiles that roll across the ground at nearby fighters. Though they deal light damage, this can cause fighters to be buried. The have low health and can be dispatched easily.
Spike TopSuper Mario World (1991)
		Spike Tops are small Koopa enemies that appear commonly throughout the Mario series. They have hard shells that protect them from fireballs, as well as a spike that protects them from the player's jumps. They move very slowly forward, clinging to walls and ceilings, and are more or less obstacles that should be avoided.Spike Tops have low health, but they do have knockback resistance and will damage players on contact. They don't have any attacks, and will simply continue moving down their path, clinging to walls and ceilings.	Spike Tops are small Koopa enemies that appear commonly throughout the Mario series. They have hard shells that protect them from fireballs, as well as a spike that protects them from the player's jumps. They move very slowly forward, clinging to walls and ceilings, and are more or less obstacles that should be avoided.Spike Tops have low health, but they do have knockback resistance and will damage players on contact. They don't have any attacks, and will simply continue moving down their path, clinging to walls and ceilings.
		Spike Tops are small Koopa enemies that appear commonly throughout the Mario series. They have hard shells that protect them from fireballs, as well as a spike that protects them from the player's jumps. They move very slowly forward, clinging to walls and ceilings, and are more or less obstacles that should be avoided.Spike Tops have low health, but they do have knockback resistance and will damage players on contact. They don't have any attacks, and will simply continue moving down their path, clinging to walls and ceilings.	Spike Tops are small Koopa enemies that appear commonly throughout the Mario series. They have hard shells that protect them from fireballs, as well as a spike that protects them from the player's jumps. They move very slowly forward, clinging to walls and ceilings, and are more or less obstacles that should be avoided.Spike Tops have low health, but they do have knockback resistance and will damage players on contact. They don't have any attacks, and will simply continue moving down their path, clinging to walls and ceilings.
SpiritombPokmon Diamond and Pokmon Pearl (2006)
		Spiritomb is a Ghost / Dark dual-type Forbidden Pokmon introduced in Generation IV. It is not known to evolve into or from any other Pokmon. It is formed by the collection of 108 spirits collected in the Odd Keystone due to their misdeeds. It can be just as aggressive and destructive as the spirits it is composed of, and exercises shortsightedness in its pursuit of vengeance.Spiritomb will float around the area aimlessly, but will start homing in on a player if they are nearby. It has low health and can be defeated fairy easily. If it isn't defeated quick enough however, Spiritomb will begin charging Dark Aura, a damage-dealing Dark-type move introduced in Generation IV. It will send out extremely harmful waves of darkness, which will not only damage the player, but also cut their current stats in half.	Spiritomb is a Ghost / Dark dual-type Forbidden Pokmon introduced in Generation IV. It is not known to evolve into or from any other Pokmon. It is formed by the collection of 108 spirits collected in the Odd Keystone due to their misdeeds. It can be just as aggressive and destructive as the spirits it is composed of, and exercises shortsightedness in its pursuit of vengeance.Spiritomb will float around the area aimlessly, but will start homing in on a player if they are nearby. It has low health and can be defeated fairy easily. If it isn't defeated quick enough however, Spiritomb will begin charging Dark Aura, a damage-dealing Dark-type move introduced in Generation IV. It will send out extremely harmful waves of darkness, which will not only damage the player, but also cut their current stats in half.
		Spiritomb is a Ghost / Dark dual-type Forbidden Pokmon introduced in Generation IV. It is not known to evolve into or from any other Pokmon. It is formed by the collection of 108 spirits collected in the Odd Keystone due to their misdeeds. It can be just as aggressive and destructive as the spirits it is composed of, and exercises shortsightedness in its pursuit of vengeance.Spiritomb will float around the area aimlessly, but will start homing in on a player if they are nearby. It has low health and can be defeated fairy easily. If it isn't defeated quick enough however, Spiritomb will begin charging Dark Aura, a damage-dealing Dark-type move introduced in Generation IV. It will send out extremely harmful waves of darkness, which will not only damage the player, but also cut their current stats in half.	Spiritomb is a Ghost / Dark dual-type Forbidden Pokmon introduced in Generation IV. It is not known to evolve into or from any other Pokmon. It is formed by the collection of 108 spirits collected in the Odd Keystone due to their misdeeds. It can be just as aggressive and destructive as the spirits it is composed of, and exercises shortsightedness in its pursuit of vengeance.Spiritomb will float around the area aimlessly, but will start homing in on a player if they are nearby. It has low health and can be defeated fairy easily. If it isn't defeated quick enough however, Spiritomb will begin charging Dark Aura, a damage-dealing Dark-type move introduced in Generation IV. It will send out extremely harmful waves of darkness, which will not only damage the player, but also cut their current stats in half.
StalfosThe Legend of Zelda (1986)
		Stalfos are enemies that appear throughout the The Legend of Zelda series. They are skeleton-like beings who wield various weapons, from swords to clubs, and sometimes shields as well. They are usually powerful enemies, and sometimes appeat as mid-bosses. In Super Smash Bros., the Stalfos is based off of its design in The Legend of Zelda: Ocarina of Time.Stalfos will get in a fighting stance when encountered, and if the player is close enough, they will attack with sword slashes. They also have shields, which will block frontal attacks. As such, Stalfos should be attacked from behind. They have high health and their attacks are strong, making them formidable enemies.	Stalfos are enemies that appear throughout the The Legend of Zelda series. They are skeleton-like beings who wield various weapons, from swords to clubs, and sometimes shields as well. They are usually powerful enemies, and sometimes appeat as mid-bosses. In Super Smash Bros., the Stalfos is based off of its design in The Legend of Zelda: Ocarina of Time.Stalfos will get in a fighting stance when encountered, and if the player is close enough, they will attack with sword slashes. They also have shields, which will block frontal attacks. As such, Stalfos should be attacked from behind. They have high health and their attacks are strong, making them formidable enemies.
		Stalfos are enemies that appear throughout the The Legend of Zelda series. They are skeleton-like beings who wield various weapons, from swords to clubs, and sometimes shields as well. They are usually powerful enemies, and sometimes appeat as mid-bosses. In Super Smash Bros., the Stalfos is based off of its design in The Legend of Zelda: Ocarina of Time.Stalfos will get in a fighting stance when encountered, and if the player is close enough, they will attack with sword slashes. They also have shields, which will block frontal attacks. As such, Stalfos should be attacked from behind. They have high health and their attacks are strong, making them formidable enemies.	Stalfos are enemies that appear throughout the The Legend of Zelda series. They are skeleton-like beings who wield various weapons, from swords to clubs, and sometimes shields as well. They are usually powerful enemies, and sometimes appeat as mid-bosses. In Super Smash Bros., the Stalfos is based off of its design in The Legend of Zelda: Ocarina of Time.Stalfos will get in a fighting stance when encountered, and if the player is close enough, they will attack with sword slashes. They also have shields, which will block frontal attacks. As such, Stalfos should be attacked from behind. They have high health and their attacks are strong, making them formidable enemies.
StarmanMOTHER (1989)
		Starmen are enemies that appear in the MOTHER series, and can sometimes be bosses. They are creatures that serve Giygas, and are among the most common soldiers in his army.When a Starman is encountered, it will teleport around the area and either use PK Beam γ to fire a single beam aimed at a fighter or PK Beam Ω to fire several beams in random directions. In either case, the beams it fires will inflict paralysis on fighters. They have moderate damage and high launch resistance, but they won't move around much aside from teleporting, making them easier to defeat.	Starmen are enemies that appear in the MOTHER series, and can sometimes be bosses. They are creatures that serve Giygas, and are among the most common soldiers in his army.When a Starman is encountered, it will teleport around the area and either use PK Beam γ to fire a single beam aimed at a fighter or PK Beam Ω to fire several beams in random directions. In either case, the beams it fires will inflict paralysis on fighters. They have moderate damage and high launch resistance, but they won't move around much aside from teleporting, making them easier to defeat.
		Starmen are enemies that appear in the MOTHER series, and can sometimes be bosses. They are creatures that serve Giygas, and are among the most common soldiers in his army.When a Starman is encountered, it will teleport around the area and either use PK Beam γ to fire a single beam aimed at a fighter or PK Beam Ω to fire several beams in random directions. In either case, the beams it fires will inflict paralysis on fighters. They have moderate damage and high launch resistance, but they won't move around much aside from teleporting, making them easier to defeat.	Starmen are enemies that appear in the MOTHER series, and can sometimes be bosses. They are creatures that serve Giygas, and are among the most common soldiers in his army.When a Starman is encountered, it will teleport around the area and either use PK Beam γ to fire a single beam aimed at a fighter or PK Beam Ω to fire several beams in random directions. In either case, the beams it fires will inflict paralysis on fighters. They have moderate damage and high launch resistance, but they won't move around much aside from teleporting, making them easier to defeat.
Sword PrimidSuper Smash Bros. Brawl (2008)
		Sword Primids are enemies that appear in Super Smash Bros. Brawl, appearing as enemies in the Subspace Emissary. As their name suggests, they wield swords, and will use multiple different sword slashes to attack players as opposed to melee attacks. This gives them more range, though like Primids ,they have low health and can be defeated easily.	Sword Primids are enemies that appear in Super Smash Bros. Brawl, appearing as enemies in the Subspace Emissary. As their name suggests, they wield swords, and will use multiple different sword slashes to attack players as opposed to melee attacks. This gives them more range, though like Primids ,they have low health and can be defeated easily.
		Sword Primids are enemies that appear in Super Smash Bros. Brawl, appearing as enemies in the Subspace Emissary. As their name suggests, they wield swords, and will use multiple different sword slashes to attack players as opposed to melee attacks. This gives them more range, though like Primids ,they have low health and can be defeated easily.	Sword Primids are enemies that appear in Super Smash Bros. Brawl, appearing as enemies in the Subspace Emissary. As their name suggests, they wield swords, and will use multiple different sword slashes to attack players as opposed to melee attacks. This gives them more range, though like Primids ,they have low health and can be defeated easily.
TacKirby Super Star (2010)
		Tacs are cat-like bandit enemies that appear in the Kirby series. They have the unique ability to steal a copy ability from Kirby, running away afterward. If Kirby manages to defeat it before it gets away, he will get his copy ability back. They will give Kirby the Copy ability if inhaled.Tacs will attack by stretching their hand out. If they hit a player with this move, they will steal some of their Stat Boosts and run away. If the player can defeat them after Stat Boosts are stolen, they will be given back to them. While they are quick, especially when fleeing, they have low health.	Tacs are cat-like bandit enemies that appear in the Kirby series. They have the unique ability to steal a copy ability from Kirby, running away afterward. If Kirby manages to defeat it before it gets away, he will get his copy ability back. They will give Kirby the Copy ability if inhaled.Tacs will attack by stretching their hand out. If they hit a player with this move, they will steal some of their Stat Boosts and run away. If the player can defeat them after Stat Boosts are stolen, they will be given back to them. While they are quick, especially when fleeing, they have low health.
		Tacs are cat-like bandit enemies that appear in the Kirby series. They have the unique ability to steal a copy ability from Kirby, running away afterward. If Kirby manages to defeat it before it gets away, he will get his copy ability back. They will give Kirby the Copy ability if inhaled.Tacs will attack by stretching their hand out. If they hit a player with this move, they will steal some of their Stat Boosts and run away. If the player can defeat them after Stat Boosts are stolen, they will be given back to them. While they are quick, especially when fleeing, they have low health.	Tacs are cat-like bandit enemies that appear in the Kirby series. They have the unique ability to steal a copy ability from Kirby, running away afterward. If Kirby manages to defeat it before it gets away, he will get his copy ability back. They will give Kirby the Copy ability if inhaled.Tacs will attack by stretching their hand out. If they hit a player with this move, they will steal some of their Stat Boosts and run away. If the player can defeat them after Stat Boosts are stolen, they will be given back to them. While they are quick, especially when fleeing, they have low health.
TickenSuper Smash Bros. Brawl (2008)
		Tickens are giant, robotic chickens that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are large and slow, and attack by either charging at players with the spikes on their heads or floating above them with their wings to slam into them. They have high health and launch resistance, making them rather durable enemies. Once defeated, the Ticken will break apart, revealing a small chicken to be piloting it. It will fly away afterward.	Tickens are giant, robotic chickens that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are large and slow, and attack by either charging at players with the spikes on their heads or floating above them with their wings to slam into them. They have high health and launch resistance, making them rather durable enemies. Once defeated, the Ticken will break apart, revealing a small chicken to be piloting it. It will fly away afterward.
		Tickens are giant, robotic chickens that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are large and slow, and attack by either charging at players with the spikes on their heads or floating above them with their wings to slam into them. They have high health and launch resistance, making them rather durable enemies. Once defeated, the Ticken will break apart, revealing a small chicken to be piloting it. It will fly away afterward.	Tickens are giant, robotic chickens that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They are large and slow, and attack by either charging at players with the spikes on their heads or floating above them with their wings to slam into them. They have high health and launch resistance, making them rather durable enemies. Once defeated, the Ticken will break apart, revealing a small chicken to be piloting it. It will fly away afterward.
Tiki BuzzDonkey Kong Country Returns (2010)
		Tiki Buzzes are flying enemies that appear in Donkey Kong Country Returns. They are members of the Tiki Tak Tribe, who steal Donkey Kong's Banana Hoard to extend their army. Tiki Buzzes have wings, and will fly in place or in short, set patterns. The Kongs can jump off of them to help them cross large gaps.Tiki Buzzes will fly above fighters, staying out of reach. When they are right above them, they will fall to the ground and damage anyone below. They have low health and can be defeated easily, but they can be instantly defeated if jumped on. Doing so will also give the fighter a boost of aerial height.	Tiki Buzzes are flying enemies that appear in Donkey Kong Country Returns. They are members of the Tiki Tak Tribe, who steal Donkey Kong's Banana Hoard to extend their army. Tiki Buzzes have wings, and will fly in place or in short, set patterns. The Kongs can jump off of them to help them cross large gaps.Tiki Buzzes will fly above fighters, staying out of reach. When they are right above them, they will fall to the ground and damage anyone below. They have low health and can be defeated easily, but they can be instantly defeated if jumped on. Doing so will also give the fighter a boost of aerial height.
		Tiki Buzzes are flying enemies that appear in Donkey Kong Country Returns. They are members of the Tiki Tak Tribe, who steal Donkey Kong's Banana Hoard to extend their army. Tiki Buzzes have wings, and will fly in place or in short, set patterns. The Kongs can jump off of them to help them cross large gaps.Tiki Buzzes will fly above fighters, staying out of reach. When they are right above them, they will fall to the ground and damage anyone below. They have low health and can be defeated easily, but they can be instantly defeated if jumped on. Doing so will also give the fighter a boost of aerial height.	Tiki Buzzes are flying enemies that appear in Donkey Kong Country Returns. They are members of the Tiki Tak Tribe, who steal Donkey Kong's Banana Hoard to extend their army. Tiki Buzzes have wings, and will fly in place or in short, set patterns. The Kongs can jump off of them to help them cross large gaps.Tiki Buzzes will fly above fighters, staying out of reach. When they are right above them, they will fall to the ground and damage anyone below. They have low health and can be defeated easily, but they can be instantly defeated if jumped on. Doing so will also give the fighter a boost of aerial height.
TrowlonSuper Smash Bros. Brawl (2008)
		Trowlons are flat, pink enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will float in a straight line through the air, though will dip down if a player is nearby. They will attempt to scoop the player up on their backs and carry them past the upper blast zone, KOing them. While this attack can be lethal, they have low health and it can be dodged fairly easily.	Trowlons are flat, pink enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will float in a straight line through the air, though will dip down if a player is nearby. They will attempt to scoop the player up on their backs and carry them past the upper blast zone, KOing them. While this attack can be lethal, they have low health and it can be dodged fairly easily.
		Trowlons are flat, pink enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will float in a straight line through the air, though will dip down if a player is nearby. They will attempt to scoop the player up on their backs and carry them past the upper blast zone, KOing them. While this attack can be lethal, they have low health and it can be dodged fairly easily.	Trowlons are flat, pink enemies that appear in Super Smash Bros. Brawl as enemies in the Subspace Emissary. They will float in a straight line through the air, though will dip down if a player is nearby. They will attempt to scoop the player up on their backs and carry them past the upper blast zone, KOing them. While this attack can be lethal, they have low health and it can be dodged fairly easily.
TurkeyjerkWario Land: Shake It! (2008)
		Turkeyjerks are bird enemies that appear in Wario Land: Shake It!. They come in two colors, green ones that fly stationary and brown ones that fly back and forth. When one sees Wario, it will divebomb into the ground to try and damage him. They can be shaken to remove their feathers, causing them to run away, destroying any blocks and defeating any enemies in their path.Turkeyjerks act exactly like they do in Wario land: Shake It! when encountered; they will dive right into the player when the see them, dealing damage. They have moderately high health, but if they take enough damage, their feathers will be removed, and they will be rendered powerless. If the player can defeat the Turkeyjerk before its feathers are fall off, more Stat Boosts will be rewarded.	Turkeyjerks are bird enemies that appear in Wario Land: Shake It!. They come in two colors, green ones that fly stationary and brown ones that fly back and forth. When one sees Wario, it will divebomb into the ground to try and damage him. They can be shaken to remove their feathers, causing them to run away, destroying any blocks and defeating any enemies in their path.Turkeyjerks act exactly like they do in Wario land: Shake It! when encountered; they will dive right into the player when the see them, dealing damage. They have moderately high health, but if they take enough damage, their feathers will be removed, and they will be rendered powerless. If the player can defeat the Turkeyjerk before its feathers are fall off, more Stat Boosts will be rewarded.
		Turkeyjerks are bird enemies that appear in Wario Land: Shake It!. They come in two colors, green ones that fly stationary and brown ones that fly back and forth. When one sees Wario, it will divebomb into the ground to try and damage him. They can be shaken to remove their feathers, causing them to run away, destroying any blocks and defeating any enemies in their path.Turkeyjerks act exactly like they do in Wario land: Shake It! when encountered; they will dive right into the player when the see them, dealing damage. They have moderately high health, but if they take enough damage, their feathers will be removed, and they will be rendered powerless. If the player can defeat the Turkeyjerk before its feathers are fall off, more Stat Boosts will be rewarded.	Turkeyjerks are bird enemies that appear in Wario Land: Shake It!. They come in two colors, green ones that fly stationary and brown ones that fly back and forth. When one sees Wario, it will divebomb into the ground to try and damage him. They can be shaken to remove their feathers, causing them to run away, destroying any blocks and defeating any enemies in their path.Turkeyjerks act exactly like they do in Wario land: Shake It! when encountered; they will dive right into the player when the see them, dealing damage. They have moderately high health, but if they take enough damage, their feathers will be removed, and they will be rendered powerless. If the player can defeat the Turkeyjerk before its feathers are fall off, more Stat Boosts will be rewarded.
Ty-FooSuper Mario 3D World (2013)
		Ty-Foos are giant cloud enemies that appear in Super Mario 3D World, and later in Super Mario Odyssey. They generally stay outside of the player's reach, and will attack by blowing hard wind from their mouths. This wind can push the player back, potentially resulting in falling off a ledge, though this wind can also be utilized to move obstacles or enemies out of the way.Ty-Foos have a lot of health and launch resistance, and can be difficult to defeat. They will stay in place and use a blowing attack that creates windboxes that pushes the player back. These winds become stronger the more damage the Ty-Foo receives, potentially being strong enough to send the player off-screen and be KO'ed. However, Ty-Foos have no attacks that can damage the player.	Ty-Foos are giant cloud enemies that appear in Super Mario 3D World, and later in Super Mario Odyssey. They generally stay outside of the player's reach, and will attack by blowing hard wind from their mouths. This wind can push the player back, potentially resulting in falling off a ledge, though this wind can also be utilized to move obstacles or enemies out of the way.Ty-Foos have a lot of health and launch resistance, and can be difficult to defeat. They will stay in place and use a blowing attack that creates windboxes that pushes the player back. These winds become stronger the more damage the Ty-Foo receives, potentially being strong enough to send the player off-screen and be KO'ed. However, Ty-Foos have no attacks that can damage the player.
		Ty-Foos are giant cloud enemies that appear in Super Mario 3D World, and later in Super Mario Odyssey. They generally stay outside of the player's reach, and will attack by blowing hard wind from their mouths. This wind can push the player back, potentially resulting in falling off a ledge, though this wind can also be utilized to move obstacles or enemies out of the way.Ty-Foos have a lot of health and launch resistance, and can be difficult to defeat. They will stay in place and use a blowing attack that creates windboxes that pushes the player back. These winds become stronger the more damage the Ty-Foo receives, potentially being strong enough to send the player off-screen and be KO'ed. However, Ty-Foos have no attacks that can damage the player.	Ty-Foos are giant cloud enemies that appear in Super Mario 3D World, and later in Super Mario Odyssey. They generally stay outside of the player's reach, and will attack by blowing hard wind from their mouths. This wind can push the player back, potentially resulting in falling off a ledge, though this wind can also be utilized to move obstacles or enemies out of the way.Ty-Foos have a lot of health and launch resistance, and can be difficult to defeat. They will stay in place and use a blowing attack that creates windboxes that pushes the player back. These winds become stronger the more damage the Ty-Foo receives, potentially being strong enough to send the player off-screen and be KO'ed. However, Ty-Foos have no attacks that can damage the player.
UggerBanjo-Tooie (2000)
		Uggers are small, green monsters that serve as one of the many grunts of Gruntilda, first appearing in Banjo-Tooie. Their main attack is running up to Banjo and Kazooie and slamming their fists on the ground, damaging them if they are close enough. However, they are among the weakest enemies in the game, and can be defeated with any attack.Uggers, like in Banjo-Tooie, are relatively simple enemies, not having a lot of health. They use their fist-slamming attack when the player is nearby, but it's slow, easily dodged, and doesn't deal a lot of damage.	Uggers are small, green monsters that serve as one of the many grunts of Gruntilda, first appearing in Banjo-Tooie. Their main attack is running up to Banjo and Kazooie and slamming their fists on the ground, damaging them if they are close enough. However, they are among the weakest enemies in the game, and can be defeated with any attack.Uggers, like in Banjo-Tooie, are relatively simple enemies, not having a lot of health. They use their fist-slamming attack when the player is nearby, but it's slow, easily dodged, and doesn't deal a lot of damage.
		Uggers are small, green monsters that serve as one of the many grunts of Gruntilda, first appearing in Banjo-Tooie. Their main attack is running up to Banjo and Kazooie and slamming their fists on the ground, damaging them if they are close enough. However, they are among the weakest enemies in the game, and can be defeated with any attack.Uggers, like in Banjo-Tooie, are relatively simple enemies, not having a lot of health. They use their fist-slamming attack when the player is nearby, but it's slow, easily dodged, and doesn't deal a lot of damage.	Uggers are small, green monsters that serve as one of the many grunts of Gruntilda, first appearing in Banjo-Tooie. Their main attack is running up to Banjo and Kazooie and slamming their fists on the ground, damaging them if they are close enough. However, they are among the weakest enemies in the game, and can be defeated with any attack.Uggers, like in Banjo-Tooie, are relatively simple enemies, not having a lot of health. They use their fist-slamming attack when the player is nearby, but it's slow, easily dodged, and doesn't deal a lot of damage.
ValkyrieMario + Rabbids Kingdom Battle (2017)
		Valkyries are female Rabbid enemies that appear in Mario + Rabbids Kingdom Battle. They have armor and will attack using double-barreled breastplates to rapidfire bullets at their enemies. They are also able to use the Protection ability, which absorbs damage dealt to other enemies touched by the effect, and create a shockwave after using a Team Jump to damage anyone around it.Valkyries have three attacks. They can either use their rapidfire bullets aimed at the player, whcih damages them multiple times before launching them, jump in the air and create a giant shockwave upon landing, or use the Protection ability to absorb spome damage taken from every other enemy on the screen. There are two kinds of Valkyries that can appear, each with their own statistics:
*Spooky Valkyries are the standard type, having all of the properties noted above.
*Lava Valkyries are stronger than Spooky Valkyries, having higher health, higher damage output, and will absorb mor damage with Protection. Their bullets are enhanced with fire and explode on impact.	Valkyries are female Rabbid enemies that appear in Mario + Rabbids Kingdom Battle. They have armor and will attack using double-barreled breastplates to rapidfire bullets at their enemies. They are also able to use the Protection ability, which absorbs damage dealt to other enemies touched by the effect, and create a shockwave after using a Team Jump to damage anyone around it.Valkyries have three attacks. They can either use their rapidfire bullets aimed at the player, whcih damages them multiple times before launching them, jump in the air and create a giant shockwave upon landing, or use the Protection ability to absorb spome damage taken from every other enemy on the screen. There are two kinds of Valkyries that can appear, each with their own statistics:
*Spooky Valkyries are the standard type, having all of the properties noted above.
*Lava Valkyries are stronger than Spooky Valkyries, having higher health, higher damage output, and will absorb mor damage with Protection. Their bullets are enhanced with fire and explode on impact.
		Valkyries are female Rabbid enemies that appear in Mario + Rabbids Kingdom Battle. They have armor and will attack using double-barreled breastplates to rapidfire bullets at their enemies. They are also able to use the Protection ability, which absorbs damage dealt to other enemies touched by the effect, and create a shockwave after using a Team Jump to damage anyone around it.Valkyries have three attacks. They can either use their rapidfire bullets aimed at the player, whcih damages them multiple times before launching them, jump in the air and create a giant shockwave upon landing, or use the Protection ability to absorb spome damage taken from every other enemy on the screen. There are two kinds of Valkyries that can appear, each with their own statistics:
*Spooky Valkyries are the standard type, having all of the properties noted above.
*Lava Valkyries are stronger than Spooky Valkyries, having higher health, higher damage output, and will absorb mor damage with Protection. Their bullets are enhanced with fire and explode on impact.	Valkyries are female Rabbid enemies that appear in Mario + Rabbids Kingdom Battle. They have armor and will attack using double-barreled breastplates to rapidfire bullets at their enemies. They are also able to use the Protection ability, which absorbs damage dealt to other enemies touched by the effect, and create a shockwave after using a Team Jump to damage anyone around it.Valkyries have three attacks. They can either use their rapidfire bullets aimed at the player, whcih damages them multiple times before launching them, jump in the air and create a giant shockwave upon landing, or use the Protection ability to absorb spome damage taken from every other enemy on the screen. There are two kinds of Valkyries that can appear, each with their own statistics:
*Spooky Valkyries are the standard type, having all of the properties noted above.
*Lava Valkyries are stronger than Spooky Valkyries, having higher health, higher damage output, and will absorb mor damage with Protection. Their bullets are enhanced with fire and explode on impact.
Waddle DeeKirby's Dream Land (1992)
		Waddle Dees are small, orange creatures that appear in the Kirby series. They are among the most basic enemies in the series, and won't try to attack Kirby in most cases. They are followers of King Dedede, and are eternally loyal to him. They will not give Kirby an ability if inhaled.Waddle Dees have really low health; most attacks can defeat them immediately. They don't try to attack players, and instead will simply walk around, occasionally jumping on platforms. They can also be found resting sometimes.	Waddle Dees are small, orange creatures that appear in the Kirby series. They are among the most basic enemies in the series, and won't try to attack Kirby in most cases. They are followers of King Dedede, and are eternally loyal to him. They will not give Kirby an ability if inhaled.Waddle Dees have really low health; most attacks can defeat them immediately. They don't try to attack players, and instead will simply walk around, occasionally jumping on platforms. They can also be found resting sometimes.
		Waddle Dees are small, orange creatures that appear in the Kirby series. They are among the most basic enemies in the series, and won't try to attack Kirby in most cases. They are followers of King Dedede, and are eternally loyal to him. They will not give Kirby an ability if inhaled.Waddle Dees have really low health; most attacks can defeat them immediately. They don't try to attack players, and instead will simply walk around, occasionally jumping on platforms. They can also be found resting sometimes.	Waddle Dees are small, orange creatures that appear in the Kirby series. They are among the most basic enemies in the series, and won't try to attack Kirby in most cases. They are followers of King Dedede, and are eternally loyal to him. They will not give Kirby an ability if inhaled.Waddle Dees have really low health; most attacks can defeat them immediately. They don't try to attack players, and instead will simply walk around, occasionally jumping on platforms. They can also be found resting sometimes.
Waddle DooKirby's Dream Land (1992)
		Waddle Doos are small creatures that appear as enemies in the Kirby series. They resemble Waddle Dees, but have a single, large eye. They can attack Kirby by firing energy beams from their eye. They will give Kirby the Beam ability if inhaled.Waddle Doos have pretty low health, and can be defeated easily. They move around the area slowly and attack by firing beams from their eye, damaging players multiple times before launching them.	Waddle Doos are small creatures that appear as enemies in the Kirby series. They resemble Waddle Dees, but have a single, large eye. They can attack Kirby by firing energy beams from their eye. They will give Kirby the Beam ability if inhaled.Waddle Doos have pretty low health, and can be defeated easily. They move around the area slowly and attack by firing beams from their eye, damaging players multiple times before launching them.
		Waddle Doos are small creatures that appear as enemies in the Kirby series. They resemble Waddle Dees, but have a single, large eye. They can attack Kirby by firing energy beams from their eye. They will give Kirby the Beam ability if inhaled.Waddle Doos have pretty low health, and can be defeated easily. They move around the area slowly and attack by firing beams from their eye, damaging players multiple times before launching them.	Waddle Doos are small creatures that appear as enemies in the Kirby series. They resemble Waddle Dees, but have a single, large eye. They can attack Kirby by firing energy beams from their eye. They will give Kirby the Beam ability if inhaled.Waddle Doos have pretty low health, and can be defeated easily. They move around the area slowly and attack by firing beams from their eye, damaging players multiple times before launching them.
Walker Waddle DeeKirby: Planet Robobot (2016)
		Walker Waddle Dees are enemies that appear in Kirby: Planet Robobot. They are regular Waddle Dees who pilot yellow mechs. They attack by firing a missile from behind, which homes in on Kirby. If attacked, the mech will be destroyed, leaving the Waddle Dee defenseless. Its missiles will give Kirby the Bomb ability if inhaled, though the Walker Wadde Dee itself yields no ability.Walker Waddle Dees will move and jump around like regular Waddle Dees. If a player is nearby, it will launch a homing missile at them, which explodes on impact and deals moderate damage. It has twice as health as a Waddle Dee; after taking enough damage, the Walker Waddle Dee's mech will be destroyed, and it will act like a standard Waddle Dee afterward.	Walker Waddle Dees are enemies that appear in Kirby: Planet Robobot. They are regular Waddle Dees who pilot yellow mechs. They attack by firing a missile from behind, which homes in on Kirby. If attacked, the mech will be destroyed, leaving the Waddle Dee defenseless. Its missiles will give Kirby the Bomb ability if inhaled, though the Walker Wadde Dee itself yields no ability.Walker Waddle Dees will move and jump around like regular Waddle Dees. If a player is nearby, it will launch a homing missile at them, which explodes on impact and deals moderate damage. It has twice as health as a Waddle Dee; after taking enough damage, the Walker Waddle Dee's mech will be destroyed, and it will act like a standard Waddle Dee afterward.
		Walker Waddle Dees are enemies that appear in Kirby: Planet Robobot. They are regular Waddle Dees who pilot yellow mechs. They attack by firing a missile from behind, which homes in on Kirby. If attacked, the mech will be destroyed, leaving the Waddle Dee defenseless. Its missiles will give Kirby the Bomb ability if inhaled, though the Walker Wadde Dee itself yields no ability.Walker Waddle Dees will move and jump around like regular Waddle Dees. If a player is nearby, it will launch a homing missile at them, which explodes on impact and deals moderate damage. It has twice as health as a Waddle Dee; after taking enough damage, the Walker Waddle Dee's mech will be destroyed, and it will act like a standard Waddle Dee afterward.	Walker Waddle Dees are enemies that appear in Kirby: Planet Robobot. They are regular Waddle Dees who pilot yellow mechs. They attack by firing a missile from behind, which homes in on Kirby. If attacked, the mech will be destroyed, leaving the Waddle Dee defenseless. Its missiles will give Kirby the Bomb ability if inhaled, though the Walker Wadde Dee itself yields no ability.Walker Waddle Dees will move and jump around like regular Waddle Dees. If a player is nearby, it will launch a homing missile at them, which explodes on impact and deals moderate damage. It has twice as health as a Waddle Dee; after taking enough damage, the Walker Waddle Dee's mech will be destroyed, and it will act like a standard Waddle Dee afterward.
Wither SkeletonMinecraft (2011)
		Wither Skeletons are hostile mobs that appear in Minecraft, spawning in the Nether and mainly around Nether Fortresses. They resemble black Skeletons, though wield swords instead of bows. If they attack they player, they are inflicted by the Wither effect, taking constant damage for a few seconds similar to poison. They're more aggressive than Skeletons, and are more difficult to defeat.Wither Skeletons will pursue players if they're close enough. Their sole attack is swinging their sword at close range, and while this deals little damage, it does inflict the player with the Wither effect, turning them black and taking gradual damage identical to having a flower on their head. They have moderate health and can be difficult to defeat.	Wither Skeletons are hostile mobs that appear in Minecraft, spawning in the Nether and mainly around Nether Fortresses. They resemble black Skeletons, though wield swords instead of bows. If they attack they player, they are inflicted by the Wither effect, taking constant damage for a few seconds similar to poison. They're more aggressive than Skeletons, and are more difficult to defeat.Wither Skeletons will pursue players if they're close enough. Their sole attack is swinging their sword at close range, and while this deals little damage, it does inflict the player with the Wither effect, turning them black and taking gradual damage identical to having a flower on their head. They have moderate health and can be difficult to defeat.
		Wither Skeletons are hostile mobs that appear in Minecraft, spawning in the Nether and mainly around Nether Fortresses. They resemble black Skeletons, though wield swords instead of bows. If they attack they player, they are inflicted by the Wither effect, taking constant damage for a few seconds similar to poison. They're more aggressive than Skeletons, and are more difficult to defeat.Wither Skeletons will pursue players if they're close enough. Their sole attack is swinging their sword at close range, and while this deals little damage, it does inflict the player with the Wither effect, turning them black and taking gradual damage identical to having a flower on their head. They have moderate health and can be difficult to defeat.	Wither Skeletons are hostile mobs that appear in Minecraft, spawning in the Nether and mainly around Nether Fortresses. They resemble black Skeletons, though wield swords instead of bows. If they attack they player, they are inflicted by the Wither effect, taking constant damage for a few seconds similar to poison. They're more aggressive than Skeletons, and are more difficult to defeat.Wither Skeletons will pursue players if they're close enough. Their sole attack is swinging their sword at close range, and while this deals little damage, it does inflict the player with the Wither effect, turning them black and taking gradual damage identical to having a flower on their head. They have moderate health and can be difficult to defeat.
WitchMinecraft (2011)
		Witches are hostile mobs that appear in Minecraft, spawning in the Overworld, mostly in swamp huts. Though rare, they are a valuable source of poison ingredients. To attack, they throw harmful splash potions as projectiles.Witches will keep their distance in battle, and attack players with one of three types of splash potions it can throw at them, which inflict negative ailments if the player is caught in the resulting blast: a Potion of Slowness that makes the player briefly slow down, a Potion of Poison that puts a flower on their head, and a Potion of Weakness that decreases their damage and launch resistance temporarily. While they have low health and can be easily caught up to, their status ailments can be detrimental if other enemies are also around.	Witches are hostile mobs that appear in Minecraft, spawning in the Overworld, mostly in swamp huts. Though rare, they are a valuable source of poison ingredients. To attack, they throw harmful splash potions as projectiles.Witches will keep their distance in battle, and attack players with one of three types of splash potions it can throw at them, which inflict negative ailments if the player is caught in the resulting blast: a Potion of Slowness that makes the player briefly slow down, a Potion of Poison that puts a flower on their head, and a Potion of Weakness that decreases their damage and launch resistance temporarily. While they have low health and can be easily caught up to, their status ailments can be detrimental if other enemies are also around.
		Witches are hostile mobs that appear in Minecraft, spawning in the Overworld, mostly in swamp huts. Though rare, they are a valuable source of poison ingredients. To attack, they throw harmful splash potions as projectiles.Witches will keep their distance in battle, and attack players with one of three types of splash potions it can throw at them, which inflict negative ailments if the player is caught in the resulting blast: a Potion of Slowness that makes the player briefly slow down, a Potion of Poison that puts a flower on their head, and a Potion of Weakness that decreases their damage and launch resistance temporarily. While they have low health and can be easily caught up to, their status ailments can be detrimental if other enemies are also around.	Witches are hostile mobs that appear in Minecraft, spawning in the Overworld, mostly in swamp huts. Though rare, they are a valuable source of poison ingredients. To attack, they throw harmful splash potions as projectiles.Witches will keep their distance in battle, and attack players with one of three types of splash potions it can throw at them, which inflict negative ailments if the player is caught in the resulting blast: a Potion of Slowness that makes the player briefly slow down, a Potion of Poison that puts a flower on their head, and a Potion of Weakness that decreases their damage and launch resistance temporarily. While they have low health and can be easily caught up to, their status ailments can be detrimental if other enemies are also around.
Woollet BillYoshi's Woolly World (2015)
		Woollet Bills are a variety of Bullet Bills that appear in Yoshi's Woolly World. Like Bullet Bills, they are launched out of Bill Blasters and will damage Yoshi on contact, but they create cloud trails behind them that can be used as platforms, If they are defeated, these cloud trails will end.Woollet Bills act a lot like Bullet Bills in that they will either fly forward or home in on fighters, damaging them on contact in either case. Though the have lower attack power than Bullet Bills, they are faster. Just like in their game of origin, they can create trails behind them that can be used as temporary platforms. They have low health and can be dispatched easily.	Woollet Bills are a variety of Bullet Bills that appear in Yoshi's Woolly World. Like Bullet Bills, they are launched out of Bill Blasters and will damage Yoshi on contact, but they create cloud trails behind them that can be used as platforms, If they are defeated, these cloud trails will end.Woollet Bills act a lot like Bullet Bills in that they will either fly forward or home in on fighters, damaging them on contact in either case. Though the have lower attack power than Bullet Bills, they are faster. Just like in their game of origin, they can create trails behind them that can be used as temporary platforms. They have low health and can be dispatched easily.
		Woollet Bills are a variety of Bullet Bills that appear in Yoshi's Woolly World. Like Bullet Bills, they are launched out of Bill Blasters and will damage Yoshi on contact, but they create cloud trails behind them that can be used as platforms, If they are defeated, these cloud trails will end.Woollet Bills act a lot like Bullet Bills in that they will either fly forward or home in on fighters, damaging them on contact in either case. Though the have lower attack power than Bullet Bills, they are faster. Just like in their game of origin, they can create trails behind them that can be used as temporary platforms. They have low health and can be dispatched easily.	Woollet Bills are a variety of Bullet Bills that appear in Yoshi's Woolly World. Like Bullet Bills, they are launched out of Bill Blasters and will damage Yoshi on contact, but they create cloud trails behind them that can be used as platforms, If they are defeated, these cloud trails will end.Woollet Bills act a lot like Bullet Bills in that they will either fly forward or home in on fighters, damaging them on contact in either case. Though the have lower attack power than Bullet Bills, they are faster. Just like in their game of origin, they can create trails behind them that can be used as temporary platforms. They have low health and can be dispatched easily.
Yellow WollywogPikmin (2001)
		Yellow Wollywogs are round, yellow members of the Amphituber family and common enemies in the Pikmin series. They reside in watery areas such as ponds. It attacks prey by leaping into the air and squashing them with its bulk. Though it can be difficult to defeat, swarming it with enough Pikmin can hold it down and prevent it from jumping. This jumping ability is a result of evolution, though at the cost of its swimming ability.Yellow Wollywogs are large, slow enemies that have a lot of health and launch resistance. Their sole attack involves leaping into the air and falling down, crushing fighters. This move can heavily launch airborne opponents and bury grounded ones. Despite being virtually immobile, this attack can make them difficult to hit with physical attacks.	Yellow Wollywogs are round, yellow members of the Amphituber family and common enemies in the Pikmin series. They reside in watery areas such as ponds. It attacks prey by leaping into the air and squashing them with its bulk. Though it can be difficult to defeat, swarming it with enough Pikmin can hold it down and prevent it from jumping. This jumping ability is a result of evolution, though at the cost of its swimming ability.Yellow Wollywogs are large, slow enemies that have a lot of health and launch resistance. Their sole attack involves leaping into the air and falling down, crushing fighters. This move can heavily launch airborne opponents and bury grounded ones. Despite being virtually immobile, this attack can make them difficult to hit with physical attacks.
		Yellow Wollywogs are round, yellow members of the Amphituber family and common enemies in the Pikmin series. They reside in watery areas such as ponds. It attacks prey by leaping into the air and squashing them with its bulk. Though it can be difficult to defeat, swarming it with enough Pikmin can hold it down and prevent it from jumping. This jumping ability is a result of evolution, though at the cost of its swimming ability.Yellow Wollywogs are large, slow enemies that have a lot of health and launch resistance. Their sole attack involves leaping into the air and falling down, crushing fighters. This move can heavily launch airborne opponents and bury grounded ones. Despite being virtually immobile, this attack can make them difficult to hit with physical attacks.	Yellow Wollywogs are round, yellow members of the Amphituber family and common enemies in the Pikmin series. They reside in watery areas such as ponds. It attacks prey by leaping into the air and squashing them with its bulk. Though it can be difficult to defeat, swarming it with enough Pikmin can hold it down and prevent it from jumping. This jumping ability is a result of evolution, though at the cost of its swimming ability.Yellow Wollywogs are large, slow enemies that have a lot of health and launch resistance. Their sole attack involves leaping into the air and falling down, crushing fighters. This move can heavily launch airborne opponents and bury grounded ones. Despite being virtually immobile, this attack can make them difficult to hit with physical attacks.
ZebesianSuper Metroid (1994)
		Zebesians are enemies that appear in the Metroid series, being inhabitants of Planet Zebes after the Chozo went extinct. They also compose some of the most basic Space Pirates in the 2D Metroid games, with several variants. Most of them have claws and have the ability to fire projectiles.When a Zebesian sees a player, it will leap at them and try to swipe them with their claws. If they are farther away, they will instead fire projectiles from their claws. They can also be found climbing up and down walls, and will fire projectiles at players if they see them. They have moderate health, and their high-damaging attacks make them formidable foes.	Zebesians are enemies that appear in the Metroid series, being inhabitants of Planet Zebes after the Chozo went extinct. They also compose some of the most basic Space Pirates in the 2D Metroid games, with several variants. Most of them have claws and have the ability to fire projectiles.When a Zebesian sees a player, it will leap at them and try to swipe them with their claws. If they are farther away, they will instead fire projectiles from their claws. They can also be found climbing up and down walls, and will fire projectiles at players if they see them. They have moderate health, and their high-damaging attacks make them formidable foes.
		Zebesians are enemies that appear in the Metroid series, being inhabitants of Planet Zebes after the Chozo went extinct. They also compose some of the most basic Space Pirates in the 2D Metroid games, with several variants. Most of them have claws and have the ability to fire projectiles.When a Zebesian sees a player, it will leap at them and try to swipe them with their claws. If they are farther away, they will instead fire projectiles from their claws. They can also be found climbing up and down walls, and will fire projectiles at players if they see them. They have moderate health, and their high-damaging attacks make them formidable foes.	Zebesians are enemies that appear in the Metroid series, being inhabitants of Planet Zebes after the Chozo went extinct. They also compose some of the most basic Space Pirates in the 2D Metroid games, with several variants. Most of them have claws and have the ability to fire projectiles.When a Zebesian sees a player, it will leap at them and try to swipe them with their claws. If they are farther away, they will instead fire projectiles from their claws. They can also be found climbing up and down walls, and will fire projectiles at players if they see them. They have moderate health, and their high-damaging attacks make them formidable foes.
ZiggyMario + Rabbids Kingdom Battle (2017)
		Ziggies are Rabbid enemies that appear in Mario + Rabbids Kingdom Battle, created by Spawny when he merged the world of the Rabbids with the Mushroom Kingdom. They are the first enemies encountered, and as such are pretty simple, wielding Blaster weapons with the ability to dash into players to damage them. Later in the game, Ziggies can also use the ability Villain Sight, which allows them to fire at the player during their turn or when they're forced to move.Ziggies have two main attacks. They can either fire their blasters in the direction of the player, which deals the most damage, or they can dash into them if they're close enough in range. There are five kinds of Ziggies that can appear, each with their own statistics:
*Garden Ziggies are the weakest variety, having the lowest damage and lowest health.
*Sherbet Ziggies are stronger and can shoot their blasters from farther away.
*Spooky Ziggies have more health, deal more damage, and their blasters can inflict an ink status ailment that prevents the player from attacking for a short time.
*Lava Ziggies are the strongest, having the most health, attack power, and range.
*Tropical Ziggies are as strong as Sherbet Ziggies, but with the added ability to freeze players with their blaster.	Ziggies are Rabbid enemies that appear in Mario + Rabbids Kingdom Battle, created by Spawny when he merged the world of the Rabbids with the Mushroom Kingdom. They are the first enemies encountered, and as such are pretty simple, wielding Blaster weapons with the ability to dash into players to damage them. Later in the game, Ziggies can also use the ability Villain Sight, which allows them to fire at the player during their turn or when they're forced to move.Ziggies have two main attacks. They can either fire their blasters in the direction of the player, which deals the most damage, or they can dash into them if they're close enough in range. There are five kinds of Ziggies that can appear, each with their own statistics:
*Garden Ziggies are the weakest variety, having the lowest damage and lowest health.
*Sherbet Ziggies are stronger and can shoot their blasters from farther away.
*Spooky Ziggies have more health, deal more damage, and their blasters can inflict an ink status ailment that prevents the player from attacking for a short time.
*Lava Ziggies are the strongest, having the most health, attack power, and range.
*Tropical Ziggies are as strong as Sherbet Ziggies, but with the added ability to freeze players with their blaster.
		Ziggies are Rabbid enemies that appear in Mario + Rabbids Kingdom Battle, created by Spawny when he merged the world of the Rabbids with the Mushroom Kingdom. They are the first enemies encountered, and as such are pretty simple, wielding Blaster weapons with the ability to dash into players to damage them. Later in the game, Ziggies can also use the ability Villain Sight, which allows them to fire at the player during their turn or when they're forced to move.Ziggies have two main attacks. They can either fire their blasters in the direction of the player, which deals the most damage, or they can dash into them if they're close enough in range. There are five kinds of Ziggies that can appear, each with their own statistics:
*Garden Ziggies are the weakest variety, having the lowest damage and lowest health.
*Sherbet Ziggies are stronger and can shoot their blasters from farther away.
*Spooky Ziggies have more health, deal more damage, and their blasters can inflict an ink status ailment that prevents the player from attacking for a short time.
*Lava Ziggies are the strongest, having the most health, attack power, and range.
*Tropical Ziggies are as strong as Sherbet Ziggies, but with the added ability to freeze players with their blaster.	Ziggies are Rabbid enemies that appear in Mario + Rabbids Kingdom Battle, created by Spawny when he merged the world of the Rabbids with the Mushroom Kingdom. They are the first enemies encountered, and as such are pretty simple, wielding Blaster weapons with the ability to dash into players to damage them. Later in the game, Ziggies can also use the ability Villain Sight, which allows them to fire at the player during their turn or when they're forced to move.Ziggies have two main attacks. They can either fire their blasters in the direction of the player, which deals the most damage, or they can dash into them if they're close enough in range. There are five kinds of Ziggies that can appear, each with their own statistics:
*Garden Ziggies are the weakest variety, having the lowest damage and lowest health.
*Sherbet Ziggies are stronger and can shoot their blasters from farther away.
*Spooky Ziggies have more health, deal more damage, and their blasters can inflict an ink status ailment that prevents the player from attacking for a short time.
*Lava Ziggies are the strongest, having the most health, attack power, and range.
*Tropical Ziggies are as strong as Sherbet Ziggies, but with the added ability to freeze players with their blaster.
ZingerDonkey Kong Country (1994)
		Zingers are bee enemies that appear commonly in the Donkey Kong series. They come in many colors, with each of them having their own flight patterns. They typically act as obstacles that the Kongs should avoid, but they can be defeated with a barrel or the help of an Animal Friend.Zingers won't pursue fighters near them, but rather stick to flying in a set path, either back and forth or in a circular motion. However, they will damage any fighters that touch them, so they are best dealt with from afar. They have low health, but if attacked, they will get angry and charge at the fighter that damaged it.	Zingers are bee enemies that appear commonly in the Donkey Kong series. They come in many colors, with each of them having their own flight patterns. They typically act as obstacles that the Kongs should avoid, but they can be defeated with a barrel or the help of an Animal Friend.Zingers won't pursue fighters near them, but rather stick to flying in a set path, either back and forth or in a circular motion. However, they will damage any fighters that touch them, so they are best dealt with from afar. They have low health, but if attacked, they will get angry and charge at the fighter that damaged it.
		Zingers are bee enemies that appear commonly in the Donkey Kong series. They come in many colors, with each of them having their own flight patterns. They typically act as obstacles that the Kongs should avoid, but they can be defeated with a barrel or the help of an Animal Friend.Zingers won't pursue fighters near them, but rather stick to flying in a set path, either back and forth or in a circular motion. However, they will damage any fighters that touch them, so they are best dealt with from afar. They have low health, but if attacked, they will get angry and charge at the fighter that damaged it.	Zingers are bee enemies that appear commonly in the Donkey Kong series. They come in many colors, with each of them having their own flight patterns. They typically act as obstacles that the Kongs should avoid, but they can be defeated with a barrel or the help of an Animal Friend.Zingers won't pursue fighters near them, but rather stick to flying in a set path, either back and forth or in a circular motion. However, they will damage any fighters that touch them, so they are best dealt with from afar. They have low health, but if attacked, they will get angry and charge at the fighter that damaged it.
ZoglinMinecraft (2011)
		Zoglins are hostile mobs that appear in Minecraft. As their name suggests, they are zombified, undead Hoglins, which are created when a Hoglin spawns in the Overworld or the End. They act exactly like regular Hoglins, but are stronger as they are unaffected by fire, lava, or status effects.Zoglins act near identical to Hoglins, attacking players on sight with a heavy ram attack. They have minor launch resistance and a lot of health, and also have the added perk of slowly regenerating health. They also don't award a raw prokchop when defeated, unlike Hoglins.	Zoglins are hostile mobs that appear in Minecraft. As their name suggests, they are zombified, undead Hoglins, which are created when a Hoglin spawns in the Overworld or the End. They act exactly like regular Hoglins, but are stronger as they are unaffected by fire, lava, or status effects.Zoglins act near identical to Hoglins, attacking players on sight with a heavy ram attack. They have minor launch resistance and a lot of health, and also have the added perk of slowly regenerating health. They also don't award a raw prokchop when defeated, unlike Hoglins.
		Zoglins are hostile mobs that appear in Minecraft. As their name suggests, they are zombified, undead Hoglins, which are created when a Hoglin spawns in the Overworld or the End. They act exactly like regular Hoglins, but are stronger as they are unaffected by fire, lava, or status effects.Zoglins act near identical to Hoglins, attacking players on sight with a heavy ram attack. They have minor launch resistance and a lot of health, and also have the added perk of slowly regenerating health. They also don't award a raw prokchop when defeated, unlike Hoglins.	Zoglins are hostile mobs that appear in Minecraft. As their name suggests, they are zombified, undead Hoglins, which are created when a Hoglin spawns in the Overworld or the End. They act exactly like regular Hoglins, but are stronger as they are unaffected by fire, lava, or status effects.Zoglins act near identical to Hoglins, attacking players on sight with a heavy ram attack. They have minor launch resistance and a lot of health, and also have the added perk of slowly regenerating health. They also don't award a raw prokchop when defeated, unlike Hoglins.
Zombified PiglinMinecraft (2011)
		Zombified Piglins, formerly known as Zombie Pigmen, are neutral mobs that appear in Minecraft, spawning in the Nether (though some may spawn in the Overworld near a Nether Portal). They are pig-like, zombified creatures that normally appear in groups and wield swords. They will only attack if the player attacks them first; they have low health, but doing so will provoke all other nearby Zombified Piglins to attack as wel.Zombified Piglins are initially docile like in Minecraft; they appear in groups of at least three and will only attack if the player damages them. Their sole attack is swinging their sword, which is close-ranged but deals a respectable amount of damage. However, if one is attack, the other Zombified Piglins in the group will start attacking as well, which can overwhelm the player if there are other enemies.	Zombified Piglins, formerly known as Zombie Pigmen, are neutral mobs that appear in Minecraft, spawning in the Nether (though some may spawn in the Overworld near a Nether Portal). They are pig-like, zombified creatures that normally appear in groups and wield swords. They will only attack if the player attacks them first; they have low health, but doing so will provoke all other nearby Zombified Piglins to attack as wel.Zombified Piglins are initially docile like in Minecraft; they appear in groups of at least three and will only attack if the player damages them. Their sole attack is swinging their sword, which is close-ranged but deals a respectable amount of damage. However, if one is attack, the other Zombified Piglins in the group will start attacking as well, which can overwhelm the player if there are other enemies.
		Zombified Piglins, formerly known as Zombie Pigmen, are neutral mobs that appear in Minecraft, spawning in the Nether (though some may spawn in the Overworld near a Nether Portal). They are pig-like, zombified creatures that normally appear in groups and wield swords. They will only attack if the player attacks them first; they have low health, but doing so will provoke all other nearby Zombified Piglins to attack as wel.Zombified Piglins are initially docile like in Minecraft; they appear in groups of at least three and will only attack if the player damages them. Their sole attack is swinging their sword, which is close-ranged but deals a respectable amount of damage. However, if one is attack, the other Zombified Piglins in the group will start attacking as well, which can overwhelm the player if there are other enemies.	Zombified Piglins, formerly known as Zombie Pigmen, are neutral mobs that appear in Minecraft, spawning in the Nether (though some may spawn in the Overworld near a Nether Portal). They are pig-like, zombified creatures that normally appear in groups and wield swords. They will only attack if the player attacks them first; they have low health, but doing so will provoke all other nearby Zombified Piglins to attack as wel.Zombified Piglins are initially docile like in Minecraft; they appear in groups of at least three and will only attack if the player damages them. Their sole attack is swinging their sword, which is close-ranged but deals a respectable amount of damage. However, if one is attack, the other Zombified Piglins in the group will start attacking as well, which can overwhelm the player if there are other enemies.
====Boss Enemies====
ArachnusMetroid II: Return of Samus (1991)
		Arachnus are predators that live on SR388, appearing as a midboss in Metroid II: Return of Samus and Metroid: Samus Returns. They are near the top of the food chain, and have various weapons such as claws, the ability to shoot fireballs, and a hard, armadillo-like shell.When Arachnus is encountered, it will attack the player by using claw swipes, spitting fireballs, and crawling into its shell and rolling around the area. In addition to having a lot of health and launch resistance, its hard shell is invincible against attacks, even during its rolling attack, meaning that only frontal attacks can damage Arachnus.	Arachnus are predators that live on SR388, appearing as a midboss in Metroid II: Return of Samus and Metroid: Samus Returns. They are near the top of the food chain, and have various weapons such as claws, the ability to shoot fireballs, and a hard, armadillo-like shell.When Arachnus is encountered, it will attack the player by using claw swipes, spitting fireballs, and crawling into its shell and rolling around the area. In addition to having a lot of health and launch resistance, its hard shell is invincible against attacks, even during its rolling attack, meaning that only frontal attacks can damage Arachnus.
		Arachnus are predators that live on SR388, appearing as a midboss in Metroid II: Return of Samus and Metroid: Samus Returns. They are near the top of the food chain, and have various weapons such as claws, the ability to shoot fireballs, and a hard, armadillo-like shell.When Arachnus is encountered, it will attack the player by using claw swipes, spitting fireballs, and crawling into its shell and rolling around the area. In addition to having a lot of health and launch resistance, its hard shell is invincible against attacks, even during its rolling attack, meaning that only frontal attacks can damage Arachnus.	Arachnus are predators that live on SR388, appearing as a midboss in Metroid II: Return of Samus and Metroid: Samus Returns. They are near the top of the food chain, and have various weapons such as claws, the ability to shoot fireballs, and a hard, armadillo-like shell.When Arachnus is encountered, it will attack the player by using claw swipes, spitting fireballs, and crawling into its shell and rolling around the area. In addition to having a lot of health and launch resistance, its hard shell is invincible against attacks, even during its rolling attack, meaning that only frontal attacks can damage Arachnus.
Ba'al v; UrchinBravely Second (2015)
		The Ba'al v; Urchin is a Ba'al monster that appears as a boss in Bravely Second. As its name implies, it is a gigantic, urchin-like creature that stands on several legs, with many odd, spike-esque protrudes sticking out of its body. It mainly uses dark-based abilities in battle.The Ba'al v; Urchin, when encountered, will immediately use its Cloudy Day ability, obscuring the area around itself in fog and making it difficult to see. It will crawl around the area, as well as climb up walls and ceilings. Its basic attacks include jabbing its legs at fighters rapidly to damage them, as well as ramming into fighters with its spikes. Even though it has high health and launch resistance, it can enter a state where it begins flashing blue, where it is invincible for the duration of the state.	The Ba'al v; Urchin is a Ba'al monster that appears as a boss in Bravely Second. As its name implies, it is a gigantic, urchin-like creature that stands on several legs, with many odd, spike-esque protrudes sticking out of its body. It mainly uses dark-based abilities in battle.The Ba'al v; Urchin, when encountered, will immediately use its Cloudy Day ability, obscuring the area around itself in fog and making it difficult to see. It will crawl around the area, as well as climb up walls and ceilings. Its basic attacks include jabbing its legs at fighters rapidly to damage them, as well as ramming into fighters with its spikes. Even though it has high health and launch resistance, it can enter a state where it begins flashing blue, where it is invincible for the duration of the state.
		The Ba'al v; Urchin is a Ba'al monster that appears as a boss in Bravely Second. As its name implies, it is a gigantic, urchin-like creature that stands on several legs, with many odd, spike-esque protrudes sticking out of its body. It mainly uses dark-based abilities in battle.The Ba'al v; Urchin, when encountered, will immediately use its Cloudy Day ability, obscuring the area around itself in fog and making it difficult to see. It will crawl around the area, as well as climb up walls and ceilings. Its basic attacks include jabbing its legs at fighters rapidly to damage them, as well as ramming into fighters with its spikes. Even though it has high health and launch resistance, it can enter a state where it begins flashing blue, where it is invincible for the duration of the state.	The Ba'al v; Urchin is a Ba'al monster that appears as a boss in Bravely Second. As its name implies, it is a gigantic, urchin-like creature that stands on several legs, with many odd, spike-esque protrudes sticking out of its body. It mainly uses dark-based abilities in battle.The Ba'al v; Urchin, when encountered, will immediately use its Cloudy Day ability, obscuring the area around itself in fog and making it difficult to see. It will crawl around the area, as well as climb up walls and ceilings. Its basic attacks include jabbing its legs at fighters rapidly to damage them, as well as ramming into fighters with its spikes. Even though it has high health and launch resistance, it can enter a state where it begins flashing blue, where it is invincible for the duration of the state.
Black BullShadow the Hedgehog (2005)
		The Black Bull is a powerful creature that appears in Shadow the Hedgehog, serving as one of the game's bosses. Apart of the Black Arms, it appears when Black Doom summons it to burn the city of Westopolis to ash. In order to defeat it, Shadow must use Homing Attacks or weapons he gets from other enemies on its eye, which serves as its weak point.When encountered, Black Bull will roar and begin attacking. Its main attack is spitting flames, either as a small projectile that travels fast or a ring of flames that deals more damage. It can also periodically spawn Black Hawks to make the battle harder. The only way to damage Black Bull is by hitting it in the eye. Even then, it has a lot of health and launch resistance, making it among the hardest enemies to defeat in the game.	The Black Bull is a powerful creature that appears in Shadow the Hedgehog, serving as one of the game's bosses. Apart of the Black Arms, it appears when Black Doom summons it to burn the city of Westopolis to ash. In order to defeat it, Shadow must use Homing Attacks or weapons he gets from other enemies on its eye, which serves as its weak point.When encountered, Black Bull will roar and begin attacking. Its main attack is spitting flames, either as a small projectile that travels fast or a ring of flames that deals more damage. It can also periodically spawn Black Hawks to make the battle harder. The only way to damage Black Bull is by hitting it in the eye. Even then, it has a lot of health and launch resistance, making it among the hardest enemies to defeat in the game.
		The Black Bull is a powerful creature that appears in Shadow the Hedgehog, serving as one of the game's bosses. Apart of the Black Arms, it appears when Black Doom summons it to burn the city of Westopolis to ash. In order to defeat it, Shadow must use Homing Attacks or weapons he gets from other enemies on its eye, which serves as its weak point.When encountered, Black Bull will roar and begin attacking. Its main attack is spitting flames, either as a small projectile that travels fast or a ring of flames that deals more damage. It can also periodically spawn Black Hawks to make the battle harder. The only way to damage Black Bull is by hitting it in the eye. Even then, it has a lot of health and launch resistance, making it among the hardest enemies to defeat in the game.	The Black Bull is a powerful creature that appears in Shadow the Hedgehog, serving as one of the game's bosses. Apart of the Black Arms, it appears when Black Doom summons it to burn the city of Westopolis to ash. In order to defeat it, Shadow must use Homing Attacks or weapons he gets from other enemies on its eye, which serves as its weak point.When encountered, Black Bull will roar and begin attacking. Its main attack is spitting flames, either as a small projectile that travels fast or a ring of flames that deals more damage. It can also periodically spawn Black Hawks to make the battle harder. The only way to damage Black Bull is by hitting it in the eye. Even then, it has a lot of health and launch resistance, making it among the hardest enemies to defeat in the game.
BonkersKirby's Adventure (1993)
		Bonkers is a gorilla-like creature and a common midboss in the Kirby series. He wields a hammer, which he can use to throw powerful swings with, as well as throw exploding coconuts. When defeated, he will give Kirby the Hammer ability if inhaled.Bonkers has a lot of health and launch resistance, making him difficult to defeat. Most of his attacks consist of hammer swings, all of which deal heavy damage and knockback, especially his fire-enhanced upward swing that will almost always KO the player. He can also toss coconuts that explode on impact. He rarely moves, but he will jump around if the player is far enough away.	Bonkers is a gorilla-like creature and a common midboss in the Kirby series. He wields a hammer, which he can use to throw powerful swings with, as well as throw exploding coconuts. When defeated, he will give Kirby the Hammer ability if inhaled.Bonkers has a lot of health and launch resistance, making him difficult to defeat. Most of his attacks consist of hammer swings, all of which deal heavy damage and knockback, especially his fire-enhanced upward swing that will almost always KO the player. He can also toss coconuts that explode on impact. He rarely moves, but he will jump around if the player is far enough away.
		Bonkers is a gorilla-like creature and a common midboss in the Kirby series. He wields a hammer, which he can use to throw powerful swings with, as well as throw exploding coconuts. When defeated, he will give Kirby the Hammer ability if inhaled.Bonkers has a lot of health and launch resistance, making him difficult to defeat. Most of his attacks consist of hammer swings, all of which deal heavy damage and knockback, especially his fire-enhanced upward swing that will almost always KO the player. He can also toss coconuts that explode on impact. He rarely moves, but he will jump around if the player is far enough away.	Bonkers is a gorilla-like creature and a common midboss in the Kirby series. He wields a hammer, which he can use to throw powerful swings with, as well as throw exploding coconuts. When defeated, he will give Kirby the Hammer ability if inhaled.Bonkers has a lot of health and launch resistance, making him difficult to defeat. Most of his attacks consist of hammer swings, all of which deal heavy damage and knockback, especially his fire-enhanced upward swing that will almost always KO the player. He can also toss coconuts that explode on impact. He rarely moves, but he will jump around if the player is far enough away.
Bug-Eyed CrawmadPikmin 3 (2013)
		The Bug-Eyed Crawmad is a midboss in Pikmin 3, battled in the Garden of Hope. It will sit in its burrow, and will peak out of it when prey, like Pikmin, approach them. It will attack by crawling out of its burrow to grab Pikmin, devouring them almost instantly. To damage it, the Pikmin must attack its eyes, stunning it to expose its weakness; its raw underbelly.When the Bug-Eyed Crawmad is encountered, it will crawl out of its burrow. It won't move around that much, but it can snap its pincers at nearby fighters for heavy damage and knockback. It may also charge out of its burrow to use the attack if fighters are farther away. The Bug-Eyed Crawmad has a hard exoskeleton, making it nearly invincible. The only parts of its body that can be attacked are its eyes. After enough damage is dealt to them, it will flip over and expose its underbelly, which can be attacked to damage it. After awhile, it will flip back over and the process will repeat.	The Bug-Eyed Crawmad is a midboss in Pikmin 3, battled in the Garden of Hope. It will sit in its burrow, and will peak out of it when prey, like Pikmin, approach them. It will attack by crawling out of its burrow to grab Pikmin, devouring them almost instantly. To damage it, the Pikmin must attack its eyes, stunning it to expose its weakness; its raw underbelly.When the Bug-Eyed Crawmad is encountered, it will crawl out of its burrow. It won't move around that much, but it can snap its pincers at nearby fighters for heavy damage and knockback. It may also charge out of its burrow to use the attack if fighters are farther away. The Bug-Eyed Crawmad has a hard exoskeleton, making it nearly invincible. The only parts of its body that can be attacked are its eyes. After enough damage is dealt to them, it will flip over and expose its underbelly, which can be attacked to damage it. After awhile, it will flip back over and the process will repeat.
		The Bug-Eyed Crawmad is a midboss in Pikmin 3, battled in the Garden of Hope. It will sit in its burrow, and will peak out of it when prey, like Pikmin, approach them. It will attack by crawling out of its burrow to grab Pikmin, devouring them almost instantly. To damage it, the Pikmin must attack its eyes, stunning it to expose its weakness; its raw underbelly.When the Bug-Eyed Crawmad is encountered, it will crawl out of its burrow. It won't move around that much, but it can snap its pincers at nearby fighters for heavy damage and knockback. It may also charge out of its burrow to use the attack if fighters are farther away. The Bug-Eyed Crawmad has a hard exoskeleton, making it nearly invincible. The only parts of its body that can be attacked are its eyes. After enough damage is dealt to them, it will flip over and expose its underbelly, which can be attacked to damage it. After awhile, it will flip back over and the process will repeat.	The Bug-Eyed Crawmad is a midboss in Pikmin 3, battled in the Garden of Hope. It will sit in its burrow, and will peak out of it when prey, like Pikmin, approach them. It will attack by crawling out of its burrow to grab Pikmin, devouring them almost instantly. To damage it, the Pikmin must attack its eyes, stunning it to expose its weakness; its raw underbelly.When the Bug-Eyed Crawmad is encountered, it will crawl out of its burrow. It won't move around that much, but it can snap its pincers at nearby fighters for heavy damage and knockback. It may also charge out of its burrow to use the attack if fighters are farther away. The Bug-Eyed Crawmad has a hard exoskeleton, making it nearly invincible. The only parts of its body that can be attacked are its eyes. After enough damage is dealt to them, it will flip over and expose its underbelly, which can be attacked to damage it. After awhile, it will flip back over and the process will repeat.
CerberusMy Little Pony: Friendship is Magic (2010)
		Cerberus is a giant, three-headed dog that appears in My Little Pony: Friendship is Magic. It is responsible for guarding the gates of Tartarus, and according to Twilight Sparkle, with Cerberus away from the gate, the evil creatures imprisoned there could escape into Equestria. It is based on the Cerberus of Greek mythology, who served a similar purpose of guarding Hades.Cerberus is a very aggressive enemy, and will attack players nearby by pouncing at them and swiping with its claws. It may also throw a rapid series of bites or perform a jump attack to try and bury or meteor smash the player. Cerberus has a lot of health and launch reistance, and combined with its high, damaging attacks, it is one of the most dangerous enemies encountered.	Cerberus is a giant, three-headed dog that appears in My Little Pony: Friendship is Magic. It is responsible for guarding the gates of Tartarus, and according to Twilight Sparkle, with Cerberus away from the gate, the evil creatures imprisoned there could escape into Equestria. It is based on the Cerberus of Greek mythology, who served a similar purpose of guarding Hades.Cerberus is a very aggressive enemy, and will attack players nearby by pouncing at them and swiping with its claws. It may also throw a rapid series of bites or perform a jump attack to try and bury or meteor smash the player. Cerberus has a lot of health and launch reistance, and combined with its high, damaging attacks, it is one of the most dangerous enemies encountered.
		Cerberus is a giant, three-headed dog that appears in My Little Pony: Friendship is Magic. It is responsible for guarding the gates of Tartarus, and according to Twilight Sparkle, with Cerberus away from the gate, the evil creatures imprisoned there could escape into Equestria. It is based on the Cerberus of Greek mythology, who served a similar purpose of guarding Hades.Cerberus is a very aggressive enemy, and will attack players nearby by pouncing at them and swiping with its claws. It may also throw a rapid series of bites or perform a jump attack to try and bury or meteor smash the player. Cerberus has a lot of health and launch reistance, and combined with its high, damaging attacks, it is one of the most dangerous enemies encountered.	Cerberus is a giant, three-headed dog that appears in My Little Pony: Friendship is Magic. It is responsible for guarding the gates of Tartarus, and according to Twilight Sparkle, with Cerberus away from the gate, the evil creatures imprisoned there could escape into Equestria. It is based on the Cerberus of Greek mythology, who served a similar purpose of guarding Hades.Cerberus is a very aggressive enemy, and will attack players nearby by pouncing at them and swiping with its claws. It may also throw a rapid series of bites or perform a jump attack to try and bury or meteor smash the player. Cerberus has a lot of health and launch reistance, and combined with its high, damaging attacks, it is one of the most dangerous enemies encountered.
Conga the ApeBanjo-Kazooie (1984)
		Conga the Ape is a recurring character in the Banjo-Kazooie series, first appearing in Banjo-Kazooie. He is found on Mumbo's Mountain, where he will try to attack banjo and Kazooie if they seal fruit from the tree he stands on. In Banjo-Tooie, he guards Mr. Patch in Witchyworld. He's greedy and selfish, and has a love for oranges.Conga has a lot of health and launch resistance, making him difficult to defeat. His main attack is lobbing oranges at the player, which can damage them. However, if they get close enough, he will instead start using melee attacks such as punches, swipes, and slams on the ground.	Conga the Ape is a recurring character in the Banjo-Kazooie series, first appearing in Banjo-Kazooie. He is found on Mumbo's Mountain, where he will try to attack banjo and Kazooie if they seal fruit from the tree he stands on. In Banjo-Tooie, he guards Mr. Patch in Witchyworld. He's greedy and selfish, and has a love for oranges.Conga has a lot of health and launch resistance, making him difficult to defeat. His main attack is lobbing oranges at the player, which can damage them. However, if they get close enough, he will instead start using melee attacks such as punches, swipes, and slams on the ground.
		Conga the Ape is a recurring character in the Banjo-Kazooie series, first appearing in Banjo-Kazooie. He is found on Mumbo's Mountain, where he will try to attack banjo and Kazooie if they seal fruit from the tree he stands on. In Banjo-Tooie, he guards Mr. Patch in Witchyworld. He's greedy and selfish, and has a love for oranges.Conga has a lot of health and launch resistance, making him difficult to defeat. His main attack is lobbing oranges at the player, which can damage them. However, if they get close enough, he will instead start using melee attacks such as punches, swipes, and slams on the ground.	Conga the Ape is a recurring character in the Banjo-Kazooie series, first appearing in Banjo-Kazooie. He is found on Mumbo's Mountain, where he will try to attack banjo and Kazooie if they seal fruit from the tree he stands on. In Banjo-Tooie, he guards Mr. Patch in Witchyworld. He's greedy and selfish, and has a love for oranges.Conga has a lot of health and launch resistance, making him difficult to defeat. His main attack is lobbing oranges at the player, which can damage them. However, if they get close enough, he will instead start using melee attacks such as punches, swipes, and slams on the ground.
ClubberskullKid Icarus: Uprising (2012)
		Clubberskulls are powerful enemies appearing in Kid Icarus: Uprising, being members of the Underworld Army. Initially, they are chained, immobile, and harmless. However, when hit, they will be set free and will rampage around the area.When a Clubberskull is encountered, it is confined in a skull. If attacked, it will be released and begin rampaging around the area. It has high health and launch resistance, making it difficult to deal with. Furthermore, it has attacks from swinging its arms while charging forward to spinning around along the ground, all of which can deal heavy damage and knockback.	Clubberskulls are powerful enemies appearing in Kid Icarus: Uprising, being members of the Underworld Army. Initially, they are chained, immobile, and harmless. However, when hit, they will be set free and will rampage around the area.When a Clubberskull is encountered, it is confined in a skull. If attacked, it will be released and begin rampaging around the area. It has high health and launch resistance, making it difficult to deal with. Furthermore, it has attacks from swinging its arms while charging forward to spinning around along the ground, all of which can deal heavy damage and knockback.
		Clubberskulls are powerful enemies appearing in Kid Icarus: Uprising, being members of the Underworld Army. Initially, they are chained, immobile, and harmless. However, when hit, they will be set free and will rampage around the area.When a Clubberskull is encountered, it is confined in a skull. If attacked, it will be released and begin rampaging around the area. It has high health and launch resistance, making it difficult to deal with. Furthermore, it has attacks from swinging its arms while charging forward to spinning around along the ground, all of which can deal heavy damage and knockback.	Clubberskulls are powerful enemies appearing in Kid Icarus: Uprising, being members of the Underworld Army. Initially, they are chained, immobile, and harmless. However, when hit, they will be set free and will rampage around the area.When a Clubberskull is encountered, it is confined in a skull. If attacked, it will be released and begin rampaging around the area. It has high health and launch resistance, making it difficult to deal with. Furthermore, it has attacks from swinging its arms while charging forward to spinning around along the ground, all of which can deal heavy damage and knockback.
Grand WheelieKirby's Adventure (1993)
		Grand Wheelie is a large Wheelie and a common midboss in the Kirby series. It attacks by rolling around the area trying to damage Kirby, as well as sending smaller Wheelies at him, which can be inhaled and spat back out at Grand Wheelie. When defeated, it will give Kirby the Wheel ability if inhaled.When Grand Wheelie is encountered, it will roll around the area at high speeds, damaging any fighters in its way. After awhile, it will fall over and become stunned, giving fighters a chance to attack. It will soon get back up and proceed attacking again. Other attacks it has are sending regular Wheelies at the fighters, jumping to bury fighters it lands on, and charging up for a fast dash that deals heavy damage and knockback.	Grand Wheelie is a large Wheelie and a common midboss in the Kirby series. It attacks by rolling around the area trying to damage Kirby, as well as sending smaller Wheelies at him, which can be inhaled and spat back out at Grand Wheelie. When defeated, it will give Kirby the Wheel ability if inhaled.When Grand Wheelie is encountered, it will roll around the area at high speeds, damaging any fighters in its way. After awhile, it will fall over and become stunned, giving fighters a chance to attack. It will soon get back up and proceed attacking again. Other attacks it has are sending regular Wheelies at the fighters, jumping to bury fighters it lands on, and charging up for a fast dash that deals heavy damage and knockback.
		Grand Wheelie is a large Wheelie and a common midboss in the Kirby series. It attacks by rolling around the area trying to damage Kirby, as well as sending smaller Wheelies at him, which can be inhaled and spat back out at Grand Wheelie. When defeated, it will give Kirby the Wheel ability if inhaled.When Grand Wheelie is encountered, it will roll around the area at high speeds, damaging any fighters in its way. After awhile, it will fall over and become stunned, giving fighters a chance to attack. It will soon get back up and proceed attacking again. Other attacks it has are sending regular Wheelies at the fighters, jumping to bury fighters it lands on, and charging up for a fast dash that deals heavy damage and knockback.	Grand Wheelie is a large Wheelie and a common midboss in the Kirby series. It attacks by rolling around the area trying to damage Kirby, as well as sending smaller Wheelies at him, which can be inhaled and spat back out at Grand Wheelie. When defeated, it will give Kirby the Wheel ability if inhaled.When Grand Wheelie is encountered, it will roll around the area at high speeds, damaging any fighters in its way. After awhile, it will fall over and become stunned, giving fighters a chance to attack. It will soon get back up and proceed attacking again. Other attacks it has are sending regular Wheelies at the fighters, jumping to bury fighters it lands on, and charging up for a fast dash that deals heavy damage and knockback.
Guardian StalkerThe Legend of Zelda: Breath of the Wild (2017)
		Guardian Stalkers are large robots that appear in The Legend of Zelda: Breath of the Wild. They were created by the Sheikah to aid Link. Sporting six legs, they are able to climb up and down surfaces, and are also armed with a powerful laser cannon. However, during the events of the game, they become corrupted by Calamity Ganon and attack Link.Guardian Stalkers are massive enemies, with launch resistance and high health. They move around the ground, walls, and ceilings with their legs, which damage players if they are in their way. They can also fire lasers from their eye, ranging from several small lasers to a large laser that damages the player multiple times before launching them. When defeated, it will explode.	Guardian Stalkers are large robots that appear in The Legend of Zelda: Breath of the Wild. They were created by the Sheikah to aid Link. Sporting six legs, they are able to climb up and down surfaces, and are also armed with a powerful laser cannon. However, during the events of the game, they become corrupted by Calamity Ganon and attack Link.Guardian Stalkers are massive enemies, with launch resistance and high health. They move around the ground, walls, and ceilings with their legs, which damage players if they are in their way. They can also fire lasers from their eye, ranging from several small lasers to a large laser that damages the player multiple times before launching them. When defeated, it will explode.
		Guardian Stalkers are large robots that appear in The Legend of Zelda: Breath of the Wild. They were created by the Sheikah to aid Link. Sporting six legs, they are able to climb up and down surfaces, and are also armed with a powerful laser cannon. However, during the events of the game, they become corrupted by Calamity Ganon and attack Link.Guardian Stalkers are massive enemies, with launch resistance and high health. They move around the ground, walls, and ceilings with their legs, which damage players if they are in their way. They can also fire lasers from their eye, ranging from several small lasers to a large laser that damages the player multiple times before launching them. When defeated, it will explode.	Guardian Stalkers are large robots that appear in The Legend of Zelda: Breath of the Wild. They were created by the Sheikah to aid Link. Sporting six legs, they are able to climb up and down surfaces, and are also armed with a powerful laser cannon. However, during the events of the game, they become corrupted by Calamity Ganon and attack Link.Guardian Stalkers are massive enemies, with launch resistance and high health. They move around the ground, walls, and ceilings with their legs, which damage players if they are in their way. They can also fire lasers from their eye, ranging from several small lasers to a large laser that damages the player multiple times before launching them. When defeated, it will explode.
Guts TankMega Man 2 (1988)
		The Guts Tank is a boss in Mega Man 2, appearing at the end of Wily Castle Stage 3. As the name implies, it is based off of Gust Man from Mega Man. Mega Man can stand on its treads to fire projectiles at its head, the only part that can take damage.When the Guts Tank is encountered, it will move slowly left and right. It has a lot of health and launch resistance, making it difficult to defeat. It attacks by firing projectiles from its eyes and mouth, as well as sending Mets from its chest. It can also run over fighters for damage, burying them. It isn't very mobile, but it has a lot more health than other boss enemies.	The Guts Tank is a boss in Mega Man 2, appearing at the end of Wily Castle Stage 3. As the name implies, it is based off of Gust Man from Mega Man. Mega Man can stand on its treads to fire projectiles at its head, the only part that can take damage.When the Guts Tank is encountered, it will move slowly left and right. It has a lot of health and launch resistance, making it difficult to defeat. It attacks by firing projectiles from its eyes and mouth, as well as sending Mets from its chest. It can also run over fighters for damage, burying them. It isn't very mobile, but it has a lot more health than other boss enemies.
		The Guts Tank is a boss in Mega Man 2, appearing at the end of Wily Castle Stage 3. As the name implies, it is based off of Gust Man from Mega Man. Mega Man can stand on its treads to fire projectiles at its head, the only part that can take damage.When the Guts Tank is encountered, it will move slowly left and right. It has a lot of health and launch resistance, making it difficult to defeat. It attacks by firing projectiles from its eyes and mouth, as well as sending Mets from its chest. It can also run over fighters for damage, burying them. It isn't very mobile, but it has a lot more health than other boss enemies.	The Guts Tank is a boss in Mega Man 2, appearing at the end of Wily Castle Stage 3. As the name implies, it is based off of Gust Man from Mega Man. Mega Man can stand on its treads to fire projectiles at its head, the only part that can take damage.When the Guts Tank is encountered, it will move slowly left and right. It has a lot of health and launch resistance, making it difficult to defeat. It attacks by firing projectiles from its eyes and mouth, as well as sending Mets from its chest. It can also run over fighters for damage, burying them. It isn't very mobile, but it has a lot more health than other boss enemies.
LynelThe Legend of Zelda (1986)
		Lynels are recurring lion centaur-like enemies that appear in the The Legend of Zelda series. They are typically considered one of the strongest enemies Link can encounter, and have a variety of attacks that are different from game to game. In Super Smash Bros., Lynels are based on their appearance in The Legend of Zelda: Breath of the Wild.When a Lynel is encountered, it will not initiate the player, and instead stare them down. However, if they are hit by an attack first, they will pull out a sword and shield. They have a variety of attacks, from slashing with their sword, to shooting fireballs, to charging at the opponent, to simply stomping on the ground. They have launch resistance and a lot of health, and attacks that hit their shield will be defended, making them pretty difficult to defeat.	Lynels are recurring lion centaur-like enemies that appear in the The Legend of Zelda series. They are typically considered one of the strongest enemies Link can encounter, and have a variety of attacks that are different from game to game. In Super Smash Bros., Lynels are based on their appearance in The Legend of Zelda: Breath of the Wild.When a Lynel is encountered, it will not initiate the player, and instead stare them down. However, if they are hit by an attack first, they will pull out a sword and shield. They have a variety of attacks, from slashing with their sword, to shooting fireballs, to charging at the opponent, to simply stomping on the ground. They have launch resistance and a lot of health, and attacks that hit their shield will be defended, making them pretty difficult to defeat.
		Lynels are recurring lion centaur-like enemies that appear in the The Legend of Zelda series. They are typically considered one of the strongest enemies Link can encounter, and have a variety of attacks that are different from game to game. In Super Smash Bros., Lynels are based on their appearance in The Legend of Zelda: Breath of the Wild.When a Lynel is encountered, it will not initiate the player, and instead stare them down. However, if they are hit by an attack first, they will pull out a sword and shield. They have a variety of attacks, from slashing with their sword, to shooting fireballs, to charging at the opponent, to simply stomping on the ground. They have launch resistance and a lot of health, and attacks that hit their shield will be defended, making them pretty difficult to defeat.	Lynels are recurring lion centaur-like enemies that appear in the The Legend of Zelda series. They are typically considered one of the strongest enemies Link can encounter, and have a variety of attacks that are different from game to game. In Super Smash Bros., Lynels are based on their appearance in The Legend of Zelda: Breath of the Wild.When a Lynel is encountered, it will not initiate the player, and instead stare them down. However, if they are hit by an attack first, they will pull out a sword and shield. They have a variety of attacks, from slashing with their sword, to shooting fireballs, to charging at the opponent, to simply stomping on the ground. They have launch resistance and a lot of health, and attacks that hit their shield will be defended, making them pretty difficult to defeat.
ManhandlaThe Legend of Zelda (1986)
		Manhandla is a recurring boss in the The Legend of Zelda series, being a plant-like being with four symmetrical mouths. Its abilities differ from game to game, but typically, the mouths are its weak points, and once all four are destroyed, it is defeated. In Super Smash Bros., Manhandla's design is based on its appearance in Hyrule Warriors.When Manhandla is encountered, it is invincible. It will attack by spitting seeds at the player, swinging and chomping with its heads, and even uprooting itself to rampage around the area. To damage it, its heads must first be stunned by attacking them. Once all four of its heads are stunned, it will flip over and reveal its weak point underneath. It has a lot of health and launch resistance, so the player must be quick to defeat it lest Manhandla gets back up and the process starts back over.	Manhandla is a recurring boss in the The Legend of Zelda series, being a plant-like being with four symmetrical mouths. Its abilities differ from game to game, but typically, the mouths are its weak points, and once all four are destroyed, it is defeated. In Super Smash Bros., Manhandla's design is based on its appearance in Hyrule Warriors.When Manhandla is encountered, it is invincible. It will attack by spitting seeds at the player, swinging and chomping with its heads, and even uprooting itself to rampage around the area. To damage it, its heads must first be stunned by attacking them. Once all four of its heads are stunned, it will flip over and reveal its weak point underneath. It has a lot of health and launch resistance, so the player must be quick to defeat it lest Manhandla gets back up and the process starts back over.
		Manhandla is a recurring boss in the The Legend of Zelda series, being a plant-like being with four symmetrical mouths. Its abilities differ from game to game, but typically, the mouths are its weak points, and once all four are destroyed, it is defeated. In Super Smash Bros., Manhandla's design is based on its appearance in Hyrule Warriors.When Manhandla is encountered, it is invincible. It will attack by spitting seeds at the player, swinging and chomping with its heads, and even uprooting itself to rampage around the area. To damage it, its heads must first be stunned by attacking them. Once all four of its heads are stunned, it will flip over and reveal its weak point underneath. It has a lot of health and launch resistance, so the player must be quick to defeat it lest Manhandla gets back up and the process starts back over.	Manhandla is a recurring boss in the The Legend of Zelda series, being a plant-like being with four symmetrical mouths. Its abilities differ from game to game, but typically, the mouths are its weak points, and once all four are destroyed, it is defeated. In Super Smash Bros., Manhandla's design is based on its appearance in Hyrule Warriors.When Manhandla is encountered, it is invincible. It will attack by spitting seeds at the player, swinging and chomping with its heads, and even uprooting itself to rampage around the area. To damage it, its heads must first be stunned by attacking them. Once all four of its heads are stunned, it will flip over and reveal its weak point underneath. It has a lot of health and launch resistance, so the player must be quick to defeat it lest Manhandla gets back up and the process starts back over.
Mingy JongoBanjo-Tooie (2000)
		Mingy Jongo is a robotic bounty hunter that appears in Banjo-Tooie, residing in Cloud Cuckooland. He bears a striking resemblance to Mumbo Jumbo, and even resides in a skull-shaped building like him. Banjo & Kazooie initially mistake him for Mumbo Jumbo, only for Mingy Jongo to reveal his true identity.Mingy Jongo only has one attack, which is firing a laser that lightly homes in on the player. However, if the player tries to run away, he will constantly pursue them via teleporting, and will never flee until he is defeated. He has a lot of health and has launch resistance, so he can be difficult to defeat. However, he will start suffering knockback when his health is 3/4 gone.	Mingy Jongo is a robotic bounty hunter that appears in Banjo-Tooie, residing in Cloud Cuckooland. He bears a striking resemblance to Mumbo Jumbo, and even resides in a skull-shaped building like him. Banjo & Kazooie initially mistake him for Mumbo Jumbo, only for Mingy Jongo to reveal his true identity.Mingy Jongo only has one attack, which is firing a laser that lightly homes in on the player. However, if the player tries to run away, he will constantly pursue them via teleporting, and will never flee until he is defeated. He has a lot of health and has launch resistance, so he can be difficult to defeat. However, he will start suffering knockback when his health is 3/4 gone.
		Mingy Jongo is a robotic bounty hunter that appears in Banjo-Tooie, residing in Cloud Cuckooland. He bears a striking resemblance to Mumbo Jumbo, and even resides in a skull-shaped building like him. Banjo & Kazooie initially mistake him for Mumbo Jumbo, only for Mingy Jongo to reveal his true identity.Mingy Jongo only has one attack, which is firing a laser that lightly homes in on the player. However, if the player tries to run away, he will constantly pursue them via teleporting, and will never flee until he is defeated. He has a lot of health and has launch resistance, so he can be difficult to defeat. However, he will start suffering knockback when his health is 3/4 gone.	Mingy Jongo is a robotic bounty hunter that appears in Banjo-Tooie, residing in Cloud Cuckooland. He bears a striking resemblance to Mumbo Jumbo, and even resides in a skull-shaped building like him. Banjo & Kazooie initially mistake him for Mumbo Jumbo, only for Mingy Jongo to reveal his true identity.Mingy Jongo only has one attack, which is firing a laser that lightly homes in on the player. However, if the player tries to run away, he will constantly pursue them via teleporting, and will never flee until he is defeated. He has a lot of health and has launch resistance, so he can be difficult to defeat. However, he will start suffering knockback when his health is 3/4 gone.
MouserYume Kōjō: Doki Doki Panic (1987)
		Mouser is a large moyse-like creature and an elite member of Wart's 8-Bit Club, being a boss in Yume Kōjō: Doki Doki Panic. He mainly attacks by throwing bombs that explode after awhile. In order to damage him, these bombs must be picked up and thrown back at him.Mouser acts much like his boss battle in Yume Kōjō: Doki Doki Panic when encountered; he has high health and launch resistance, and will chuck bombs at fighters that explode on impact. If these bombs are reflected however, they will damage Mouser much more if he is in the blast radius. Though he is one of the weaker bosses, he is still a threat, especially when encountered around a group of enemies.	Mouser is a large moyse-like creature and an elite member of Wart's 8-Bit Club, being a boss in Yume Kōjō: Doki Doki Panic. He mainly attacks by throwing bombs that explode after awhile. In order to damage him, these bombs must be picked up and thrown back at him.Mouser acts much like his boss battle in Yume Kōjō: Doki Doki Panic when encountered; he has high health and launch resistance, and will chuck bombs at fighters that explode on impact. If these bombs are reflected however, they will damage Mouser much more if he is in the blast radius. Though he is one of the weaker bosses, he is still a threat, especially when encountered around a group of enemies.
		Mouser is a large moyse-like creature and an elite member of Wart's 8-Bit Club, being a boss in Yume Kōjō: Doki Doki Panic. He mainly attacks by throwing bombs that explode after awhile. In order to damage him, these bombs must be picked up and thrown back at him.Mouser acts much like his boss battle in Yume Kōjō: Doki Doki Panic when encountered; he has high health and launch resistance, and will chuck bombs at fighters that explode on impact. If these bombs are reflected however, they will damage Mouser much more if he is in the blast radius. Though he is one of the weaker bosses, he is still a threat, especially when encountered around a group of enemies.	Mouser is a large moyse-like creature and an elite member of Wart's 8-Bit Club, being a boss in Yume Kōjō: Doki Doki Panic. He mainly attacks by throwing bombs that explode after awhile. In order to damage him, these bombs must be picked up and thrown back at him.Mouser acts much like his boss battle in Yume Kōjō: Doki Doki Panic when encountered; he has high health and launch resistance, and will chuck bombs at fighters that explode on impact. If these bombs are reflected however, they will damage Mouser much more if he is in the blast radius. Though he is one of the weaker bosses, he is still a threat, especially when encountered around a group of enemies.
Mr. FrostyKirby's Adventure (1993)
		Mr. Frosty is a walrus-like creature who appears commonly as a mid-boss in the Kirby series. He mainly attacks by kicking around ice cubes that slide across the ground, which can be inhaled and spit back at him. When defeated, Kirby can inhale him to get the Ice ability.When encountered, Mr. Frosty will launch a barrage of ice cubes, which can freeze the player. He will also jump and move around before launching ice cubes again. Additionally, if a player is too close, he will radiate cold wind around himself, damaging and freezing them. He has high health and launch resistance, and his freezing attacks can make him difficult to defeat.	Mr. Frosty is a walrus-like creature who appears commonly as a mid-boss in the Kirby series. He mainly attacks by kicking around ice cubes that slide across the ground, which can be inhaled and spit back at him. When defeated, Kirby can inhale him to get the Ice ability.When encountered, Mr. Frosty will launch a barrage of ice cubes, which can freeze the player. He will also jump and move around before launching ice cubes again. Additionally, if a player is too close, he will radiate cold wind around himself, damaging and freezing them. He has high health and launch resistance, and his freezing attacks can make him difficult to defeat.
		Mr. Frosty is a walrus-like creature who appears commonly as a mid-boss in the Kirby series. He mainly attacks by kicking around ice cubes that slide across the ground, which can be inhaled and spit back at him. When defeated, Kirby can inhale him to get the Ice ability.When encountered, Mr. Frosty will launch a barrage of ice cubes, which can freeze the player. He will also jump and move around before launching ice cubes again. Additionally, if a player is too close, he will radiate cold wind around himself, damaging and freezing them. He has high health and launch resistance, and his freezing attacks can make him difficult to defeat.	Mr. Frosty is a walrus-like creature who appears commonly as a mid-boss in the Kirby series. He mainly attacks by kicking around ice cubes that slide across the ground, which can be inhaled and spit back at him. When defeated, Kirby can inhale him to get the Ice ability.When encountered, Mr. Frosty will launch a barrage of ice cubes, which can freeze the player. He will also jump and move around before launching ice cubes again. Additionally, if a player is too close, he will radiate cold wind around himself, damaging and freezing them. He has high health and launch resistance, and his freezing attacks can make him difficult to defeat.
Pirabbid PlantMario + Rabbids Kingdom Battle (2017)
		Pirabbid Plant is the mid-boss of Ancient Gardens in Mario + Rabbids Kingdom Battle. It is created by Spawny, merging a Rabbid with a Piranha Plant, though it actually bears more resemblance to Petey Piranha, with its yellow petals and red-and-white spotted pants. It attacks with a scepter that can fire explosive projectiles, and moves around with vines sticking from out of the pot it stands on.Pirabbid Plant has moderately high health, so it can take awhile to defeat. Its main attack is waving its scepter and firing a fiery projectile at the player, which explodes on impact and deals high damage and knockback. It may also grab the player if they're close enough, then smack them on the ground a few times before throwing them forward. Once defeated, it will defuse into a Rabbid and Piranha Plant, which quickly disappear.	Pirabbid Plant is the mid-boss of Ancient Gardens in Mario + Rabbids Kingdom Battle. It is created by Spawny, merging a Rabbid with a Piranha Plant, though it actually bears more resemblance to Petey Piranha, with its yellow petals and red-and-white spotted pants. It attacks with a scepter that can fire explosive projectiles, and moves around with vines sticking from out of the pot it stands on.Pirabbid Plant has moderately high health, so it can take awhile to defeat. Its main attack is waving its scepter and firing a fiery projectile at the player, which explodes on impact and deals high damage and knockback. It may also grab the player if they're close enough, then smack them on the ground a few times before throwing them forward. Once defeated, it will defuse into a Rabbid and Piranha Plant, which quickly disappear.
		Pirabbid Plant is the mid-boss of Ancient Gardens in Mario + Rabbids Kingdom Battle. It is created by Spawny, merging a Rabbid with a Piranha Plant, though it actually bears more resemblance to Petey Piranha, with its yellow petals and red-and-white spotted pants. It attacks with a scepter that can fire explosive projectiles, and moves around with vines sticking from out of the pot it stands on.Pirabbid Plant has moderately high health, so it can take awhile to defeat. Its main attack is waving its scepter and firing a fiery projectile at the player, which explodes on impact and deals high damage and knockback. It may also grab the player if they're close enough, then smack them on the ground a few times before throwing them forward. Once defeated, it will defuse into a Rabbid and Piranha Plant, which quickly disappear.	Pirabbid Plant is the mid-boss of Ancient Gardens in Mario + Rabbids Kingdom Battle. It is created by Spawny, merging a Rabbid with a Piranha Plant, though it actually bears more resemblance to Petey Piranha, with its yellow petals and red-and-white spotted pants. It attacks with a scepter that can fire explosive projectiles, and moves around with vines sticking from out of the pot it stands on.Pirabbid Plant has moderately high health, so it can take awhile to defeat. Its main attack is waving its scepter and firing a fiery projectile at the player, which explodes on impact and deals high damage and knockback. It may also grab the player if they're close enough, then smack them on the ground a few times before throwing them forward. Once defeated, it will defuse into a Rabbid and Piranha Plant, which quickly disappear.
Polar BearIce Climber (1984)
		Polar Bears are enemies that appear in Ice Climber. If the player was taking too long to scale the mountain, a Polar Bear would appear and stomp on the ground, moving the screen upward and causing the Ice Climbers to lose a life if they were on the lowest level.Polar Bears will move slowly forward and backward when encountered. Their sole attack is to leap up and down, causing earthquakes that damage fighters on the ground. Their stomps will also move the screen upward for a short time, KOing fighters if the are far enough down. They have high health and are launch resistant. However, fire-based attacks can make them flinch.	Polar Bears are enemies that appear in Ice Climber. If the player was taking too long to scale the mountain, a Polar Bear would appear and stomp on the ground, moving the screen upward and causing the Ice Climbers to lose a life if they were on the lowest level.Polar Bears will move slowly forward and backward when encountered. Their sole attack is to leap up and down, causing earthquakes that damage fighters on the ground. Their stomps will also move the screen upward for a short time, KOing fighters if the are far enough down. They have high health and are launch resistant. However, fire-based attacks can make them flinch.
		Polar Bears are enemies that appear in Ice Climber. If the player was taking too long to scale the mountain, a Polar Bear would appear and stomp on the ground, moving the screen upward and causing the Ice Climbers to lose a life if they were on the lowest level.Polar Bears will move slowly forward and backward when encountered. Their sole attack is to leap up and down, causing earthquakes that damage fighters on the ground. Their stomps will also move the screen upward for a short time, KOing fighters if the are far enough down. They have high health and are launch resistant. However, fire-based attacks can make them flinch.	Polar Bears are enemies that appear in Ice Climber. If the player was taking too long to scale the mountain, a Polar Bear would appear and stomp on the ground, moving the screen upward and causing the Ice Climbers to lose a life if they were on the lowest level.Polar Bears will move slowly forward and backward when encountered. Their sole attack is to leap up and down, causing earthquakes that damage fighters on the ground. Their stomps will also move the screen upward for a short time, KOing fighters if the are far enough down. They have high health and are launch resistant. However, fire-based attacks can make them flinch.
ReaperKid Icarus (1986)
		Reapers are members of the Underworld Army and common enemies in the Kid Icarus series. They are among the toughest enemies Pit has to face, and are also responsible for ferrying the souls of the dead to the Underworld. They are also accompanied by Reapettes, which swarm Pit if he approaches one.Reapers have a lot of health and launch resistance. They will move around very slowly, but if the player is close enough, the theme that plays when a Reaper spots Pit in Kid Icarus will begin playing. Its sole attack is a swing of its scythe, which deals enough damage and knockback to usually KO the player. Reapettes can also spawn, and will fly into the player. They don't deal damage, but can make them trip.	Reapers are members of the Underworld Army and common enemies in the Kid Icarus series. They are among the toughest enemies Pit has to face, and are also responsible for ferrying the souls of the dead to the Underworld. They are also accompanied by Reapettes, which swarm Pit if he approaches one.Reapers have a lot of health and launch resistance. They will move around very slowly, but if the player is close enough, the theme that plays when a Reaper spots Pit in Kid Icarus will begin playing. Its sole attack is a swing of its scythe, which deals enough damage and knockback to usually KO the player. Reapettes can also spawn, and will fly into the player. They don't deal damage, but can make them trip.
		Reapers are members of the Underworld Army and common enemies in the Kid Icarus series. They are among the toughest enemies Pit has to face, and are also responsible for ferrying the souls of the dead to the Underworld. They are also accompanied by Reapettes, which swarm Pit if he approaches one.Reapers have a lot of health and launch resistance. They will move around very slowly, but if the player is close enough, the theme that plays when a Reaper spots Pit in Kid Icarus will begin playing. Its sole attack is a swing of its scythe, which deals enough damage and knockback to usually KO the player. Reapettes can also spawn, and will fly into the player. They don't deal damage, but can make them trip.	Reapers are members of the Underworld Army and common enemies in the Kid Icarus series. They are among the toughest enemies Pit has to face, and are also responsible for ferrying the souls of the dead to the Underworld. They are also accompanied by Reapettes, which swarm Pit if he approaches one.Reapers have a lot of health and launch resistance. They will move around very slowly, but if the player is close enough, the theme that plays when a Reaper spots Pit in Kid Icarus will begin playing. Its sole attack is a swing of its scythe, which deals enough damage and knockback to usually KO the player. Reapettes can also spawn, and will fly into the player. They don't deal damage, but can make them trip.
Side EyeMario + Rabbids Kingdom Battle (2017)
		Side Eye is a boss in Mario + Rabbids Kingdom Battle that appears in the Donkey Kong Adventure DLC add-on, serving as the boss of Banana Lagoon. A Rabbid fused with a hammer, he wears the skin of a hammerhead shark, and will "swim" through the ground around the arena, whcih protects him from line-of-sight attacks. He attacks with a bomb bludgeon, which he chucks at an opponent as it explodes on impact, and can also activate Villain Sight.Side Eye will attack using his bomb bludgeon, either swinging it around to damage players close to him or throwing it at the player for it to explode on impact and deal high damage and knockback. He can also swim through the ground, rendering him invincible until he pops back out, and he can also use Villain Sight, where he can attack a moving player for free like Rabbid Peach's Hero Sight. If attacked, he will attempt to dig into the ground and retreat; coupled with his high health, this makes him difficult to defeat. Once defeated, he will defuse into a Rabbid and a hammer, which disappear shortly after.	Side Eye is a boss in Mario + Rabbids Kingdom Battle that appears in the Donkey Kong Adventure DLC add-on, serving as the boss of Banana Lagoon. A Rabbid fused with a hammer, he wears the skin of a hammerhead shark, and will "swim" through the ground around the arena, whcih protects him from line-of-sight attacks. He attacks with a bomb bludgeon, which he chucks at an opponent as it explodes on impact, and can also activate Villain Sight.Side Eye will attack using his bomb bludgeon, either swinging it around to damage players close to him or throwing it at the player for it to explode on impact and deal high damage and knockback. He can also swim through the ground, rendering him invincible until he pops back out, and he can also use Villain Sight, where he can attack a moving player for free like Rabbid Peach's Hero Sight. If attacked, he will attempt to dig into the ground and retreat; coupled with his high health, this makes him difficult to defeat. Once defeated, he will defuse into a Rabbid and a hammer, which disappear shortly after.
		Side Eye is a boss in Mario + Rabbids Kingdom Battle that appears in the Donkey Kong Adventure DLC add-on, serving as the boss of Banana Lagoon. A Rabbid fused with a hammer, he wears the skin of a hammerhead shark, and will "swim" through the ground around the arena, whcih protects him from line-of-sight attacks. He attacks with a bomb bludgeon, which he chucks at an opponent as it explodes on impact, and can also activate Villain Sight.Side Eye will attack using his bomb bludgeon, either swinging it around to damage players close to him or throwing it at the player for it to explode on impact and deal high damage and knockback. He can also swim through the ground, rendering him invincible until he pops back out, and he can also use Villain Sight, where he can attack a moving player for free like Rabbid Peach's Hero Sight. If attacked, he will attempt to dig into the ground and retreat; coupled with his high health, this makes him difficult to defeat. Once defeated, he will defuse into a Rabbid and a hammer, which disappear shortly after.	Side Eye is a boss in Mario + Rabbids Kingdom Battle that appears in the Donkey Kong Adventure DLC add-on, serving as the boss of Banana Lagoon. A Rabbid fused with a hammer, he wears the skin of a hammerhead shark, and will "swim" through the ground around the arena, whcih protects him from line-of-sight attacks. He attacks with a bomb bludgeon, which he chucks at an opponent as it explodes on impact, and can also activate Villain Sight.Side Eye will attack using his bomb bludgeon, either swinging it around to damage players close to him or throwing it at the player for it to explode on impact and deal high damage and knockback. He can also swim through the ground, rendering him invincible until he pops back out, and he can also use Villain Sight, where he can attack a moving player for free like Rabbid Peach's Hero Sight. If attacked, he will attempt to dig into the ground and retreat; coupled with his high health, this makes him difficult to defeat. Once defeated, he will defuse into a Rabbid and a hammer, which disappear shortly after.
Spore SpawnSuper Metroid (1994)
		Spore Spawn is a midboss that appears in Super Metroid, encountered in Brinstar on Planet Zebes. It is a giant plant that was genetically engineered by the Space Pirates. When Samus encounters it, the only way she can attack it is shooting a beam or Missile in its core when its impenetrable exterior opens up. Once defeated, it will wilt and Samus can obtain the Super Missiles.Spore Spawn is always encountered in areas with a ceiling, and it will hang on it. It will move around the area, trying to ram its body into fighters nearby. It is invincible until its core is exposed, where it can be damaged. As it takes damage, it will move faster. Next to Spore Spawn's stem are flower-like bioforms that release projectiles that float downward to damage fighters below. These cannot be defeated, and the projectiles must be dodged. Spore Spawn itself has rather high health and has launch resistance.	Spore Spawn is a midboss that appears in Super Metroid, encountered in Brinstar on Planet Zebes. It is a giant plant that was genetically engineered by the Space Pirates. When Samus encounters it, the only way she can attack it is shooting a beam or Missile in its core when its impenetrable exterior opens up. Once defeated, it will wilt and Samus can obtain the Super Missiles.Spore Spawn is always encountered in areas with a ceiling, and it will hang on it. It will move around the area, trying to ram its body into fighters nearby. It is invincible until its core is exposed, where it can be damaged. As it takes damage, it will move faster. Next to Spore Spawn's stem are flower-like bioforms that release projectiles that float downward to damage fighters below. These cannot be defeated, and the projectiles must be dodged. Spore Spawn itself has rather high health and has launch resistance.
		Spore Spawn is a midboss that appears in Super Metroid, encountered in Brinstar on Planet Zebes. It is a giant plant that was genetically engineered by the Space Pirates. When Samus encounters it, the only way she can attack it is shooting a beam or Missile in its core when its impenetrable exterior opens up. Once defeated, it will wilt and Samus can obtain the Super Missiles.Spore Spawn is always encountered in areas with a ceiling, and it will hang on it. It will move around the area, trying to ram its body into fighters nearby. It is invincible until its core is exposed, where it can be damaged. As it takes damage, it will move faster. Next to Spore Spawn's stem are flower-like bioforms that release projectiles that float downward to damage fighters below. These cannot be defeated, and the projectiles must be dodged. Spore Spawn itself has rather high health and has launch resistance.	Spore Spawn is a midboss that appears in Super Metroid, encountered in Brinstar on Planet Zebes. It is a giant plant that was genetically engineered by the Space Pirates. When Samus encounters it, the only way she can attack it is shooting a beam or Missile in its core when its impenetrable exterior opens up. Once defeated, it will wilt and Samus can obtain the Super Missiles.Spore Spawn is always encountered in areas with a ceiling, and it will hang on it. It will move around the area, trying to ram its body into fighters nearby. It is invincible until its core is exposed, where it can be damaged. As it takes damage, it will move faster. Next to Spore Spawn's stem are flower-like bioforms that release projectiles that float downward to damage fighters below. These cannot be defeated, and the projectiles must be dodged. Spore Spawn itself has rather high health and has launch resistance.
TimberwolfMy Little Pony: Friendship is Magic (2010)
		Timberwolves are giant wolf-like creatures that appear in My Little Pony: Friendship is Magic. They live in the Everfree Forest, and are very dangerous hunters. Their bodies are comprised entirely of sticks, twigs, logs, and leaves, and because of this they can be defeated by dismantling them. As hunters, like normal wolves, they travel in packs.Timberwolves are large enemies that are both difficult to defeat and powerful. Their attacks mostly consist of claw swipes and bites, but they may also grab players with their mouth and chew on them before spitting them out. They have a lot of health and launch resistance, and if left for too long, they will howl, summoning more Timberwolves. If it is defeated, its body is dismantled and becomes a pile of sticks and logs, which can be used as items against other enemies.	Timberwolves are giant wolf-like creatures that appear in My Little Pony: Friendship is Magic. They live in the Everfree Forest, and are very dangerous hunters. Their bodies are comprised entirely of sticks, twigs, logs, and leaves, and because of this they can be defeated by dismantling them. As hunters, like normal wolves, they travel in packs.Timberwolves are large enemies that are both difficult to defeat and powerful. Their attacks mostly consist of claw swipes and bites, but they may also grab players with their mouth and chew on them before spitting them out. They have a lot of health and launch resistance, and if left for too long, they will howl, summoning more Timberwolves. If it is defeated, its body is dismantled and becomes a pile of sticks and logs, which can be used as items against other enemies.
		Timberwolves are giant wolf-like creatures that appear in My Little Pony: Friendship is Magic. They live in the Everfree Forest, and are very dangerous hunters. Their bodies are comprised entirely of sticks, twigs, logs, and leaves, and because of this they can be defeated by dismantling them. As hunters, like normal wolves, they travel in packs.Timberwolves are large enemies that are both difficult to defeat and powerful. Their attacks mostly consist of claw swipes and bites, but they may also grab players with their mouth and chew on them before spitting them out. They have a lot of health and launch resistance, and if left for too long, they will howl, summoning more Timberwolves. If it is defeated, its body is dismantled and becomes a pile of sticks and logs, which can be used as items against other enemies.	Timberwolves are giant wolf-like creatures that appear in My Little Pony: Friendship is Magic. They live in the Everfree Forest, and are very dangerous hunters. Their bodies are comprised entirely of sticks, twigs, logs, and leaves, and because of this they can be defeated by dismantling them. As hunters, like normal wolves, they travel in packs.Timberwolves are large enemies that are both difficult to defeat and powerful. Their attacks mostly consist of claw swipes and bites, but they may also grab players with their mouth and chew on them before spitting them out. They have a lot of health and launch resistance, and if left for too long, they will howl, summoning more Timberwolves. If it is defeated, its body is dismantled and becomes a pile of sticks and logs, which can be used as items against other enemies.
TorizoSuper Metroid (1994)
		Torizos are animated Chozo statues that appear as midbosses in Super Metroid. They were created to protect the Chozo's technology and weapons; when Samus tries to get an upgrade from one, it will reveal its true form and begin attacking.When a Torizo is encountered, it will walk around the area. If it is close enough, it will swipe its claws to damage players. It may also jump back to fire projectiles from its claws. Projectiles will not harm it, as the Torizo can simply grab it and throw it back at the player. After enough damage, the Torizo will lose its head, and its attacking patterns will become much faster. It has high health and has launch resistance, making it especially difficult to defeat with other enemies around.	Torizos are animated Chozo statues that appear as midbosses in Super Metroid. They were created to protect the Chozo's technology and weapons; when Samus tries to get an upgrade from one, it will reveal its true form and begin attacking.When a Torizo is encountered, it will walk around the area. If it is close enough, it will swipe its claws to damage players. It may also jump back to fire projectiles from its claws. Projectiles will not harm it, as the Torizo can simply grab it and throw it back at the player. After enough damage, the Torizo will lose its head, and its attacking patterns will become much faster. It has high health and has launch resistance, making it especially difficult to defeat with other enemies around.
		Torizos are animated Chozo statues that appear as midbosses in Super Metroid. They were created to protect the Chozo's technology and weapons; when Samus tries to get an upgrade from one, it will reveal its true form and begin attacking.When a Torizo is encountered, it will walk around the area. If it is close enough, it will swipe its claws to damage players. It may also jump back to fire projectiles from its claws. Projectiles will not harm it, as the Torizo can simply grab it and throw it back at the player. After enough damage, the Torizo will lose its head, and its attacking patterns will become much faster. It has high health and has launch resistance, making it especially difficult to defeat with other enemies around.	Torizos are animated Chozo statues that appear as midbosses in Super Metroid. They were created to protect the Chozo's technology and weapons; when Samus tries to get an upgrade from one, it will reveal its true form and begin attacking.When a Torizo is encountered, it will walk around the area. If it is close enough, it will swipe its claws to damage players. It may also jump back to fire projectiles from its claws. Projectiles will not harm it, as the Torizo can simply grab it and throw it back at the player. After enough damage, the Torizo will lose its head, and its attacking patterns will become much faster. It has high health and has launch resistance, making it especially difficult to defeat with other enemies around.
===Vault===
====My Music====
As with previous Smash titles, My Music allows players to customize how often certain music tracks play on stages. Just like Ultimate, any music track can play on any stage as long as both of them share the same franchise. Aside from setting the likelihood of music on stages, players can also create playlists of the game's music
For a list of available music tracks, see here.
====Your Music====
New to this game is Your Music, which allows players to upload their own music tracks and add them to the game. Players can either assign these new tracks to a certain stage, a series, or all stages. Uploaded music tracks cannot be played during online matches.
====Trophies and Spirits====
After being cut from Ultimate, Trophies return as collectibles. As in previous games, Trophies of the characters can be obtained by beating solo modes as them. Otherwise, they can only be available through Spirit Orders and beating Spirit battles. Spirits from Ultimate also appear, and are unlocked alongside Trophies if a Spirit battle is won. They can be equipped on a fighter to boost their stats and give them new abilities, and can be used in most other modes offline. Trophies and Spirits can be sold for Gold, with the sell price varying between each.
For a list of Trophies and Spirits, see here.
====Costume Creator====
The Costume Creator is a new feature that allows players to make their own alternate costumes for characters. By selecting different parts of the character's model and using color sliders, players can create and save their own costumes. This can either be done for a character's default appearance or any special costumes they might have. Up to 10 alternate costumes can be saved.
For a list of alternate costumes available by default, see here.
==Items==
AnchorSuper Mario Bros. 3 (1989)
		Anchors are items that appeared in Super Mario Bros. 3, awarded after finding a White Mushroom House in Worlds 2, 4, and 6. It can only be used on the world map, and when used, it will prevent the Airship from moving around the world map should Mario lose a life while playing the level.Anchors can be picked up and thrown, but they are heavy and difficult to carry around. When thrown, they will bury and meteor smash opponents they land on, depending on if they are grounded or in midair, as well as dealing massive damage.	Anchors are items that appeared in Super Mario Bros. 3, awarded after finding a White Mushroom House in Worlds 2, 4, and 6. It can only be used on the world map, and when used, it will prevent the Airship from moving around the world map should Mario lose a life while playing the level.Anchors can be picked up and thrown, but they are heavy and difficult to carry around. When thrown, they will bury and meteor smash opponents they land on, depending on if they are grounded or in midair, as well as dealing massive damage.
		Anchors are items that appeared in Super Mario Bros. 3, awarded after finding a White Mushroom House in Worlds 2, 4, and 6. It can only be used on the world map, and when used, it will prevent the Airship from moving around the world map should Mario lose a life while playing the level.Anchors can be picked up and thrown, but they are heavy and difficult to carry around. When thrown, they will bury and meteor smash opponents they land on, depending on if they are grounded or in midair, as well as dealing massive damage.	Anchors are items that appeared in Super Mario Bros. 3, awarded after finding a White Mushroom House in Worlds 2, 4, and 6. It can only be used on the world map, and when used, it will prevent the Airship from moving around the world map should Mario lose a life while playing the level.Anchors can be picked up and thrown, but they are heavy and difficult to carry around. When thrown, they will bury and meteor smash opponents they land on, depending on if they are grounded or in midair, as well as dealing massive damage.
Assist TrophySuper Smash Bros. Brawl (2008)
		Assist Trophies are small containers that are able to summon characters. Once picked up, the user will hold it to the air, breaking it and releasing a character. This character will either help the user or attack the opponents. Though some of these Assist Trophy summons can be KO'ed for points, others cannot.	Assist Trophies are small containers that are able to summon characters. Once picked up, the user will hold it to the air, breaking it and releasing a character. This character will either help the user or attack the opponents. Though some of these Assist Trophy summons can be KO'ed for points, others cannot.
		Assist Trophies are small containers that are able to summon characters. Once picked up, the user will hold it to the air, breaking it and releasing a character. This character will either help the user or attack the opponents. Though some of these Assist Trophy summons can be KO'ed for points, others cannot.	Assist Trophies are small containers that are able to summon characters. Once picked up, the user will hold it to the air, breaking it and releasing a character. This character will either help the user or attack the opponents. Though some of these Assist Trophy summons can be KO'ed for points, others cannot.
Back ShieldKid Icarus: Uprising (2012)
		The Back Shield is an item that appears in Kid Icarus: Uprising. When collected and equipped, it will protect Pit from attacks behind him, and it will rotate around him so that it will always be behind him.When the Back Shield is picked up, it will hover behind the user for a short time. Attacks that strike the player from behind will be negated, and it will additionally reflect projectiles.	The Back Shield is an item that appears in Kid Icarus: Uprising. When collected and equipped, it will protect Pit from attacks behind him, and it will rotate around him so that it will always be behind him.When the Back Shield is picked up, it will hover behind the user for a short time. Attacks that strike the player from behind will be negated, and it will additionally reflect projectiles.
		The Back Shield is an item that appears in Kid Icarus: Uprising. When collected and equipped, it will protect Pit from attacks behind him, and it will rotate around him so that it will always be behind him.When the Back Shield is picked up, it will hover behind the user for a short time. Attacks that strike the player from behind will be negated, and it will additionally reflect projectiles.	The Back Shield is an item that appears in Kid Icarus: Uprising. When collected and equipped, it will protect Pit from attacks behind him, and it will rotate around him so that it will always be behind him.When the Back Shield is picked up, it will hover behind the user for a short time. Attacks that strike the player from behind will be negated, and it will additionally reflect projectiles.
BananaSuper Mario Kart (1992)
		Bananas are items that commonly appear in the Mario Kart series, often provided to racers in the top positions. They can be placed behind or thrown forward, where they will lay on the track. Drivers who run over one will spin out, losing speed.Bananas can be picked up and thrown like items, where they will lay on the ground after being thrown. If an opponent steps on it, they will slip, leaving them vulnerable. Alternatively, Bananas can be thrown at opponents, causing them to slip and take minor damage.	Bananas are items that commonly appear in the Mario Kart series, often provided to racers in the top positions. They can be placed behind or thrown forward, where they will lay on the track. Drivers who run over one will spin out, losing speed.Bananas can be picked up and thrown like items, where they will lay on the ground after being thrown. If an opponent steps on it, they will slip, leaving them vulnerable. Alternatively, Bananas can be thrown at opponents, causing them to slip and take minor damage.
		Bananas are items that commonly appear in the Mario Kart series, often provided to racers in the top positions. They can be placed behind or thrown forward, where they will lay on the track. Drivers who run over one will spin out, losing speed.Bananas can be picked up and thrown like items, where they will lay on the ground after being thrown. If an opponent steps on it, they will slip, leaving them vulnerable. Alternatively, Bananas can be thrown at opponents, causing them to slip and take minor damage.	Bananas are items that commonly appear in the Mario Kart series, often provided to racers in the top positions. They can be placed behind or thrown forward, where they will lay on the track. Drivers who run over one will spin out, losing speed.Bananas can be picked up and thrown like items, where they will lay on the ground after being thrown. If an opponent steps on it, they will slip, leaving them vulnerable. Alternatively, Bananas can be thrown at opponents, causing them to slip and take minor damage.
Banana GunSuper Smash Bros. Ultimate (2018)
		Banana Guns, when picked up, can shoot a banana projectile. It will fly forward and explode on impact, dealing heavy damage and knockback. After being used, the user is left with a peel, which can be used like a regular Banana.	Banana Guns, when picked up, can shoot a banana projectile. It will fly forward and explode on impact, dealing heavy damage and knockback. After being used, the user is left with a peel, which can be used like a regular Banana.
		Banana Guns, when picked up, can shoot a banana projectile. It will fly forward and explode on impact, dealing heavy damage and knockback. After being used, the user is left with a peel, which can be used like a regular Banana.	Banana Guns, when picked up, can shoot a banana projectile. It will fly forward and explode on impact, dealing heavy damage and knockback. After being used, the user is left with a peel, which can be used like a regular Banana.
BarrelSuper Smash Bros. (1999)
		Barrels are large item containers. If they are thrown or attacked, they will roll across the stage and break on contact with a wall or opponent, releasing items. If attacked hard enough however, it will simply break. There is a small chance the Barrel will explode instead of releasing items. Barrels will come in different designs to match the scenery of the level.	Barrels are large item containers. If they are thrown or attacked, they will roll across the stage and break on contact with a wall or opponent, releasing items. If attacked hard enough however, it will simply break. There is a small chance the Barrel will explode instead of releasing items. Barrels will come in different designs to match the scenery of the level.
		Barrels are large item containers. If they are thrown or attacked, they will roll across the stage and break on contact with a wall or opponent, releasing items. If attacked hard enough however, it will simply break. There is a small chance the Barrel will explode instead of releasing items. Barrels will come in different designs to match the scenery of the level.	Barrels are large item containers. If they are thrown or attacked, they will roll across the stage and break on contact with a wall or opponent, releasing items. If attacked hard enough however, it will simply break. There is a small chance the Barrel will explode instead of releasing items. Barrels will come in different designs to match the scenery of the level.
Barrel CannonDonkey Kong Country (1994)
		Barrel Cannons are common objects that appear in the Donkey Kong Country series. They are found floating in midair, and when the Kongs jump into them, they can be shot out of them as a quick way of transportation. Sometimes, Barrel Cannons can move or rotate, meaning the Kongs will need to time their fire in order to progress.Barrel Cannons can be picked up and thrown, though they are heavy and difficult to carry around. Once thrown, they will roll along the ground. If an opponent touches it in this state, they will be trapped inside for a short time before they are fired in the direction it is facing. The Barrel Cannon is destroyed afterwards.	Barrel Cannons are common objects that appear in the Donkey Kong Country series. They are found floating in midair, and when the Kongs jump into them, they can be shot out of them as a quick way of transportation. Sometimes, Barrel Cannons can move or rotate, meaning the Kongs will need to time their fire in order to progress.Barrel Cannons can be picked up and thrown, though they are heavy and difficult to carry around. Once thrown, they will roll along the ground. If an opponent touches it in this state, they will be trapped inside for a short time before they are fired in the direction it is facing. The Barrel Cannon is destroyed afterwards.
		Barrel Cannons are common objects that appear in the Donkey Kong Country series. They are found floating in midair, and when the Kongs jump into them, they can be shot out of them as a quick way of transportation. Sometimes, Barrel Cannons can move or rotate, meaning the Kongs will need to time their fire in order to progress.Barrel Cannons can be picked up and thrown, though they are heavy and difficult to carry around. Once thrown, they will roll along the ground. If an opponent touches it in this state, they will be trapped inside for a short time before they are fired in the direction it is facing. The Barrel Cannon is destroyed afterwards.	Barrel Cannons are common objects that appear in the Donkey Kong Country series. They are found floating in midair, and when the Kongs jump into them, they can be shot out of them as a quick way of transportation. Sometimes, Barrel Cannons can move or rotate, meaning the Kongs will need to time their fire in order to progress.Barrel Cannons can be picked up and thrown, though they are heavy and difficult to carry around. Once thrown, they will roll along the ground. If an opponent touches it in this state, they will be trapped inside for a short time before they are fired in the direction it is facing. The Barrel Cannon is destroyed afterwards.
BeastballSuper Smash Bros. Ultimate (2018)
		Beastballs are items resembling baseballs. They can be picked up and thrown; once a fighter throws one, it will teleport to a nearby opponent and fly into them while covered in flames, damaging them. It can be used multiple times, but it will disappear after awhile.	Beastballs are items resembling baseballs. They can be picked up and thrown; once a fighter throws one, it will teleport to a nearby opponent and fly into them while covered in flames, damaging them. It can be used multiple times, but it will disappear after awhile.
		Beastballs are items resembling baseballs. They can be picked up and thrown; once a fighter throws one, it will teleport to a nearby opponent and fly into them while covered in flames, damaging them. It can be used multiple times, but it will disappear after awhile.	Beastballs are items resembling baseballs. They can be picked up and thrown; once a fighter throws one, it will teleport to a nearby opponent and fly into them while covered in flames, damaging them. It can be used multiple times, but it will disappear after awhile.
BeehiveAnimal Crossing (2002)
		Beehives are items that appear in the Animal Crossing series, often appearing after oak trees are shaken. If one falls, bees will swarm and chase the Villager. If they don't escape fast enough, they will become stung, and must seek treatment.Beehives hold a swarm of bees, which can be released after being thrown or attacked. The fighter who threw or attacked it will become the target of the bees, though if it hits another fighter after being thrown, the bees will attack them instead. The bees will begin damaging opponents gradually, which can hinder their movement. After awhile, they will disappear.	Beehives are items that appear in the Animal Crossing series, often appearing after oak trees are shaken. If one falls, bees will swarm and chase the Villager. If they don't escape fast enough, they will become stung, and must seek treatment.Beehives hold a swarm of bees, which can be released after being thrown or attacked. The fighter who threw or attacked it will become the target of the bees, though if it hits another fighter after being thrown, the bees will attack them instead. The bees will begin damaging opponents gradually, which can hinder their movement. After awhile, they will disappear.
		Beehives are items that appear in the Animal Crossing series, often appearing after oak trees are shaken. If one falls, bees will swarm and chase the Villager. If they don't escape fast enough, they will become stung, and must seek treatment.Beehives hold a swarm of bees, which can be released after being thrown or attacked. The fighter who threw or attacked it will become the target of the bees, though if it hits another fighter after being thrown, the bees will attack them instead. The bees will begin damaging opponents gradually, which can hinder their movement. After awhile, they will disappear.	Beehives are items that appear in the Animal Crossing series, often appearing after oak trees are shaken. If one falls, bees will swarm and chase the Villager. If they don't escape fast enough, they will become stung, and must seek treatment.Beehives hold a swarm of bees, which can be released after being thrown or attacked. The fighter who threw or attacked it will become the target of the bees, though if it hits another fighter after being thrown, the bees will attack them instead. The bees will begin damaging opponents gradually, which can hinder their movement. After awhile, they will disappear.
BeetleThe Legend of Zelda: Skyward Sword (2011)
		The Beetle is an item in the The Legend of Zelda series, debuting in The Legend of Zelda: Skyward Sword as a successor to the boomerang. It can be remote-controlled, and is capable of cutting ropes, stunning enemies, and even picking up and deploying Bombs.When a Beetle is thrown, it will fly slowly in the direction it was thrown. If it hits an opponent, it will latch onto them and begin rising upward, carrying the opponent above the upper blast zone and KOing them. Fighters caught in the Beetle's grasp can escape with button mashing. Attacking a thrown Beetle will have it fly in the opposite direction.	The Beetle is an item in the The Legend of Zelda series, debuting in The Legend of Zelda: Skyward Sword as a successor to the boomerang. It can be remote-controlled, and is capable of cutting ropes, stunning enemies, and even picking up and deploying Bombs.When a Beetle is thrown, it will fly slowly in the direction it was thrown. If it hits an opponent, it will latch onto them and begin rising upward, carrying the opponent above the upper blast zone and KOing them. Fighters caught in the Beetle's grasp can escape with button mashing. Attacking a thrown Beetle will have it fly in the opposite direction.
		The Beetle is an item in the The Legend of Zelda series, debuting in The Legend of Zelda: Skyward Sword as a successor to the boomerang. It can be remote-controlled, and is capable of cutting ropes, stunning enemies, and even picking up and deploying Bombs.When a Beetle is thrown, it will fly slowly in the direction it was thrown. If it hits an opponent, it will latch onto them and begin rising upward, carrying the opponent above the upper blast zone and KOing them. Fighters caught in the Beetle's grasp can escape with button mashing. Attacking a thrown Beetle will have it fly in the opposite direction.	The Beetle is an item in the The Legend of Zelda series, debuting in The Legend of Zelda: Skyward Sword as a successor to the boomerang. It can be remote-controlled, and is capable of cutting ropes, stunning enemies, and even picking up and deploying Bombs.When a Beetle is thrown, it will fly slowly in the direction it was thrown. If it hits an opponent, it will latch onto them and begin rising upward, carrying the opponent above the upper blast zone and KOing them. Fighters caught in the Beetle's grasp can escape with button mashing. Attacking a thrown Beetle will have it fly in the opposite direction.
Black HoleSuper Smash Bros. Ultimate (2018)
		Black Holes will expand in size when thrown. When this happens, it creates vacuumboxes that pull opponents and items into it. Opponents aren't damaged, but they are vulnerable inside the Black Hole and it is very difficult to escape. After awhile, it will disappear.	Black Holes will expand in size when thrown. When this happens, it creates vacuumboxes that pull opponents and items into it. Opponents aren't damaged, but they are vulnerable inside the Black Hole and it is very difficult to escape. After awhile, it will disappear.
		Black Holes will expand in size when thrown. When this happens, it creates vacuumboxes that pull opponents and items into it. Opponents aren't damaged, but they are vulnerable inside the Black Hole and it is very difficult to escape. After awhile, it will disappear.	Black Holes will expand in size when thrown. When this happens, it creates vacuumboxes that pull opponents and items into it. Opponents aren't damaged, but they are vulnerable inside the Black Hole and it is very difficult to escape. After awhile, it will disappear.
Blast BoxSuper Smash Bros. Brawl (2008)
		Blast Boxes are large, wooden crates packed with gunpowder. They can be picked up and thrown, damaging any opponent they hit. If the Blast Box is hit with enough attacks, it will begin emitting smoke before exploding, dealing heavy damage and knockback to fighters in the blast radius. Blast Boxes can also be set off immediately with a fire-based attack.	Blast Boxes are large, wooden crates packed with gunpowder. They can be picked up and thrown, damaging any opponent they hit. If the Blast Box is hit with enough attacks, it will begin emitting smoke before exploding, dealing heavy damage and knockback to fighters in the blast radius. Blast Boxes can also be set off immediately with a fire-based attack.
		Blast Boxes are large, wooden crates packed with gunpowder. They can be picked up and thrown, damaging any opponent they hit. If the Blast Box is hit with enough attacks, it will begin emitting smoke before exploding, dealing heavy damage and knockback to fighters in the blast radius. Blast Boxes can also be set off immediately with a fire-based attack.	Blast Boxes are large, wooden crates packed with gunpowder. They can be picked up and thrown, damaging any opponent they hit. If the Blast Box is hit with enough attacks, it will begin emitting smoke before exploding, dealing heavy damage and knockback to fighters in the blast radius. Blast Boxes can also be set off immediately with a fire-based attack.
Bob-ombYume Kōjō: Doki Doki Panic (1987)
		Bob-ombs are mechanical bomb enemies that appear in the Mario series. Once lit up, particularly done by shooting a fireball at them or leaving them alone for too long, they will explode, which can damage Mario. This explosion, however, can be used to defeat enemies or break blocks.When a Bob-omb appears, it can be picked up and thrown. It will explode on impact, dealing heavy damage and knockback to opponents in the blast radius. Attacking the Bob-omb will also make it explode. If left alone for too long, it will begin walking around the stage on its own. In this state, simply touching it will case it to explode.	Bob-ombs are mechanical bomb enemies that appear in the Mario series. Once lit up, particularly done by shooting a fireball at them or leaving them alone for too long, they will explode, which can damage Mario. This explosion, however, can be used to defeat enemies or break blocks.When a Bob-omb appears, it can be picked up and thrown. It will explode on impact, dealing heavy damage and knockback to opponents in the blast radius. Attacking the Bob-omb will also make it explode. If left alone for too long, it will begin walking around the stage on its own. In this state, simply touching it will case it to explode.
		Bob-ombs are mechanical bomb enemies that appear in the Mario series. Once lit up, particularly done by shooting a fireball at them or leaving them alone for too long, they will explode, which can damage Mario. This explosion, however, can be used to defeat enemies or break blocks.When a Bob-omb appears, it can be picked up and thrown. It will explode on impact, dealing heavy damage and knockback to opponents in the blast radius. Attacking the Bob-omb will also make it explode. If left alone for too long, it will begin walking around the stage on its own. In this state, simply touching it will case it to explode.	Bob-ombs are mechanical bomb enemies that appear in the Mario series. Once lit up, particularly done by shooting a fireball at them or leaving them alone for too long, they will explode, which can damage Mario. This explosion, however, can be used to defeat enemies or break blocks.When a Bob-omb appears, it can be picked up and thrown. It will explode on impact, dealing heavy damage and knockback to opponents in the blast radius. Attacking the Bob-omb will also make it explode. If left alone for too long, it will begin walking around the stage on its own. In this state, simply touching it will case it to explode.
BombchuThe Legend of Zelda: Ocarina of Time (1998)
		Bombchus are bomb items that appear in the The Legend of Zelda series. They can be deployed and will move forward on their own, exploding on contact with an enemy or obstacle. In some games however, Bombchus will lock onto a target and home in on them, exploding on them.When a Bombchu is thrown, it will begin moving across the ground, as well as climbing up walls and ceilings. It will explode on impact with an opponent, damaging any opponents in the blast radius. It will progressively travel faster and faster until it explodes on its own. Alternatively, attacking a Bombchu when it spawns will cause it to explode, though the fighter that hit it will also be damaged.	Bombchus are bomb items that appear in the The Legend of Zelda series. They can be deployed and will move forward on their own, exploding on contact with an enemy or obstacle. In some games however, Bombchus will lock onto a target and home in on them, exploding on them.When a Bombchu is thrown, it will begin moving across the ground, as well as climbing up walls and ceilings. It will explode on impact with an opponent, damaging any opponents in the blast radius. It will progressively travel faster and faster until it explodes on its own. Alternatively, attacking a Bombchu when it spawns will cause it to explode, though the fighter that hit it will also be damaged.
		Bombchus are bomb items that appear in the The Legend of Zelda series. They can be deployed and will move forward on their own, exploding on contact with an enemy or obstacle. In some games however, Bombchus will lock onto a target and home in on them, exploding on them.When a Bombchu is thrown, it will begin moving across the ground, as well as climbing up walls and ceilings. It will explode on impact with an opponent, damaging any opponents in the blast radius. It will progressively travel faster and faster until it explodes on its own. Alternatively, attacking a Bombchu when it spawns will cause it to explode, though the fighter that hit it will also be damaged.	Bombchus are bomb items that appear in the The Legend of Zelda series. They can be deployed and will move forward on their own, exploding on contact with an enemy or obstacle. In some games however, Bombchus will lock onto a target and home in on them, exploding on them.When a Bombchu is thrown, it will begin moving across the ground, as well as climbing up walls and ceilings. It will explode on impact with an opponent, damaging any opponents in the blast radius. It will progressively travel faster and faster until it explodes on its own. Alternatively, attacking a Bombchu when it spawns will cause it to explode, though the fighter that hit it will also be damaged.
BomberKirby's Adventure (1993)
		Bombers are walking bomb enemies that appear in the Kirby series. They are initially harmless, only marching slowly in one direction. However, if they reach an edge, they will tip off of it and hit the ground, creating a massive explosion that destroys anything in range. They can also be set off if attacked or touched. The will give Kirby the Crash ability when inhaled.When a Bomber appears, it will walk around slowly. Fighters can pick it up and hold it upward; after a short time, the Bomber will explode, damaging all opponents in the blast radius heavily. Bombers will also explode if they are attacked.	Bombers are walking bomb enemies that appear in the Kirby series. They are initially harmless, only marching slowly in one direction. However, if they reach an edge, they will tip off of it and hit the ground, creating a massive explosion that destroys anything in range. They can also be set off if attacked or touched. The will give Kirby the Crash ability when inhaled.When a Bomber appears, it will walk around slowly. Fighters can pick it up and hold it upward; after a short time, the Bomber will explode, damaging all opponents in the blast radius heavily. Bombers will also explode if they are attacked.
		Bombers are walking bomb enemies that appear in the Kirby series. They are initially harmless, only marching slowly in one direction. However, if they reach an edge, they will tip off of it and hit the ground, creating a massive explosion that destroys anything in range. They can also be set off if attacked or touched. The will give Kirby the Crash ability when inhaled.When a Bomber appears, it will walk around slowly. Fighters can pick it up and hold it upward; after a short time, the Bomber will explode, damaging all opponents in the blast radius heavily. Bombers will also explode if they are attacked.	Bombers are walking bomb enemies that appear in the Kirby series. They are initially harmless, only marching slowly in one direction. However, if they reach an edge, they will tip off of it and hit the ground, creating a massive explosion that destroys anything in range. They can also be set off if attacked or touched. The will give Kirby the Crash ability when inhaled.When a Bomber appears, it will walk around slowly. Fighters can pick it up and hold it upward; after a short time, the Bomber will explode, damaging all opponents in the blast radius heavily. Bombers will also explode if they are attacked.
BoomerangSuper Mario Advance 4: Super Mario Bros. 3 (2003)
		Boomerangs are weapons that appear throughout the Mario series, typically thrown by Boomerang Bros. Once thrown, they will return to the user, damaging Mario if he is in their path. Blue-colored Boomerangs could be used by Mario in the e-Reader levels in Super Mario Advance 4: Super Mario Bros. 3, though using the Boomerang Flower, Mario could become Boomerang Mario and throw as many Boomerangs as he wanted in Super Mario 3D Land.When a Boomerang is thrown, it will fly forward before flying back in the direction of the user, damaging any opponents in its path. Unless the user is holding another item, they will grab the Boomerang automatically during its travel back. After every throw, the Boomerang will become stronger and deal more damage, indicated by it flashing yellow. If the Boomerang hits a surface during its flight, it will fall to the ground and can be picked up again.	Boomerangs are weapons that appear throughout the Mario series, typically thrown by Boomerang Bros. Once thrown, they will return to the user, damaging Mario if he is in their path. Blue-colored Boomerangs could be used by Mario in the e-Reader levels in Super Mario Advance 4: Super Mario Bros. 3, though using the Boomerang Flower, Mario could become Boomerang Mario and throw as many Boomerangs as he wanted in Super Mario 3D Land.When a Boomerang is thrown, it will fly forward before flying back in the direction of the user, damaging any opponents in its path. Unless the user is holding another item, they will grab the Boomerang automatically during its travel back. After every throw, the Boomerang will become stronger and deal more damage, indicated by it flashing yellow. If the Boomerang hits a surface during its flight, it will fall to the ground and can be picked up again.
		Boomerangs are weapons that appear throughout the Mario series, typically thrown by Boomerang Bros. Once thrown, they will return to the user, damaging Mario if he is in their path. Blue-colored Boomerangs could be used by Mario in the e-Reader levels in Super Mario Advance 4: Super Mario Bros. 3, though using the Boomerang Flower, Mario could become Boomerang Mario and throw as many Boomerangs as he wanted in Super Mario 3D Land.When a Boomerang is thrown, it will fly forward before flying back in the direction of the user, damaging any opponents in its path. Unless the user is holding another item, they will grab the Boomerang automatically during its travel back. After every throw, the Boomerang will become stronger and deal more damage, indicated by it flashing yellow. If the Boomerang hits a surface during its flight, it will fall to the ground and can be picked up again.	Boomerangs are weapons that appear throughout the Mario series, typically thrown by Boomerang Bros. Once thrown, they will return to the user, damaging Mario if he is in their path. Blue-colored Boomerangs could be used by Mario in the e-Reader levels in Super Mario Advance 4: Super Mario Bros. 3, though using the Boomerang Flower, Mario could become Boomerang Mario and throw as many Boomerangs as he wanted in Super Mario 3D Land.When a Boomerang is thrown, it will fly forward before flying back in the direction of the user, damaging any opponents in its path. Unless the user is holding another item, they will grab the Boomerang automatically during its travel back. After every throw, the Boomerang will become stronger and deal more damage, indicated by it flashing yellow. If the Boomerang hits a surface during its flight, it will fall to the ground and can be picked up again.
Boss GalagaGalaga (1981)
		Boss Galagas are common enemies that appear in Namco's Galaga. They attack by flying down and attacking the player with their tractor beams, costing a life and creating a clone of the player that serves as another enemy. However, if the clone is defeated, the player would grow stronger.When a Boss Galaga is thrown, it will float around the stage before swooping down at the fighter in the lead (or if the user is in the lead, the second-place fighter) and use their tractor beam to catch them. If a fighter is caught, the Boss Galaga will then float upward with them in tow, carrying them through the upper blast zone and KOing them. Caught fighters can escape the Boss Galaga's grasp by button mashing. It can also be defeated if opponents attack it enough times.	Boss Galagas are common enemies that appear in Namco's Galaga. They attack by flying down and attacking the player with their tractor beams, costing a life and creating a clone of the player that serves as another enemy. However, if the clone is defeated, the player would grow stronger.When a Boss Galaga is thrown, it will float around the stage before swooping down at the fighter in the lead (or if the user is in the lead, the second-place fighter) and use their tractor beam to catch them. If a fighter is caught, the Boss Galaga will then float upward with them in tow, carrying them through the upper blast zone and KOing them. Caught fighters can escape the Boss Galaga's grasp by button mashing. It can also be defeated if opponents attack it enough times.
		Boss Galagas are common enemies that appear in Namco's Galaga. They attack by flying down and attacking the player with their tractor beams, costing a life and creating a clone of the player that serves as another enemy. However, if the clone is defeated, the player would grow stronger.When a Boss Galaga is thrown, it will float around the stage before swooping down at the fighter in the lead (or if the user is in the lead, the second-place fighter) and use their tractor beam to catch them. If a fighter is caught, the Boss Galaga will then float upward with them in tow, carrying them through the upper blast zone and KOing them. Caught fighters can escape the Boss Galaga's grasp by button mashing. It can also be defeated if opponents attack it enough times.	Boss Galagas are common enemies that appear in Namco's Galaga. They attack by flying down and attacking the player with their tractor beams, costing a life and creating a clone of the player that serves as another enemy. However, if the clone is defeated, the player would grow stronger.When a Boss Galaga is thrown, it will float around the stage before swooping down at the fighter in the lead (or if the user is in the lead, the second-place fighter) and use their tractor beam to catch them. If a fighter is caught, the Boss Galaga will then float upward with them in tow, carrying them through the upper blast zone and KOing them. Caught fighters can escape the Boss Galaga's grasp by button mashing. It can also be defeated if opponents attack it enough times.
Bulky Bob-ombPaper Mario: The Thousand-Year Door (2004)
150x150px|center	150x150px|center	Bulky Bob-ombs are large, pink Bob-ombs that appear as enemies in Paper Mario: The Thousand-Year Door. They initially won't attack, but throughout the battle they will give themselves various defense and power boosts. Their fuses will also light up, eventually exploding and dealing heavy damage to Mario, his partner, and all other enemies. A fire attack can set them off immediately, however.When a Bulky Bob-omb appears, it can be picked up and thrown. It will explode on impact, dealing heavy damage and knockback to opponents in the blast radius. Like regular Bob-ombs, they will also walk around on their own if left alone for too long. Because of their larger size, they have a much bigger blast radius than Bob-ombs, and also deal more damage.	Bulky Bob-ombs are large, pink Bob-ombs that appear as enemies in Paper Mario: The Thousand-Year Door. They initially won't attack, but throughout the battle they will give themselves various defense and power boosts. Their fuses will also light up, eventually exploding and dealing heavy damage to Mario, his partner, and all other enemies. A fire attack can set them off immediately, however.When a Bulky Bob-omb appears, it can be picked up and thrown. It will explode on impact, dealing heavy damage and knockback to opponents in the blast radius. Like regular Bob-ombs, they will also walk around on their own if left alone for too long. Because of their larger size, they have a much bigger blast radius than Bob-ombs, and also deal more damage.
 	 	Bulky Bob-ombs are large, pink Bob-ombs that appear as enemies in Paper Mario: The Thousand-Year Door. They initially won't attack, but throughout the battle they will give themselves various defense and power boosts. Their fuses will also light up, eventually exploding and dealing heavy damage to Mario, his partner, and all other enemies. A fire attack can set them off immediately, however.When a Bulky Bob-omb appears, it can be picked up and thrown. It will explode on impact, dealing heavy damage and knockback to opponents in the blast radius. Like regular Bob-ombs, they will also walk around on their own if left alone for too long. Because of their larger size, they have a much bigger blast radius than Bob-ombs, and also deal more damage.	Bulky Bob-ombs are large, pink Bob-ombs that appear as enemies in Paper Mario: The Thousand-Year Door. They initially won't attack, but throughout the battle they will give themselves various defense and power boosts. Their fuses will also light up, eventually exploding and dealing heavy damage to Mario, his partner, and all other enemies. A fire attack can set them off immediately, however.When a Bulky Bob-omb appears, it can be picked up and thrown. It will explode on impact, dealing heavy damage and knockback to opponents in the blast radius. Like regular Bob-ombs, they will also walk around on their own if left alone for too long. Because of their larger size, they have a much bigger blast radius than Bob-ombs, and also deal more damage.
Bullet BillSuper Mario Bros. (1985)
		Bullet Bills are missile-like enemies that appear in the Mario series as artillery used by the Koopa Troop. They are usually fired from Bill Blasters or from off-screen, and will fly through the air to damage Mario. They are immune to most projectiles, but a stomp can dispatch them. They also appear as items in the Mario Kart series, where the user can transform into a Bullet Bill to rocket them further in the race.When a Bullet Bill is grabbed, pressing the attack button allows the user to transform into a Bullet Bill, rocketing forward at high speeds. They will heavily damage any opponents they hit in this state before turning back to normal. They will travel in a straight line, but can be aimed at any direction. They do have the property of projectiles however, so they can be reflected and sent in the other direction.	Bullet Bills are missile-like enemies that appear in the Mario series as artillery used by the Koopa Troop. They are usually fired from Bill Blasters or from off-screen, and will fly through the air to damage Mario. They are immune to most projectiles, but a stomp can dispatch them. They also appear as items in the Mario Kart series, where the user can transform into a Bullet Bill to rocket them further in the race.When a Bullet Bill is grabbed, pressing the attack button allows the user to transform into a Bullet Bill, rocketing forward at high speeds. They will heavily damage any opponents they hit in this state before turning back to normal. They will travel in a straight line, but can be aimed at any direction. They do have the property of projectiles however, so they can be reflected and sent in the other direction.
		Bullet Bills are missile-like enemies that appear in the Mario series as artillery used by the Koopa Troop. They are usually fired from Bill Blasters or from off-screen, and will fly through the air to damage Mario. They are immune to most projectiles, but a stomp can dispatch them. They also appear as items in the Mario Kart series, where the user can transform into a Bullet Bill to rocket them further in the race.When a Bullet Bill is grabbed, pressing the attack button allows the user to transform into a Bullet Bill, rocketing forward at high speeds. They will heavily damage any opponents they hit in this state before turning back to normal. They will travel in a straight line, but can be aimed at any direction. They do have the property of projectiles however, so they can be reflected and sent in the other direction.	Bullet Bills are missile-like enemies that appear in the Mario series as artillery used by the Koopa Troop. They are usually fired from Bill Blasters or from off-screen, and will fly through the air to damage Mario. They are immune to most projectiles, but a stomp can dispatch them. They also appear as items in the Mario Kart series, where the user can transform into a Bullet Bill to rocket them further in the race.When a Bullet Bill is grabbed, pressing the attack button allows the user to transform into a Bullet Bill, rocketing forward at high speeds. They will heavily damage any opponents they hit in this state before turning back to normal. They will travel in a straight line, but can be aimed at any direction. They do have the property of projectiles however, so they can be reflected and sent in the other direction.
BumperSuper Smash Bros. (199)
		Bumpers can be thrown, attaching themselves to a surface they land on or suspend themselves in midair. In this state, they will bounce away any players that touch it, including the one that deployed it. The Bumper will disappear after awhile.	Bumpers can be thrown, attaching themselves to a surface they land on or suspend themselves in midair. In this state, they will bounce away any players that touch it, including the one that deployed it. The Bumper will disappear after awhile.
		Bumpers can be thrown, attaching themselves to a surface they land on or suspend themselves in midair. In this state, they will bounce away any players that touch it, including the one that deployed it. The Bumper will disappear after awhile.	Bumpers can be thrown, attaching themselves to a surface they land on or suspend themselves in midair. In this state, they will bounce away any players that touch it, including the one that deployed it. The Bumper will disappear after awhile.
Bunny HoodThe Legend of Zelda: Ocarina of Time (1998)
		The Bunny Hood is a collectible mask in The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask. While wearing it, Link's speed and jump height increases dramatically, reflecting the typical agility of a rabbit.When the Bunny Hood is grabbed by a player, they will wear it on their head. In this state, their run speed and jump height will be much higher for a short time. Additionally, whenever they jump, a faint whistle is heard. Strong enough attacks can knock the Bunny Hood off however.	The Bunny Hood is a collectible mask in The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask. While wearing it, Link's speed and jump height increases dramatically, reflecting the typical agility of a rabbit.When the Bunny Hood is grabbed by a player, they will wear it on their head. In this state, their run speed and jump height will be much higher for a short time. Additionally, whenever they jump, a faint whistle is heard. Strong enough attacks can knock the Bunny Hood off however.
		The Bunny Hood is a collectible mask in The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask. While wearing it, Link's speed and jump height increases dramatically, reflecting the typical agility of a rabbit.When the Bunny Hood is grabbed by a player, they will wear it on their head. In this state, their run speed and jump height will be much higher for a short time. Additionally, whenever they jump, a faint whistle is heard. Strong enough attacks can knock the Bunny Hood off however.	The Bunny Hood is a collectible mask in The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask. While wearing it, Link's speed and jump height increases dramatically, reflecting the typical agility of a rabbit.When the Bunny Hood is grabbed by a player, they will wear it on their head. In this state, their run speed and jump height will be much higher for a short time. Additionally, whenever they jump, a faint whistle is heard. Strong enough attacks can knock the Bunny Hood off however.
Cape FeatherSuper Mario World (1991)
		Cape Feathers are power-ups that appear in the Mario series, debuting in Super Mario World. Upon collecting it, Mario will transform into Cape Mario. In this form, he can spin around with his cape to attack enemies, as well as fly through the air. Cape Feathers also appear in the Mario Kart series as items that allow the user to jump over obstacles (albeit they have been exclusive to Battle Mode following Mario Kart 8 Deluxe).When a Cape Feather is grabbed, the user will gain a yellow cape behind them. In this state, their jump height is increased dramatically, and by holding the jump button, the user can use the cape to fall down much slower. After awhile, the cape will disappear.	Cape Feathers are power-ups that appear in the Mario series, debuting in Super Mario World. Upon collecting it, Mario will transform into Cape Mario. In this form, he can spin around with his cape to attack enemies, as well as fly through the air. Cape Feathers also appear in the Mario Kart series as items that allow the user to jump over obstacles (albeit they have been exclusive to Battle Mode following Mario Kart 8 Deluxe).When a Cape Feather is grabbed, the user will gain a yellow cape behind them. In this state, their jump height is increased dramatically, and by holding the jump button, the user can use the cape to fall down much slower. After awhile, the cape will disappear.
		Cape Feathers are power-ups that appear in the Mario series, debuting in Super Mario World. Upon collecting it, Mario will transform into Cape Mario. In this form, he can spin around with his cape to attack enemies, as well as fly through the air. Cape Feathers also appear in the Mario Kart series as items that allow the user to jump over obstacles (albeit they have been exclusive to Battle Mode following Mario Kart 8 Deluxe).When a Cape Feather is grabbed, the user will gain a yellow cape behind them. In this state, their jump height is increased dramatically, and by holding the jump button, the user can use the cape to fall down much slower. After awhile, the cape will disappear.	Cape Feathers are power-ups that appear in the Mario series, debuting in Super Mario World. Upon collecting it, Mario will transform into Cape Mario. In this form, he can spin around with his cape to attack enemies, as well as fly through the air. Cape Feathers also appear in the Mario Kart series as items that allow the user to jump over obstacles (albeit they have been exclusive to Battle Mode following Mario Kart 8 Deluxe).When a Cape Feather is grabbed, the user will gain a yellow cape behind them. In this state, their jump height is increased dramatically, and by holding the jump button, the user can use the cape to fall down much slower. After awhile, the cape will disappear.
CapsuleSuper Smash Bros. (1999)
		Capsules are miniature item containers. They can be picked up and thrown, releasing an item on impact. Attacking them will also cause them to break. Caution must be exerted when using a Capsule however, as it has a small chance of exploding instead of releasing an item.	Capsules are miniature item containers. They can be picked up and thrown, releasing an item on impact. Attacking them will also cause them to break. Caution must be exerted when using a Capsule however, as it has a small chance of exploding instead of releasing an item.
		Capsules are miniature item containers. They can be picked up and thrown, releasing an item on impact. Attacking them will also cause them to break. Caution must be exerted when using a Capsule however, as it has a small chance of exploding instead of releasing an item.	Capsules are miniature item containers. They can be picked up and thrown, releasing an item on impact. Attacking them will also cause them to break. Caution must be exerted when using a Capsule however, as it has a small chance of exploding instead of releasing an item.
CrackerKirby Fighters 2 (2020)
		Crackers are firework-like explosives that appear in Kirby Fighters 2. They are dormant at first, though they can be picked up and thrown. Once it lands, the fuse will light up, and it will fly horizontally across the stage and explode on contact, damaging opponents or allies caught in the blast.Crackers act just as they do in their home game. Players can pick one up, and after landing, it will fly forward and explode on impact or after it reaches a set amount of distance. However, it is also a heavy item, making it difficult to carry round. It can also be set off if attacked enough, or if hit with a single fire-based attack.	Crackers are firework-like explosives that appear in Kirby Fighters 2. They are dormant at first, though they can be picked up and thrown. Once it lands, the fuse will light up, and it will fly horizontally across the stage and explode on contact, damaging opponents or allies caught in the blast.Crackers act just as they do in their home game. Players can pick one up, and after landing, it will fly forward and explode on impact or after it reaches a set amount of distance. However, it is also a heavy item, making it difficult to carry round. It can also be set off if attacked enough, or if hit with a single fire-based attack.
		Crackers are firework-like explosives that appear in Kirby Fighters 2. They are dormant at first, though they can be picked up and thrown. Once it lands, the fuse will light up, and it will fly horizontally across the stage and explode on contact, damaging opponents or allies caught in the blast.Crackers act just as they do in their home game. Players can pick one up, and after landing, it will fly forward and explode on impact or after it reaches a set amount of distance. However, it is also a heavy item, making it difficult to carry round. It can also be set off if attacked enough, or if hit with a single fire-based attack.	Crackers are firework-like explosives that appear in Kirby Fighters 2. They are dormant at first, though they can be picked up and thrown. Once it lands, the fuse will light up, and it will fly horizontally across the stage and explode on contact, damaging opponents or allies caught in the blast.Crackers act just as they do in their home game. Players can pick one up, and after landing, it will fly forward and explode on impact or after it reaches a set amount of distance. However, it is also a heavy item, making it difficult to carry round. It can also be set off if attacked enough, or if hit with a single fire-based attack.
CrateSuper Smash Bros. (1999)
		Crates are large item containers. They can be picked up and thrown, breaking on contact and releasing items. Attacking them enough will also cause them to break. There is a small chance the Crate will explode instead of releasing items. Crates will come in different designs to match the scenery of the level.	Crates are large item containers. They can be picked up and thrown, breaking on contact and releasing items. Attacking them enough will also cause them to break. There is a small chance the Crate will explode instead of releasing items. Crates will come in different designs to match the scenery of the level.
		Crates are large item containers. They can be picked up and thrown, breaking on contact and releasing items. Attacking them enough will also cause them to break. There is a small chance the Crate will explode instead of releasing items. Crates will come in different designs to match the scenery of the level.	Crates are large item containers. They can be picked up and thrown, breaking on contact and releasing items. Attacking them enough will also cause them to break. There is a small chance the Crate will explode instead of releasing items. Crates will come in different designs to match the scenery of the level.
Dark CannonSuper Smash Bros. Brawl (2008)
		Dark Cannons are weapons that appear in Super Smash Bros. Brawl during the Subspace Emissary. They were provided by the Subspace Army to Bowser, Wario, and Ganondorf to turn any fighters they come across into Trophies. When grabbed, the player can fire a black, arrow-shaped projectile forward, and the button can be held to charge the move so it shoots farther. If the projectile hits an opponent, they will be turned into a Trophy. In this state, fighters can pick them up and throw them like items, either attacking other fighters or KOing them should they be thrown off-stage. Players can escape their Trophy state faster via button mashing. The Dark Cannon can be used five times before disappearing.	Dark Cannons are weapons that appear in Super Smash Bros. Brawl during the Subspace Emissary. They were provided by the Subspace Army to Bowser, Wario, and Ganondorf to turn any fighters they come across into Trophies. When grabbed, the player can fire a black, arrow-shaped projectile forward, and the button can be held to charge the move so it shoots farther. If the projectile hits an opponent, they will be turned into a Trophy. In this state, fighters can pick them up and throw them like items, either attacking other fighters or KOing them should they be thrown off-stage. Players can escape their Trophy state faster via button mashing. The Dark Cannon can be used five times before disappearing.
		Dark Cannons are weapons that appear in Super Smash Bros. Brawl during the Subspace Emissary. They were provided by the Subspace Army to Bowser, Wario, and Ganondorf to turn any fighters they come across into Trophies. When grabbed, the player can fire a black, arrow-shaped projectile forward, and the button can be held to charge the move so it shoots farther. If the projectile hits an opponent, they will be turned into a Trophy. In this state, fighters can pick them up and throw them like items, either attacking other fighters or KOing them should they be thrown off-stage. Players can escape their Trophy state faster via button mashing. The Dark Cannon can be used five times before disappearing.	Dark Cannons are weapons that appear in Super Smash Bros. Brawl during the Subspace Emissary. They were provided by the Subspace Army to Bowser, Wario, and Ganondorf to turn any fighters they come across into Trophies. When grabbed, the player can fire a black, arrow-shaped projectile forward, and the button can be held to charge the move so it shoots farther. If the projectile hits an opponent, they will be turned into a Trophy. In this state, fighters can pick them up and throw them like items, either attacking other fighters or KOing them should they be thrown off-stage. Players can escape their Trophy state faster via button mashing. The Dark Cannon can be used five times before disappearing.
DaybreakKid Icarus: Uprising (2012)
		The Daybreak is a powerful item that debuted in Kid Icarus: Uprising, exclusive to Together Mode. It is split into three parts; once a player assembles all three parts, they can launch a one-hit KO beam. If a player has Daybreak parts and is KO'ed themselves, they will drop in play.Daybreak parts can sometimes spawn in battle. Once picked up, a fighter will carry it, shown next to their icon. However, if they are KO'ed or damaged enough, they will drop the Daybreak part, and other fighters can grab it. If all three parts are assembled, the user can fire the Daybreak, creating a massive, stage-wide beam that damages opponents multiple times before launching them, dealing heavy knockback. With the completed Daybreak however, fighters can only move and jump. Humorously, if a fighter with the completed Daybreak is damaged enough times, it will drop, and can be used by other fighters.	The Daybreak is a powerful item that debuted in Kid Icarus: Uprising, exclusive to Together Mode. It is split into three parts; once a player assembles all three parts, they can launch a one-hit KO beam. If a player has Daybreak parts and is KO'ed themselves, they will drop in play.Daybreak parts can sometimes spawn in battle. Once picked up, a fighter will carry it, shown next to their icon. However, if they are KO'ed or damaged enough, they will drop the Daybreak part, and other fighters can grab it. If all three parts are assembled, the user can fire the Daybreak, creating a massive, stage-wide beam that damages opponents multiple times before launching them, dealing heavy knockback. With the completed Daybreak however, fighters can only move and jump. Humorously, if a fighter with the completed Daybreak is damaged enough times, it will drop, and can be used by other fighters.
		The Daybreak is a powerful item that debuted in Kid Icarus: Uprising, exclusive to Together Mode. It is split into three parts; once a player assembles all three parts, they can launch a one-hit KO beam. If a player has Daybreak parts and is KO'ed themselves, they will drop in play.Daybreak parts can sometimes spawn in battle. Once picked up, a fighter will carry it, shown next to their icon. However, if they are KO'ed or damaged enough, they will drop the Daybreak part, and other fighters can grab it. If all three parts are assembled, the user can fire the Daybreak, creating a massive, stage-wide beam that damages opponents multiple times before launching them, dealing heavy knockback. With the completed Daybreak however, fighters can only move and jump. Humorously, if a fighter with the completed Daybreak is damaged enough times, it will drop, and can be used by other fighters.	The Daybreak is a powerful item that debuted in Kid Icarus: Uprising, exclusive to Together Mode. It is split into three parts; once a player assembles all three parts, they can launch a one-hit KO beam. If a player has Daybreak parts and is KO'ed themselves, they will drop in play.Daybreak parts can sometimes spawn in battle. Once picked up, a fighter will carry it, shown next to their icon. However, if they are KO'ed or damaged enough, they will drop the Daybreak part, and other fighters can grab it. If all three parts are assembled, the user can fire the Daybreak, creating a massive, stage-wide beam that damages opponents multiple times before launching them, dealing heavy knockback. With the completed Daybreak however, fighters can only move and jump. Humorously, if a fighter with the completed Daybreak is damaged enough times, it will drop, and can be used by other fighters.
Death's ScytheCastlevania (1987)
		Death's Scythe is, as the name implies, a weapon that Death wields in the Castlevania series. It is said to reap souls from those it slashes, and can even be used by playable characters sometimes. Usually, it is one of the most powerful weapons that can be collected.When grabbed, the user can swing Death's Scythe, and can charge the swing to deal more damage. If the opponent is over 80%, then a smash attack slash will instantly KO them, and if they are over 120%, a tilt slash will KO them as well.	Death's Scythe is, as the name implies, a weapon that Death wields in the Castlevania series. It is said to reap souls from those it slashes, and can even be used by playable characters sometimes. Usually, it is one of the most powerful weapons that can be collected.When grabbed, the user can swing Death's Scythe, and can charge the swing to deal more damage. If the opponent is over 80%, then a smash attack slash will instantly KO them, and if they are over 120%, a tilt slash will KO them as well.
		Death's Scythe is, as the name implies, a weapon that Death wields in the Castlevania series. It is said to reap souls from those it slashes, and can even be used by playable characters sometimes. Usually, it is one of the most powerful weapons that can be collected.When grabbed, the user can swing Death's Scythe, and can charge the swing to deal more damage. If the opponent is over 80%, then a smash attack slash will instantly KO them, and if they are over 120%, a tilt slash will KO them as well.	Death's Scythe is, as the name implies, a weapon that Death wields in the Castlevania series. It is said to reap souls from those it slashes, and can even be used by playable characters sometimes. Usually, it is one of the most powerful weapons that can be collected.When grabbed, the user can swing Death's Scythe, and can charge the swing to deal more damage. If the opponent is over 80%, then a smash attack slash will instantly KO them, and if they are over 120%, a tilt slash will KO them as well.
Dice BlockMario Party (2012)
		Dice Blocks are items that appear in the Mario Party series. During every turn, a player would hit the Dice Block to get a number and move that number of spaces across the board. Earlier games allows players to roll numbers from one to 10, though more recent games have a cap of six. Several varieties of Dice Blocks can also be obtained, each with their own set of numbers.When a Dice Block is thrown and hits an opponent, a number from one to six will appear. The opponent will then be given a different effect depending on the number, with higher numbers granting more harmful effects. The effects of each number are:
*1: The opponent takes 10% damage.
*2: The opponent grows a flower on their head.
*3: The opponent grows a mushroom on their head.
*4: The opponent is buried or meteor smashed.
*5: The opponent is inflicted with paralysis.
*6: The opponent takes 60% damage and suffers heavy knockback.	Dice Blocks are items that appear in the Mario Party series. During every turn, a player would hit the Dice Block to get a number and move that number of spaces across the board. Earlier games allows players to roll numbers from one to 10, though more recent games have a cap of six. Several varieties of Dice Blocks can also be obtained, each with their own set of numbers.When a Dice Block is thrown and hits an opponent, a number from one to six will appear. The opponent will then be given a different effect depending on the number, with higher numbers granting more harmful effects. The effects of each number are:
*1: The opponent takes 10% damage.
*2: The opponent grows a flower on their head.
*3: The opponent grows a mushroom on their head.
*4: The opponent is buried or meteor smashed.
*5: The opponent is inflicted with paralysis.
*6: The opponent takes 60% damage and suffers heavy knockback.
		Dice Blocks are items that appear in the Mario Party series. During every turn, a player would hit the Dice Block to get a number and move that number of spaces across the board. Earlier games allows players to roll numbers from one to 10, though more recent games have a cap of six. Several varieties of Dice Blocks can also be obtained, each with their own set of numbers.When a Dice Block is thrown and hits an opponent, a number from one to six will appear. The opponent will then be given a different effect depending on the number, with higher numbers granting more harmful effects. The effects of each number are:
*1: The opponent takes 10% damage.
*2: The opponent grows a flower on their head.
*3: The opponent grows a mushroom on their head.
*4: The opponent is buried or meteor smashed.
*5: The opponent is inflicted with paralysis.
*6: The opponent takes 60% damage and suffers heavy knockback.	Dice Blocks are items that appear in the Mario Party series. During every turn, a player would hit the Dice Block to get a number and move that number of spaces across the board. Earlier games allows players to roll numbers from one to 10, though more recent games have a cap of six. Several varieties of Dice Blocks can also be obtained, each with their own set of numbers.When a Dice Block is thrown and hits an opponent, a number from one to six will appear. The opponent will then be given a different effect depending on the number, with higher numbers granting more harmful effects. The effects of each number are:
*1: The opponent takes 10% damage.
*2: The opponent grows a flower on their head.
*3: The opponent grows a mushroom on their head.
*4: The opponent is buried or meteor smashed.
*5: The opponent is inflicted with paralysis.
*6: The opponent takes 60% damage and suffers heavy knockback.
DrillSuper Smash Bros. for Nintendo 3DS / Wii U (2014)
		The Drill, when picked up, can be fired, with the drill flying forward in a straight line. It will damage opponents multiple times, carrying them across the stage. If it gets stuck on a wall, then it will explode shortly after. After the drill is fired, the base can be thrown as well, which deals particularly heavy damage and knockback. Its design is based on the Drill Arm from Kid Icarus: Uprising.	The Drill, when picked up, can be fired, with the drill flying forward in a straight line. It will damage opponents multiple times, carrying them across the stage. If it gets stuck on a wall, then it will explode shortly after. After the drill is fired, the base can be thrown as well, which deals particularly heavy damage and knockback. Its design is based on the Drill Arm from Kid Icarus: Uprising.
		The Drill, when picked up, can be fired, with the drill flying forward in a straight line. It will damage opponents multiple times, carrying them across the stage. If it gets stuck on a wall, then it will explode shortly after. After the drill is fired, the base can be thrown as well, which deals particularly heavy damage and knockback. Its design is based on the Drill Arm from Kid Icarus: Uprising.	The Drill, when picked up, can be fired, with the drill flying forward in a straight line. It will damage opponents multiple times, carrying them across the stage. If it gets stuck on a wall, then it will explode shortly after. After the drill is fired, the base can be thrown as well, which deals particularly heavy damage and knockback. Its design is based on the Drill Arm from Kid Icarus: Uprising.
E-TankMega Man 2 (1988)
		E-Tanks are containers that appear in the Mega Man series, first appearing in Mega Man 2. They can be collected and stored for later use. Stored E-Tanks can refill all of Mega Man's health when used. They are usually found in secrets within levels.When a fighter grabs an E-Tank, they will hold it into the air and gradually restore their health. Their health can keep replenishing until all health as been restored, but fighters are left vulnerable while healing.	E-Tanks are containers that appear in the Mega Man series, first appearing in Mega Man 2. They can be collected and stored for later use. Stored E-Tanks can refill all of Mega Man's health when used. They are usually found in secrets within levels.When a fighter grabs an E-Tank, they will hold it into the air and gradually restore their health. Their health can keep replenishing until all health as been restored, but fighters are left vulnerable while healing.
		E-Tanks are containers that appear in the Mega Man series, first appearing in Mega Man 2. They can be collected and stored for later use. Stored E-Tanks can refill all of Mega Man's health when used. They are usually found in secrets within levels.When a fighter grabs an E-Tank, they will hold it into the air and gradually restore their health. Their health can keep replenishing until all health as been restored, but fighters are left vulnerable while healing.	E-Tanks are containers that appear in the Mega Man series, first appearing in Mega Man 2. They can be collected and stored for later use. Stored E-Tanks can refill all of Mega Man's health when used. They are usually found in secrets within levels.When a fighter grabs an E-Tank, they will hold it into the air and gradually restore their health. Their health can keep replenishing until all health as been restored, but fighters are left vulnerable while healing.
Fake Smash BallSuper Smash Bros. Ultimate (2018)
		Fake Smash Balls are items that resemble Smash Balls, with the only difference being the thin and thick lines on the Super Smash Bros. logo being reversed. It will act exactly like a Smash Ball, and often appears alongside one. However, if broken, it will explode and create an X-shaped blast, dealing heavy damage and knockback to anyone in the radius.	Fake Smash Balls are items that resemble Smash Balls, with the only difference being the thin and thick lines on the Super Smash Bros. logo being reversed. It will act exactly like a Smash Ball, and often appears alongside one. However, if broken, it will explode and create an X-shaped blast, dealing heavy damage and knockback to anyone in the radius.
		Fake Smash Balls are items that resemble Smash Balls, with the only difference being the thin and thick lines on the Super Smash Bros. logo being reversed. It will act exactly like a Smash Ball, and often appears alongside one. However, if broken, it will explode and create an X-shaped blast, dealing heavy damage and knockback to anyone in the radius.	Fake Smash Balls are items that resemble Smash Balls, with the only difference being the thin and thick lines on the Super Smash Bros. logo being reversed. It will act exactly like a Smash Ball, and often appears alongside one. However, if broken, it will explode and create an X-shaped blast, dealing heavy damage and knockback to anyone in the radius.
Fire BarSuper Mario Bros. (1985)
		Fire Bars are common obstacles in the Mario series, often stationed in castle levels. As their name implies, they are a string of fireballs connected to a block, and rotate in a clockwise or counter-clockwise motion. The player must time their movements carefully to avoid being hit by the fireballs.Fire Bars can be picked up and swung around with the attack button, damaging opponents hit by them. The swing can also be charged to deal more damage. However, should a charged hit connect with an opponent, a fireball will disappear, decreasing its range. Once all the fireballs are gone, it can no longer be used.	Fire Bars are common obstacles in the Mario series, often stationed in castle levels. As their name implies, they are a string of fireballs connected to a block, and rotate in a clockwise or counter-clockwise motion. The player must time their movements carefully to avoid being hit by the fireballs.Fire Bars can be picked up and swung around with the attack button, damaging opponents hit by them. The swing can also be charged to deal more damage. However, should a charged hit connect with an opponent, a fireball will disappear, decreasing its range. Once all the fireballs are gone, it can no longer be used.
		Fire Bars are common obstacles in the Mario series, often stationed in castle levels. As their name implies, they are a string of fireballs connected to a block, and rotate in a clockwise or counter-clockwise motion. The player must time their movements carefully to avoid being hit by the fireballs.Fire Bars can be picked up and swung around with the attack button, damaging opponents hit by them. The swing can also be charged to deal more damage. However, should a charged hit connect with an opponent, a fireball will disappear, decreasing its range. Once all the fireballs are gone, it can no longer be used.	Fire Bars are common obstacles in the Mario series, often stationed in castle levels. As their name implies, they are a string of fireballs connected to a block, and rotate in a clockwise or counter-clockwise motion. The player must time their movements carefully to avoid being hit by the fireballs.Fire Bars can be picked up and swung around with the attack button, damaging opponents hit by them. The swing can also be charged to deal more damage. However, should a charged hit connect with an opponent, a fireball will disappear, decreasing its range. Once all the fireballs are gone, it can no longer be used.
Fire FlowerSuper Mario Bros. (1985)
		Fire Flowers are power-ups that appear in the Mario series, often appearing after hitting ? Blocks. In the platformer games, when Mario collects one, he can transform into Fire Mario, allowing him to throw fireballs that damage enemies and can melt ice. They appear semi-commonly in the spin-off games, most notably the Mario Kart series, where they allow the user to shoot fireballs with no transformation.When a fighter grabs a Fire Flower, the attack button can be held for them to use it and shoot a stream of fire forwards, damaging opponents multiple times. They can also move and jump while shooting. It will eventually run out of fire; when this happens, only smoke will come out of the user attempts to shoot fire again.	Fire Flowers are power-ups that appear in the Mario series, often appearing after hitting ? Blocks. In the platformer games, when Mario collects one, he can transform into Fire Mario, allowing him to throw fireballs that damage enemies and can melt ice. They appear semi-commonly in the spin-off games, most notably the Mario Kart series, where they allow the user to shoot fireballs with no transformation.When a fighter grabs a Fire Flower, the attack button can be held for them to use it and shoot a stream of fire forwards, damaging opponents multiple times. They can also move and jump while shooting. It will eventually run out of fire; when this happens, only smoke will come out of the user attempts to shoot fire again.
		Fire Flowers are power-ups that appear in the Mario series, often appearing after hitting ? Blocks. In the platformer games, when Mario collects one, he can transform into Fire Mario, allowing him to throw fireballs that damage enemies and can melt ice. They appear semi-commonly in the spin-off games, most notably the Mario Kart series, where they allow the user to shoot fireballs with no transformation.When a fighter grabs a Fire Flower, the attack button can be held for them to use it and shoot a stream of fire forwards, damaging opponents multiple times. They can also move and jump while shooting. It will eventually run out of fire; when this happens, only smoke will come out of the user attempts to shoot fire again.	Fire Flowers are power-ups that appear in the Mario series, often appearing after hitting ? Blocks. In the platformer games, when Mario collects one, he can transform into Fire Mario, allowing him to throw fireballs that damage enemies and can melt ice. They appear semi-commonly in the spin-off games, most notably the Mario Kart series, where they allow the user to shoot fireballs with no transformation.When a fighter grabs a Fire Flower, the attack button can be held for them to use it and shoot a stream of fire forwards, damaging opponents multiple times. They can also move and jump while shooting. It will eventually run out of fire; when this happens, only smoke will come out of the user attempts to shoot fire again.
FoodSuper Smash Bros. Melee (2001)
		Food are basic healing items that commonly spawn during battle. Fighters can pick up and eat them to restore some of their health. There are various types of Food, each one healing different amounts of health. In general, the fancier the Food is, the more damage it will heal. For example, an apple can heal 4% damage, while a turkey can heal 15% damage.	Food are basic healing items that commonly spawn during battle. Fighters can pick up and eat them to restore some of their health. There are various types of Food, each one healing different amounts of health. In general, the fancier the Food is, the more damage it will heal. For example, an apple can heal 4% damage, while a turkey can heal 15% damage.
		Food are basic healing items that commonly spawn during battle. Fighters can pick up and eat them to restore some of their health. There are various types of Food, each one healing different amounts of health. In general, the fancier the Food is, the more damage it will heal. For example, an apple can heal 4% damage, while a turkey can heal 15% damage.	Food are basic healing items that commonly spawn during battle. Fighters can pick up and eat them to restore some of their health. There are various types of Food, each one healing different amounts of health. In general, the fancier the Food is, the more damage it will heal. For example, an apple can heal 4% damage, while a turkey can heal 15% damage.
Franklin BadgeMOTHER (1989)
		The Franklin Badge is a common item in the MOTHER series, made to reflect attacks like PK Beam γ to make certain fights easier. As the name suggests, it was invented by Benjamin Franklin as a way to protect him from lightning during hos experiments.When the Franklin Badge is equipped, the user will wear it on their body. In this state, they will reflect any projectiles sent at them for a short time until it disappears.	The Franklin Badge is a common item in the MOTHER series, made to reflect attacks like PK Beam γ to make certain fights easier. As the name suggests, it was invented by Benjamin Franklin as a way to protect him from lightning during hos experiments.When the Franklin Badge is equipped, the user will wear it on their body. In this state, they will reflect any projectiles sent at them for a short time until it disappears.
		The Franklin Badge is a common item in the MOTHER series, made to reflect attacks like PK Beam γ to make certain fights easier. As the name suggests, it was invented by Benjamin Franklin as a way to protect him from lightning during hos experiments.When the Franklin Badge is equipped, the user will wear it on their body. In this state, they will reflect any projectiles sent at them for a short time until it disappears.	The Franklin Badge is a common item in the MOTHER series, made to reflect attacks like PK Beam γ to make certain fights easier. As the name suggests, it was invented by Benjamin Franklin as a way to protect him from lightning during hos experiments.When the Franklin Badge is equipped, the user will wear it on their body. In this state, they will reflect any projectiles sent at them for a short time until it disappears.
FreezieMario Bros. (1983)
		Freezies are ice creatures that appear uncommonly throughout the Mario series, debuting in Mario Bros. They would appear out of pipes, and move around before covering one of the platforms in ice, making them harder to move around on. They could be defeated by hitting them from underneath, like other enemies. They also appear in spin-offs such as Mario Kart: Double Dash!! and Mario Super Sluggers, where they freeze players they touch.Freezies will move along the ground just like they did in Mario Bros., sliding along the ground. They can be picked up and thrown like items, freezing any players they hit. They can also be broken if attacked hard enough, freezing whoever attacked it.	Freezies are ice creatures that appear uncommonly throughout the Mario series, debuting in Mario Bros. They would appear out of pipes, and move around before covering one of the platforms in ice, making them harder to move around on. They could be defeated by hitting them from underneath, like other enemies. They also appear in spin-offs such as Mario Kart: Double Dash!! and Mario Super Sluggers, where they freeze players they touch.Freezies will move along the ground just like they did in Mario Bros., sliding along the ground. They can be picked up and thrown like items, freezing any players they hit. They can also be broken if attacked hard enough, freezing whoever attacked it.
		Freezies are ice creatures that appear uncommonly throughout the Mario series, debuting in Mario Bros. They would appear out of pipes, and move around before covering one of the platforms in ice, making them harder to move around on. They could be defeated by hitting them from underneath, like other enemies. They also appear in spin-offs such as Mario Kart: Double Dash!! and Mario Super Sluggers, where they freeze players they touch.Freezies will move along the ground just like they did in Mario Bros., sliding along the ground. They can be picked up and thrown like items, freezing any players they hit. They can also be broken if attacked hard enough, freezing whoever attacked it.	Freezies are ice creatures that appear uncommonly throughout the Mario series, debuting in Mario Bros. They would appear out of pipes, and move around before covering one of the platforms in ice, making them harder to move around on. They could be defeated by hitting them from underneath, like other enemies. They also appear in spin-offs such as Mario Kart: Double Dash!! and Mario Super Sluggers, where they freeze players they touch.Freezies will move along the ground just like they did in Mario Bros., sliding along the ground. They can be picked up and thrown like items, freezing any players they hit. They can also be broken if attacked hard enough, freezing whoever attacked it.
Gold FlowerNew Super Mario Bros. 2 (2012)
		Gold Flowers are power-ups that appear in New Super Mario Bros. 2, resembling a golden Fire Flower. When collected, Mario will transform into Gold Mario. In this state, he can throw special golden fireballs that create shockwaves when they hit a wall, turning any Brick Blocks and enemies they touch into coins. Mario cannot carry this power-up between levels.When a Golden Flower is grabbed, the user will become golden for a short time. In this state, the damage and knockback of their attacks is increased significantly, making it easier to KO opponents.	Gold Flowers are power-ups that appear in New Super Mario Bros. 2, resembling a golden Fire Flower. When collected, Mario will transform into Gold Mario. In this state, he can throw special golden fireballs that create shockwaves when they hit a wall, turning any Brick Blocks and enemies they touch into coins. Mario cannot carry this power-up between levels.When a Golden Flower is grabbed, the user will become golden for a short time. In this state, the damage and knockback of their attacks is increased significantly, making it easier to KO opponents.
		Gold Flowers are power-ups that appear in New Super Mario Bros. 2, resembling a golden Fire Flower. When collected, Mario will transform into Gold Mario. In this state, he can throw special golden fireballs that create shockwaves when they hit a wall, turning any Brick Blocks and enemies they touch into coins. Mario cannot carry this power-up between levels.When a Golden Flower is grabbed, the user will become golden for a short time. In this state, the damage and knockback of their attacks is increased significantly, making it easier to KO opponents.	Gold Flowers are power-ups that appear in New Super Mario Bros. 2, resembling a golden Fire Flower. When collected, Mario will transform into Gold Mario. In this state, he can throw special golden fireballs that create shockwaves when they hit a wall, turning any Brick Blocks and enemies they touch into coins. Mario cannot carry this power-up between levels.When a Golden Flower is grabbed, the user will become golden for a short time. In this state, the damage and knockback of their attacks is increased significantly, making it easier to KO opponents.
Golden HammerWrecking Crew (1985)
		Golden Hammers are special items that appear in Wrecking Crew, serving as a stronger variation of the hammer Mario normally uses. Using it, he can swing it and break walls faster, as well as temporarily float in midair. It can be obtained by swinging the hammer a number of times so that the number of swings plus the stage number divided by eight leaves a remainder of one.Golden Hammers will appear out of small, green pedestal. Once grabbed, it functions similarly to the Hammer, but the user can swing it faster, they can use it for longer, and they deal more damage. Additionally, if the attack button is tapped repeatedly in midair, the user can hover in the air. Sometimes however, the Golden Hammer will make "squeak" sound effects upon hitting opponents, and won't affect them at all. When the Golden Hammer is in use, the theme that plays when Mario collects a Golden Hammer in Wrecking Crew plays in the background.	Golden Hammers are special items that appear in Wrecking Crew, serving as a stronger variation of the hammer Mario normally uses. Using it, he can swing it and break walls faster, as well as temporarily float in midair. It can be obtained by swinging the hammer a number of times so that the number of swings plus the stage number divided by eight leaves a remainder of one.Golden Hammers will appear out of small, green pedestal. Once grabbed, it functions similarly to the Hammer, but the user can swing it faster, they can use it for longer, and they deal more damage. Additionally, if the attack button is tapped repeatedly in midair, the user can hover in the air. Sometimes however, the Golden Hammer will make "squeak" sound effects upon hitting opponents, and won't affect them at all. When the Golden Hammer is in use, the theme that plays when Mario collects a Golden Hammer in Wrecking Crew plays in the background.
		Golden Hammers are special items that appear in Wrecking Crew, serving as a stronger variation of the hammer Mario normally uses. Using it, he can swing it and break walls faster, as well as temporarily float in midair. It can be obtained by swinging the hammer a number of times so that the number of swings plus the stage number divided by eight leaves a remainder of one.Golden Hammers will appear out of small, green pedestal. Once grabbed, it functions similarly to the Hammer, but the user can swing it faster, they can use it for longer, and they deal more damage. Additionally, if the attack button is tapped repeatedly in midair, the user can hover in the air. Sometimes however, the Golden Hammer will make "squeak" sound effects upon hitting opponents, and won't affect them at all. When the Golden Hammer is in use, the theme that plays when Mario collects a Golden Hammer in Wrecking Crew plays in the background.	Golden Hammers are special items that appear in Wrecking Crew, serving as a stronger variation of the hammer Mario normally uses. Using it, he can swing it and break walls faster, as well as temporarily float in midair. It can be obtained by swinging the hammer a number of times so that the number of swings plus the stage number divided by eight leaves a remainder of one.Golden Hammers will appear out of small, green pedestal. Once grabbed, it functions similarly to the Hammer, but the user can swing it faster, they can use it for longer, and they deal more damage. Additionally, if the attack button is tapped repeatedly in midair, the user can hover in the air. Sometimes however, the Golden Hammer will make "squeak" sound effects upon hitting opponents, and won't affect them at all. When the Golden Hammer is in use, the theme that plays when Mario collects a Golden Hammer in Wrecking Crew plays in the background.
GrassYume Kōjō: Doki Doki Panic (1987)
		Grass first appeared in Yume Kōjō: Doki Doki Panic, which was rebranded to Super Mario Bros. 2. Players could uproot these red tufts of grass to reveal items they can use. Usually, players will uproot vegetables they can throw at enemies, but they may also be able to use bombs, POW Blocks, Koopa shells, or Stopwatches.When Grass appears, players can grab it to pull up a random item they can use, just as in its game of origin. Grass cannot contain heavy items like Crates or Blast Boxes.	Grass first appeared in Yume Kōjō: Doki Doki Panic, which was rebranded to Super Mario Bros. 2. Players could uproot these red tufts of grass to reveal items they can use. Usually, players will uproot vegetables they can throw at enemies, but they may also be able to use bombs, POW Blocks, Koopa shells, or Stopwatches.When Grass appears, players can grab it to pull up a random item they can use, just as in its game of origin. Grass cannot contain heavy items like Crates or Blast Boxes.
		Grass first appeared in Yume Kōjō: Doki Doki Panic, which was rebranded to Super Mario Bros. 2. Players could uproot these red tufts of grass to reveal items they can use. Usually, players will uproot vegetables they can throw at enemies, but they may also be able to use bombs, POW Blocks, Koopa shells, or Stopwatches.When Grass appears, players can grab it to pull up a random item they can use, just as in its game of origin. Grass cannot contain heavy items like Crates or Blast Boxes.	Grass first appeared in Yume Kōjō: Doki Doki Panic, which was rebranded to Super Mario Bros. 2. Players could uproot these red tufts of grass to reveal items they can use. Usually, players will uproot vegetables they can throw at enemies, but they may also be able to use bombs, POW Blocks, Koopa shells, or Stopwatches.When Grass appears, players can grab it to pull up a random item they can use, just as in its game of origin. Grass cannot contain heavy items like Crates or Blast Boxes.
Green ShellSuper Mario Bros. (1985)
		Green Shells are the shells of green Koopa Troopas. Mario can stomp on Koopa Troopas to use their shells as weapons, and throw them forward to damage other enemies and break blocks. However, he must be quick to throw the shell, otherwise the Koopa Troopa will rise out of it again. Green Shells can also be used in various spin-offs such as the Mario Kart series, where they will ricochet off of walls to hit other karts.Green Shells can be sent forward by either throwing or attacking them. This will send them sliding across the ground, damaging opponents they hit. They will bounce off of walls and eventually lose speed. Alternatively, jumping on the Green Shell can stop it in place so it can be used again.	Green Shells are the shells of green Koopa Troopas. Mario can stomp on Koopa Troopas to use their shells as weapons, and throw them forward to damage other enemies and break blocks. However, he must be quick to throw the shell, otherwise the Koopa Troopa will rise out of it again. Green Shells can also be used in various spin-offs such as the Mario Kart series, where they will ricochet off of walls to hit other karts.Green Shells can be sent forward by either throwing or attacking them. This will send them sliding across the ground, damaging opponents they hit. They will bounce off of walls and eventually lose speed. Alternatively, jumping on the Green Shell can stop it in place so it can be used again.
		Green Shells are the shells of green Koopa Troopas. Mario can stomp on Koopa Troopas to use their shells as weapons, and throw them forward to damage other enemies and break blocks. However, he must be quick to throw the shell, otherwise the Koopa Troopa will rise out of it again. Green Shells can also be used in various spin-offs such as the Mario Kart series, where they will ricochet off of walls to hit other karts.Green Shells can be sent forward by either throwing or attacking them. This will send them sliding across the ground, damaging opponents they hit. They will bounce off of walls and eventually lose speed. Alternatively, jumping on the Green Shell can stop it in place so it can be used again.	Green Shells are the shells of green Koopa Troopas. Mario can stomp on Koopa Troopas to use their shells as weapons, and throw them forward to damage other enemies and break blocks. However, he must be quick to throw the shell, otherwise the Koopa Troopa will rise out of it again. Green Shells can also be used in various spin-offs such as the Mario Kart series, where they will ricochet off of walls to hit other karts.Green Shells can be sent forward by either throwing or attacking them. This will send them sliding across the ground, damaging opponents they hit. They will bounce off of walls and eventually lose speed. Alternatively, jumping on the Green Shell can stop it in place so it can be used again.
Gust BellowsThe Legend of Zelda: Skyward Sword (2011)
		The Gust Bellows is an item that appeared in The Legend of Zelda: Skyward Sword, found in the Lanaryu Mining facility. Link could use this item to project heavy gusts of wind forward, which can push away objects and small enemies, as well as activate propeller-based switches.When the Gust Bellows is grabbed, the player can hold the attack button to fire gusts of wind forward, creating windboxes that push opponents backward. While shooting, the user can move around and jump. Eventually, it will run out of wind and become useless. If it is dropped before this happens, the Gust Bellows will continually shoot out wind, bouncing around the stage aimlessly until it disappears and projecting windboxes everywhere.	The Gust Bellows is an item that appeared in The Legend of Zelda: Skyward Sword, found in the Lanaryu Mining facility. Link could use this item to project heavy gusts of wind forward, which can push away objects and small enemies, as well as activate propeller-based switches.When the Gust Bellows is grabbed, the player can hold the attack button to fire gusts of wind forward, creating windboxes that push opponents backward. While shooting, the user can move around and jump. Eventually, it will run out of wind and become useless. If it is dropped before this happens, the Gust Bellows will continually shoot out wind, bouncing around the stage aimlessly until it disappears and projecting windboxes everywhere.
		The Gust Bellows is an item that appeared in The Legend of Zelda: Skyward Sword, found in the Lanaryu Mining facility. Link could use this item to project heavy gusts of wind forward, which can push away objects and small enemies, as well as activate propeller-based switches.When the Gust Bellows is grabbed, the player can hold the attack button to fire gusts of wind forward, creating windboxes that push opponents backward. While shooting, the user can move around and jump. Eventually, it will run out of wind and become useless. If it is dropped before this happens, the Gust Bellows will continually shoot out wind, bouncing around the stage aimlessly until it disappears and projecting windboxes everywhere.	The Gust Bellows is an item that appeared in The Legend of Zelda: Skyward Sword, found in the Lanaryu Mining facility. Link could use this item to project heavy gusts of wind forward, which can push away objects and small enemies, as well as activate propeller-based switches.When the Gust Bellows is grabbed, the player can hold the attack button to fire gusts of wind forward, creating windboxes that push opponents backward. While shooting, the user can move around and jump. Eventually, it will run out of wind and become useless. If it is dropped before this happens, the Gust Bellows will continually shoot out wind, bouncing around the stage aimlessly until it disappears and projecting windboxes everywhere.
HammerDonkey Kong (1981)
		Hammers are items that appear in the original Donkey Kong in a few levels. They can be picked up, allowing Mario to rapidly swing it and defeat any enemies in his way for a short time. However, he cannot climb ladders or jump while swinging a hammer.When a Hammer is grabbed, the user will begin swinging it rapidly just as Mario does in Donkey Kong. They can move around the stage and jump, but are restricted from attacking, shielding, or double jumping. The hammer swings will deal heavy damage and knockback to opponents. After awhile, they will stop swinging and the Hammer will disappear. Occasionally, the head of the hammer will slip off; whee this happens, the user can't damage opponents and are left vulnerable. Furthermore, the head can be picked up and thrown, dealing heavy damage and knockback. When a fighter uses a Hammer, the theme that plays when Mario grabs a Hammer in Donkey Kong will play in the background.	Hammers are items that appear in the original Donkey Kong in a few levels. They can be picked up, allowing Mario to rapidly swing it and defeat any enemies in his way for a short time. However, he cannot climb ladders or jump while swinging a hammer.When a Hammer is grabbed, the user will begin swinging it rapidly just as Mario does in Donkey Kong. They can move around the stage and jump, but are restricted from attacking, shielding, or double jumping. The hammer swings will deal heavy damage and knockback to opponents. After awhile, they will stop swinging and the Hammer will disappear. Occasionally, the head of the hammer will slip off; whee this happens, the user can't damage opponents and are left vulnerable. Furthermore, the head can be picked up and thrown, dealing heavy damage and knockback. When a fighter uses a Hammer, the theme that plays when Mario grabs a Hammer in Donkey Kong will play in the background.
		Hammers are items that appear in the original Donkey Kong in a few levels. They can be picked up, allowing Mario to rapidly swing it and defeat any enemies in his way for a short time. However, he cannot climb ladders or jump while swinging a hammer.When a Hammer is grabbed, the user will begin swinging it rapidly just as Mario does in Donkey Kong. They can move around the stage and jump, but are restricted from attacking, shielding, or double jumping. The hammer swings will deal heavy damage and knockback to opponents. After awhile, they will stop swinging and the Hammer will disappear. Occasionally, the head of the hammer will slip off; whee this happens, the user can't damage opponents and are left vulnerable. Furthermore, the head can be picked up and thrown, dealing heavy damage and knockback. When a fighter uses a Hammer, the theme that plays when Mario grabs a Hammer in Donkey Kong will play in the background.	Hammers are items that appear in the original Donkey Kong in a few levels. They can be picked up, allowing Mario to rapidly swing it and defeat any enemies in his way for a short time. However, he cannot climb ladders or jump while swinging a hammer.When a Hammer is grabbed, the user will begin swinging it rapidly just as Mario does in Donkey Kong. They can move around the stage and jump, but are restricted from attacking, shielding, or double jumping. The hammer swings will deal heavy damage and knockback to opponents. After awhile, they will stop swinging and the Hammer will disappear. Occasionally, the head of the hammer will slip off; whee this happens, the user can't damage opponents and are left vulnerable. Furthermore, the head can be picked up and thrown, dealing heavy damage and knockback. When a fighter uses a Hammer, the theme that plays when Mario grabs a Hammer in Donkey Kong will play in the background.
Healing FieldSuper Smash Bros. Ultimate (2018)
		Healing Fields are small capsules that can be picked up and thrown like items. If it hits a surface, it will open up a small pad that attaches to that surface and start releasing a field of green energy. Players that stand in this energy will gradually regenerate health. The user will heal 2% per second, while every other player will heal 1% per second.	Healing Fields are small capsules that can be picked up and thrown like items. If it hits a surface, it will open up a small pad that attaches to that surface and start releasing a field of green energy. Players that stand in this energy will gradually regenerate health. The user will heal 2% per second, while every other player will heal 1% per second.
		Healing Fields are small capsules that can be picked up and thrown like items. If it hits a surface, it will open up a small pad that attaches to that surface and start releasing a field of green energy. Players that stand in this energy will gradually regenerate health. The user will heal 2% per second, while every other player will heal 1% per second.	Healing Fields are small capsules that can be picked up and thrown like items. If it hits a surface, it will open up a small pad that attaches to that surface and start releasing a field of green energy. Players that stand in this energy will gradually regenerate health. The user will heal 2% per second, while every other player will heal 1% per second.
Hocotate BombSuper Smash Bros. for Nintendo 3DS / Wii U (2014)
		The Hocotate Bomb is an explosive modeled after the Hocotate Ship in the Pikmin series. After being grabbed and thrown, it will blast off and fly past the upper blast zone, damaging any opponents above it multiple times. After some time, it will fall back down where it was deployed, exploding and dealing heavy damage and knockback to opponents caught in the blast radius. Before it launches, it may also explode if attacked enough.	The Hocotate Bomb is an explosive modeled after the Hocotate Ship in the Pikmin series. After being grabbed and thrown, it will blast off and fly past the upper blast zone, damaging any opponents above it multiple times. After some time, it will fall back down where it was deployed, exploding and dealing heavy damage and knockback to opponents caught in the blast radius. Before it launches, it may also explode if attacked enough.
		The Hocotate Bomb is an explosive modeled after the Hocotate Ship in the Pikmin series. After being grabbed and thrown, it will blast off and fly past the upper blast zone, damaging any opponents above it multiple times. After some time, it will fall back down where it was deployed, exploding and dealing heavy damage and knockback to opponents caught in the blast radius. Before it launches, it may also explode if attacked enough.	The Hocotate Bomb is an explosive modeled after the Hocotate Ship in the Pikmin series. After being grabbed and thrown, it will blast off and fly past the upper blast zone, damaging any opponents above it multiple times. After some time, it will fall back down where it was deployed, exploding and dealing heavy damage and knockback to opponents caught in the blast radius. Before it launches, it may also explode if attacked enough.
Home-Run BatSuper Smash Bros. (1999)
		The Home-Run Bat can be swung and thrown at opponents to damage them. If the user inputs a smash attack, they will wind up for a short time before swinging the bat really hard. This causes a loud PING sound when it connects, and is a one-hit-KO. It can also reflect projectiles.	The Home-Run Bat can be swung and thrown at opponents to damage them. If the user inputs a smash attack, they will wind up for a short time before swinging the bat really hard. This causes a loud PING sound when it connects, and is a one-hit-KO. It can also reflect projectiles.
		The Home-Run Bat can be swung and thrown at opponents to damage them. If the user inputs a smash attack, they will wind up for a short time before swinging the bat really hard. This causes a loud PING sound when it connects, and is a one-hit-KO. It can also reflect projectiles.	The Home-Run Bat can be swung and thrown at opponents to damage them. If the user inputs a smash attack, they will wind up for a short time before swinging the bat really hard. This causes a loud PING sound when it connects, and is a one-hit-KO. It can also reflect projectiles.
HotheadSuper Mario World (1991)
		Hotheads are fiery enemies that appear in Super Mario World. They are found in castle levels, and will travel along platforms. They cannot be defeated and will damage Mario on contact, so they serve more or less as obstacles.When a Hothead is picked up and thrown, it will begin travelling along surfaces, damaging opponents it hits before it disappears. Occasionally, it can release a burst of electricity that deals more damage and knockback to opponents in range. Fire attacks, be them from the user or other fighters, will cause the Hothead to grow bigger and deal more damage. Inversely, ice attacks will cause the Hothead to shrink.	Hotheads are fiery enemies that appear in Super Mario World. They are found in castle levels, and will travel along platforms. They cannot be defeated and will damage Mario on contact, so they serve more or less as obstacles.When a Hothead is picked up and thrown, it will begin travelling along surfaces, damaging opponents it hits before it disappears. Occasionally, it can release a burst of electricity that deals more damage and knockback to opponents in range. Fire attacks, be them from the user or other fighters, will cause the Hothead to grow bigger and deal more damage. Inversely, ice attacks will cause the Hothead to shrink.
		Hotheads are fiery enemies that appear in Super Mario World. They are found in castle levels, and will travel along platforms. They cannot be defeated and will damage Mario on contact, so they serve more or less as obstacles.When a Hothead is picked up and thrown, it will begin travelling along surfaces, damaging opponents it hits before it disappears. Occasionally, it can release a burst of electricity that deals more damage and knockback to opponents in range. Fire attacks, be them from the user or other fighters, will cause the Hothead to grow bigger and deal more damage. Inversely, ice attacks will cause the Hothead to shrink.	Hotheads are fiery enemies that appear in Super Mario World. They are found in castle levels, and will travel along platforms. They cannot be defeated and will damage Mario on contact, so they serve more or less as obstacles.When a Hothead is picked up and thrown, it will begin travelling along surfaces, damaging opponents it hits before it disappears. Occasionally, it can release a burst of electricity that deals more damage and knockback to opponents in range. Fire attacks, be them from the user or other fighters, will cause the Hothead to grow bigger and deal more damage. Inversely, ice attacks will cause the Hothead to shrink.
Item BoxMario Kart 64 (1996)
		Item Boxes are items that appear throughout the Mario Kart series, replacing the item panels from Super Mario Kart. If a player runs into one, they will be given a random item, based on their positioning in the race. Double Item Boxes can also appear, which give players two items instead of one.When an Item Box appears, players can touch it, breaking it and obtaining a random item from it. Upon breaking, the debris that flies from it can lightly damage opponents.	Item Boxes are items that appear throughout the Mario Kart series, replacing the item panels from Super Mario Kart. If a player runs into one, they will be given a random item, based on their positioning in the race. Double Item Boxes can also appear, which give players two items instead of one.When an Item Box appears, players can touch it, breaking it and obtaining a random item from it. Upon breaking, the debris that flies from it can lightly damage opponents.
		Item Boxes are items that appear throughout the Mario Kart series, replacing the item panels from Super Mario Kart. If a player runs into one, they will be given a random item, based on their positioning in the race. Double Item Boxes can also appear, which give players two items instead of one.When an Item Box appears, players can touch it, breaking it and obtaining a random item from it. Upon breaking, the debris that flies from it can lightly damage opponents.	Item Boxes are items that appear throughout the Mario Kart series, replacing the item panels from Super Mario Kart. If a player runs into one, they will be given a random item, based on their positioning in the race. Double Item Boxes can also appear, which give players two items instead of one.When an Item Box appears, players can touch it, breaking it and obtaining a random item from it. Upon breaking, the debris that flies from it can lightly damage opponents.
Killer EyeKid Icarus: Uprising (2012)
		Killer Eyes are items that appear in Kid Icarus: Uprising. When set up, it behaves like a turret, standing in place and firing beams from its eyes that damage foes in the vicinity.When a Killer Eye is deployed, it will stand in place and fire pink beams from its eye in a set pattern. These beams cannot damage the user, but they will damage opponents. After being deployed, the Killer Eye can be attacked and knocked away; if it lands and isn't standing upright, it will continue to fire beams in its current direction.	Killer Eyes are items that appear in Kid Icarus: Uprising. When set up, it behaves like a turret, standing in place and firing beams from its eyes that damage foes in the vicinity.When a Killer Eye is deployed, it will stand in place and fire pink beams from its eye in a set pattern. These beams cannot damage the user, but they will damage opponents. After being deployed, the Killer Eye can be attacked and knocked away; if it lands and isn't standing upright, it will continue to fire beams in its current direction.
		Killer Eyes are items that appear in Kid Icarus: Uprising. When set up, it behaves like a turret, standing in place and firing beams from its eyes that damage foes in the vicinity.When a Killer Eye is deployed, it will stand in place and fire pink beams from its eye in a set pattern. These beams cannot damage the user, but they will damage opponents. After being deployed, the Killer Eye can be attacked and knocked away; if it lands and isn't standing upright, it will continue to fire beams in its current direction.	Killer Eyes are items that appear in Kid Icarus: Uprising. When set up, it behaves like a turret, standing in place and firing beams from its eyes that damage foes in the vicinity.When a Killer Eye is deployed, it will stand in place and fire pink beams from its eye in a set pattern. These beams cannot damage the user, but they will damage opponents. After being deployed, the Killer Eye can be attacked and knocked away; if it lands and isn't standing upright, it will continue to fire beams in its current direction.
Killing EdgeFire Emblem: Shadow Dragon and the Blade of Light (1990)
		The Killing Edge is a sword that commonly appears in the Fire Emblem series. As its name suggests, it is one of the several "killer"-type weapons, a class of weapons that greatly increases the likelihood of a critical hit. The Killing Edge's design in Super Smash Bros. is based off of its appearance in Fire Emblem: Tharcia 776.The Killing Edge can be picked up and swung to hit opponents, and it can be charged to hit harder. It deals decent damage and knockback regularly, but sometimes, the Killing Edge's blade will start glowing red. When this happens, it will deal twice the amount of damage and knockback to opponents it hits. Additionally, the critical hit sound effects from the Game Boy Advance Fire Emblem titles will play.	The Killing Edge is a sword that commonly appears in the Fire Emblem series. As its name suggests, it is one of the several "killer"-type weapons, a class of weapons that greatly increases the likelihood of a critical hit. The Killing Edge's design in Super Smash Bros. is based off of its appearance in Fire Emblem: Tharcia 776.The Killing Edge can be picked up and swung to hit opponents, and it can be charged to hit harder. It deals decent damage and knockback regularly, but sometimes, the Killing Edge's blade will start glowing red. When this happens, it will deal twice the amount of damage and knockback to opponents it hits. Additionally, the critical hit sound effects from the Game Boy Advance Fire Emblem titles will play.
		The Killing Edge is a sword that commonly appears in the Fire Emblem series. As its name suggests, it is one of the several "killer"-type weapons, a class of weapons that greatly increases the likelihood of a critical hit. The Killing Edge's design in Super Smash Bros. is based off of its appearance in Fire Emblem: Tharcia 776.The Killing Edge can be picked up and swung to hit opponents, and it can be charged to hit harder. It deals decent damage and knockback regularly, but sometimes, the Killing Edge's blade will start glowing red. When this happens, it will deal twice the amount of damage and knockback to opponents it hits. Additionally, the critical hit sound effects from the Game Boy Advance Fire Emblem titles will play.	The Killing Edge is a sword that commonly appears in the Fire Emblem series. As its name suggests, it is one of the several "killer"-type weapons, a class of weapons that greatly increases the likelihood of a critical hit. The Killing Edge's design in Super Smash Bros. is based off of its appearance in Fire Emblem: Tharcia 776.The Killing Edge can be picked up and swung to hit opponents, and it can be charged to hit harder. It deals decent damage and knockback regularly, but sometimes, the Killing Edge's blade will start glowing red. When this happens, it will deal twice the amount of damage and knockback to opponents it hits. Additionally, the critical hit sound effects from the Game Boy Advance Fire Emblem titles will play.
Launch StarSuper Mario Galaxy (2007)
		Launch Stars are specialized stars that appear in Super Mario Galaxy and Super Mario Galaxy 2. If Mario enters one, he can use the Star Spin to use it, allowing him to launch to a new planet or area. Smaller variants called Sling Stars also appear, which usually send Mario to different parts of the same planet.When a Launch Star is picked up and thrown, it will grow larger and stay in midair for some time. Opponents can be thrown into it, and they will either be launched forward or backward depending on what direction the Launch Star is facing. After awhile, it will disappear.	Launch Stars are specialized stars that appear in Super Mario Galaxy and Super Mario Galaxy 2. If Mario enters one, he can use the Star Spin to use it, allowing him to launch to a new planet or area. Smaller variants called Sling Stars also appear, which usually send Mario to different parts of the same planet.When a Launch Star is picked up and thrown, it will grow larger and stay in midair for some time. Opponents can be thrown into it, and they will either be launched forward or backward depending on what direction the Launch Star is facing. After awhile, it will disappear.
		Launch Stars are specialized stars that appear in Super Mario Galaxy and Super Mario Galaxy 2. If Mario enters one, he can use the Star Spin to use it, allowing him to launch to a new planet or area. Smaller variants called Sling Stars also appear, which usually send Mario to different parts of the same planet.When a Launch Star is picked up and thrown, it will grow larger and stay in midair for some time. Opponents can be thrown into it, and they will either be launched forward or backward depending on what direction the Launch Star is facing. After awhile, it will disappear.	Launch Stars are specialized stars that appear in Super Mario Galaxy and Super Mario Galaxy 2. If Mario enters one, he can use the Star Spin to use it, allowing him to launch to a new planet or area. Smaller variants called Sling Stars also appear, which usually send Mario to different parts of the same planet.When a Launch Star is picked up and thrown, it will grow larger and stay in midair for some time. Opponents can be thrown into it, and they will either be launched forward or backward depending on what direction the Launch Star is facing. After awhile, it will disappear.
LightningSuper Mario Kart (1992)
		Lightning is a powerful item in the Mario Kart series, only given to players far behind in the race. Upon using it, all other drivers will be struck by lightning, shrinking them for a bit and decreasing their speed. Shrunk drivers can be flattened by normal-sized drivers if they run over them. Drivers farther ahead in the race will return to normal size later than drivers behind.When Lightning appears, fighters can touch it to cause a lightning storm to shrink all of their opponents for a short time, making them weaker and lighter. However, there is a chance that it will backfire, either making the user tiny instead of the opponents, or making the opponents larger instead of tiny.	Lightning is a powerful item in the Mario Kart series, only given to players far behind in the race. Upon using it, all other drivers will be struck by lightning, shrinking them for a bit and decreasing their speed. Shrunk drivers can be flattened by normal-sized drivers if they run over them. Drivers farther ahead in the race will return to normal size later than drivers behind.When Lightning appears, fighters can touch it to cause a lightning storm to shrink all of their opponents for a short time, making them weaker and lighter. However, there is a chance that it will backfire, either making the user tiny instead of the opponents, or making the opponents larger instead of tiny.
		Lightning is a powerful item in the Mario Kart series, only given to players far behind in the race. Upon using it, all other drivers will be struck by lightning, shrinking them for a bit and decreasing their speed. Shrunk drivers can be flattened by normal-sized drivers if they run over them. Drivers farther ahead in the race will return to normal size later than drivers behind.When Lightning appears, fighters can touch it to cause a lightning storm to shrink all of their opponents for a short time, making them weaker and lighter. However, there is a chance that it will backfire, either making the user tiny instead of the opponents, or making the opponents larger instead of tiny.	Lightning is a powerful item in the Mario Kart series, only given to players far behind in the race. Upon using it, all other drivers will be struck by lightning, shrinking them for a bit and decreasing their speed. Shrunk drivers can be flattened by normal-sized drivers if they run over them. Drivers farther ahead in the race will return to normal size later than drivers behind.When Lightning appears, fighters can touch it to cause a lightning storm to shrink all of their opponents for a short time, making them weaker and lighter. However, there is a chance that it will backfire, either making the user tiny instead of the opponents, or making the opponents larger instead of tiny.
Master BallPokmon Red and Pokmon Green (1996)
		Master Balls are the rarest and strongest kind of Pok Ball, and as such are powerful items in the Pokmon series. While all other Pok Ball variants may fail at capturing wild Pokmon under certain circumstances, Master Balls will catch any wild Pokmon without fail, regardless of their health and status. Since Legendary Pokmon have very low catch rates, they are much more difficult to capture with Pok Balls, and as such are a prime target for trainers with Master Balls.A thrown Master Ball, much like a Pok Ball, will open upon landing and reveal a random Pokmon to help the summoner. Unlike Pok Balls however, Master Balls are almost guaranteed to release a Legendary Pokmon, who are typically the most powerful of the Pokmon summons. There isn, however, a small chance a Master Ball will summon Goldeen instead.	Master Balls are the rarest and strongest kind of Pok Ball, and as such are powerful items in the Pokmon series. While all other Pok Ball variants may fail at capturing wild Pokmon under certain circumstances, Master Balls will catch any wild Pokmon without fail, regardless of their health and status. Since Legendary Pokmon have very low catch rates, they are much more difficult to capture with Pok Balls, and as such are a prime target for trainers with Master Balls.A thrown Master Ball, much like a Pok Ball, will open upon landing and reveal a random Pokmon to help the summoner. Unlike Pok Balls however, Master Balls are almost guaranteed to release a Legendary Pokmon, who are typically the most powerful of the Pokmon summons. There isn, however, a small chance a Master Ball will summon Goldeen instead.
		Master Balls are the rarest and strongest kind of Pok Ball, and as such are powerful items in the Pokmon series. While all other Pok Ball variants may fail at capturing wild Pokmon under certain circumstances, Master Balls will catch any wild Pokmon without fail, regardless of their health and status. Since Legendary Pokmon have very low catch rates, they are much more difficult to capture with Pok Balls, and as such are a prime target for trainers with Master Balls.A thrown Master Ball, much like a Pok Ball, will open upon landing and reveal a random Pokmon to help the summoner. Unlike Pok Balls however, Master Balls are almost guaranteed to release a Legendary Pokmon, who are typically the most powerful of the Pokmon summons. There isn, however, a small chance a Master Ball will summon Goldeen instead.	Master Balls are the rarest and strongest kind of Pok Ball, and as such are powerful items in the Pokmon series. While all other Pok Ball variants may fail at capturing wild Pokmon under certain circumstances, Master Balls will catch any wild Pokmon without fail, regardless of their health and status. Since Legendary Pokmon have very low catch rates, they are much more difficult to capture with Pok Balls, and as such are a prime target for trainers with Master Balls.A thrown Master Ball, much like a Pok Ball, will open upon landing and reveal a random Pokmon to help the summoner. Unlike Pok Balls however, Master Balls are almost guaranteed to release a Legendary Pokmon, who are typically the most powerful of the Pokmon summons. There isn, however, a small chance a Master Ball will summon Goldeen instead.
Metal BoxSuper Mario 64 (1996)
		Metal Boxes are green blocks with a "!" on them that appear in Super Mario 64. After Mario hits the Metal Switch in Hazy Maze Cave, these blocks can be hit, allowing Mario to put on a Metal Cap and become Metal Mario. In this state, he is invincible, and the weight allows him to sink into the ground and walk on the ground underwater.Metal Boxes can be picked up or attacked to be used, turning the user metal for a short time. In this state, they are much heavier, meaning they fall a lot faster than normal, but suffer much less knockback. They also don't suffer knockback at all from weaker attacks, including most projectiles.	Metal Boxes are green blocks with a "!" on them that appear in Super Mario 64. After Mario hits the Metal Switch in Hazy Maze Cave, these blocks can be hit, allowing Mario to put on a Metal Cap and become Metal Mario. In this state, he is invincible, and the weight allows him to sink into the ground and walk on the ground underwater.Metal Boxes can be picked up or attacked to be used, turning the user metal for a short time. In this state, they are much heavier, meaning they fall a lot faster than normal, but suffer much less knockback. They also don't suffer knockback at all from weaker attacks, including most projectiles.
		Metal Boxes are green blocks with a "!" on them that appear in Super Mario 64. After Mario hits the Metal Switch in Hazy Maze Cave, these blocks can be hit, allowing Mario to put on a Metal Cap and become Metal Mario. In this state, he is invincible, and the weight allows him to sink into the ground and walk on the ground underwater.Metal Boxes can be picked up or attacked to be used, turning the user metal for a short time. In this state, they are much heavier, meaning they fall a lot faster than normal, but suffer much less knockback. They also don't suffer knockback at all from weaker attacks, including most projectiles.	Metal Boxes are green blocks with a "!" on them that appear in Super Mario 64. After Mario hits the Metal Switch in Hazy Maze Cave, these blocks can be hit, allowing Mario to put on a Metal Cap and become Metal Mario. In this state, he is invincible, and the weight allows him to sink into the ground and walk on the ground underwater.Metal Boxes can be picked up or attacked to be used, turning the user metal for a short time. In this state, they are much heavier, meaning they fall a lot faster than normal, but suffer much less knockback. They also don't suffer knockback at all from weaker attacks, including most projectiles.
MonitorSonic the Hedgehog (1991)
		Monitors are common objects found throughout the Sonic series. They can be found all over the place in levels, and can be broken by jumping on it or running into it with a Spin Dash. Breaking one open will typically give Sonic a power-up. These range from basic abilities such as a temporary boost in speed or invincibility, or can be powerful tools like the Elemental Shields.When a Monitor appears, it can be picked up and thrown as an item, damaging anyone it hits. Its screen will gradually rotate between five images; a green bubble, a Ring, one of Sonic's shoes, stars, and Dr. Eggman's face. When the Monitor breaks, the image shows will determine what effects the user will gain, detailed below:
*Bubble: The user will gain a green shield around themselves for a short time. This will reflect all incoming projectiles.
*Ring: The user will replenish 20% of their health.
*Shoes: The user will gain a significant speed boost for a short time.
*Stars: The user will become invincible for a short time.
*Dr. Eggman: The user will take 30% damage.	Monitors are common objects found throughout the Sonic series. They can be found all over the place in levels, and can be broken by jumping on it or running into it with a Spin Dash. Breaking one open will typically give Sonic a power-up. These range from basic abilities such as a temporary boost in speed or invincibility, or can be powerful tools like the Elemental Shields.When a Monitor appears, it can be picked up and thrown as an item, damaging anyone it hits. Its screen will gradually rotate between five images; a green bubble, a Ring, one of Sonic's shoes, stars, and Dr. Eggman's face. When the Monitor breaks, the image shows will determine what effects the user will gain, detailed below:
*Bubble: The user will gain a green shield around themselves for a short time. This will reflect all incoming projectiles.
*Ring: The user will replenish 20% of their health.
*Shoes: The user will gain a significant speed boost for a short time.
*Stars: The user will become invincible for a short time.
*Dr. Eggman: The user will take 30% damage.
		Monitors are common objects found throughout the Sonic series. They can be found all over the place in levels, and can be broken by jumping on it or running into it with a Spin Dash. Breaking one open will typically give Sonic a power-up. These range from basic abilities such as a temporary boost in speed or invincibility, or can be powerful tools like the Elemental Shields.When a Monitor appears, it can be picked up and thrown as an item, damaging anyone it hits. Its screen will gradually rotate between five images; a green bubble, a Ring, one of Sonic's shoes, stars, and Dr. Eggman's face. When the Monitor breaks, the image shows will determine what effects the user will gain, detailed below:
*Bubble: The user will gain a green shield around themselves for a short time. This will reflect all incoming projectiles.
*Ring: The user will replenish 20% of their health.
*Shoes: The user will gain a significant speed boost for a short time.
*Stars: The user will become invincible for a short time.
*Dr. Eggman: The user will take 30% damage.	Monitors are common objects found throughout the Sonic series. They can be found all over the place in levels, and can be broken by jumping on it or running into it with a Spin Dash. Breaking one open will typically give Sonic a power-up. These range from basic abilities such as a temporary boost in speed or invincibility, or can be powerful tools like the Elemental Shields.When a Monitor appears, it can be picked up and thrown as an item, damaging anyone it hits. Its screen will gradually rotate between five images; a green bubble, a Ring, one of Sonic's shoes, stars, and Dr. Eggman's face. When the Monitor breaks, the image shows will determine what effects the user will gain, detailed below:
*Bubble: The user will gain a green shield around themselves for a short time. This will reflect all incoming projectiles.
*Ring: The user will replenish 20% of their health.
*Shoes: The user will gain a significant speed boost for a short time.
*Stars: The user will become invincible for a short time.
*Dr. Eggman: The user will take 30% damage.
OpalMy Little Pony: Friendship is Magic (2010)
		Opal, full name Opalescence, is a persian cat and Rarity's pet in My Little Pony: Friendship is Magic. Like stereotypical housecats, she's irritable and territorial, and won't hesitate to swipe at Rarity and her friends, but in spite of this is generally well-behaved. She seems to share Rarity's love of fashion as well.When Opal appears, she will wander around the stage aimlessly, sometimes stopping to take a nap. She can be picked up and thrown at opponents, and she will repeatedly scratch at whoever she lands on to damage them. However, if she misses, she will target the player who threw her. Opal can be shaken off quicker bu button mashing. She can also be attacked, and she will aim at whoever attacked her and begin scratching them, even if she is scratching someone else.	Opal, full name Opalescence, is a persian cat and Rarity's pet in My Little Pony: Friendship is Magic. Like stereotypical housecats, she's irritable and territorial, and won't hesitate to swipe at Rarity and her friends, but in spite of this is generally well-behaved. She seems to share Rarity's love of fashion as well.When Opal appears, she will wander around the stage aimlessly, sometimes stopping to take a nap. She can be picked up and thrown at opponents, and she will repeatedly scratch at whoever she lands on to damage them. However, if she misses, she will target the player who threw her. Opal can be shaken off quicker bu button mashing. She can also be attacked, and she will aim at whoever attacked her and begin scratching them, even if she is scratching someone else.
		Opal, full name Opalescence, is a persian cat and Rarity's pet in My Little Pony: Friendship is Magic. Like stereotypical housecats, she's irritable and territorial, and won't hesitate to swipe at Rarity and her friends, but in spite of this is generally well-behaved. She seems to share Rarity's love of fashion as well.When Opal appears, she will wander around the stage aimlessly, sometimes stopping to take a nap. She can be picked up and thrown at opponents, and she will repeatedly scratch at whoever she lands on to damage them. However, if she misses, she will target the player who threw her. Opal can be shaken off quicker bu button mashing. She can also be attacked, and she will aim at whoever attacked her and begin scratching them, even if she is scratching someone else.	Opal, full name Opalescence, is a persian cat and Rarity's pet in My Little Pony: Friendship is Magic. Like stereotypical housecats, she's irritable and territorial, and won't hesitate to swipe at Rarity and her friends, but in spite of this is generally well-behaved. She seems to share Rarity's love of fashion as well.When Opal appears, she will wander around the stage aimlessly, sometimes stopping to take a nap. She can be picked up and thrown at opponents, and she will repeatedly scratch at whoever she lands on to damage them. However, if she misses, she will target the player who threw her. Opal can be shaken off quicker bu button mashing. She can also be attacked, and she will aim at whoever attacked her and begin scratching them, even if she is scratching someone else.
Ore ClubKid Icarus: Uprising (2012)
		The Ore Club is a club-type weapon that appears in Kid Icarus: Uprising. Like other weapons in its class, it deals high damage while holding back the user with a low run speed. The user can also build up a charged swing, albeit slowly, to deal more damage. It can also deflect projectiles while swinging.When a player grabs an Ore Club, they can swing it to damage opponents, as well as reflect projectiles. By charging the move up, they can throw an even stronger swing, which also releases a tornado that travels forward, with it being larger the longer the move is charged. While charging, the user also has super armor. After awhile, tornadoes will stop spawning, though it can still be used as a battering weapon.	The Ore Club is a club-type weapon that appears in Kid Icarus: Uprising. Like other weapons in its class, it deals high damage while holding back the user with a low run speed. The user can also build up a charged swing, albeit slowly, to deal more damage. It can also deflect projectiles while swinging.When a player grabs an Ore Club, they can swing it to damage opponents, as well as reflect projectiles. By charging the move up, they can throw an even stronger swing, which also releases a tornado that travels forward, with it being larger the longer the move is charged. While charging, the user also has super armor. After awhile, tornadoes will stop spawning, though it can still be used as a battering weapon.
		The Ore Club is a club-type weapon that appears in Kid Icarus: Uprising. Like other weapons in its class, it deals high damage while holding back the user with a low run speed. The user can also build up a charged swing, albeit slowly, to deal more damage. It can also deflect projectiles while swinging.When a player grabs an Ore Club, they can swing it to damage opponents, as well as reflect projectiles. By charging the move up, they can throw an even stronger swing, which also releases a tornado that travels forward, with it being larger the longer the move is charged. While charging, the user also has super armor. After awhile, tornadoes will stop spawning, though it can still be used as a battering weapon.	The Ore Club is a club-type weapon that appears in Kid Icarus: Uprising. Like other weapons in its class, it deals high damage while holding back the user with a low run speed. The user can also build up a charged swing, albeit slowly, to deal more damage. It can also deflect projectiles while swinging.When a player grabs an Ore Club, they can swing it to damage opponents, as well as reflect projectiles. By charging the move up, they can throw an even stronger swing, which also releases a tornado that travels forward, with it being larger the longer the move is charged. While charging, the user also has super armor. After awhile, tornadoes will stop spawning, though it can still be used as a battering weapon.
PitfallAnimal Crossing: Wild World (2005)
		Pitfalls are items that appear in the Animal Crossing series. They can be picked up and buried in the ground. If a villager or animal walks over a planted Pitfall, they will fall into a hole and become stuck. They can also be recovered and buried elsewhere. These are usually used to set up pranks on other villagers.Pitfalls can be picked up and thrown, disappearing when they hit the ground. Opponents who walk over the place the Pitfall landed will become buried, leaving them vulnerable. If the Pitfall hits an opponent after being thrown, they will be meteor smashed.	Pitfalls are items that appear in the Animal Crossing series. They can be picked up and buried in the ground. If a villager or animal walks over a planted Pitfall, they will fall into a hole and become stuck. They can also be recovered and buried elsewhere. These are usually used to set up pranks on other villagers.Pitfalls can be picked up and thrown, disappearing when they hit the ground. Opponents who walk over the place the Pitfall landed will become buried, leaving them vulnerable. If the Pitfall hits an opponent after being thrown, they will be meteor smashed.
		Pitfalls are items that appear in the Animal Crossing series. They can be picked up and buried in the ground. If a villager or animal walks over a planted Pitfall, they will fall into a hole and become stuck. They can also be recovered and buried elsewhere. These are usually used to set up pranks on other villagers.Pitfalls can be picked up and thrown, disappearing when they hit the ground. Opponents who walk over the place the Pitfall landed will become buried, leaving them vulnerable. If the Pitfall hits an opponent after being thrown, they will be meteor smashed.	Pitfalls are items that appear in the Animal Crossing series. They can be picked up and buried in the ground. If a villager or animal walks over a planted Pitfall, they will fall into a hole and become stuck. They can also be recovered and buried elsewhere. These are usually used to set up pranks on other villagers.Pitfalls can be picked up and thrown, disappearing when they hit the ground. Opponents who walk over the place the Pitfall landed will become buried, leaving them vulnerable. If the Pitfall hits an opponent after being thrown, they will be meteor smashed.
Poison MushroomSuper Mario Bros.: The Lost Levels (1986)
		Poison Mushrooms are items greatly resembling Super Mushrooms that first appear in Super Mario Bros.: The Lost Levels. However, despite being similar, they are actually harmful, and will damage Mario on impact instead of turning him into Super Mario. In some games, Poison Mushrooms will chase the player down as well.Poison Mushrooms will act identically to Super Mushrooms, moving across the ground. If a player touches one, they will shrink for a short time, which weakens their attack power and makes them significantly easier to launch.	Poison Mushrooms are items greatly resembling Super Mushrooms that first appear in Super Mario Bros.: The Lost Levels. However, despite being similar, they are actually harmful, and will damage Mario on impact instead of turning him into Super Mario. In some games, Poison Mushrooms will chase the player down as well.Poison Mushrooms will act identically to Super Mushrooms, moving across the ground. If a player touches one, they will shrink for a short time, which weakens their attack power and makes them significantly easier to launch.
		Poison Mushrooms are items greatly resembling Super Mushrooms that first appear in Super Mario Bros.: The Lost Levels. However, despite being similar, they are actually harmful, and will damage Mario on impact instead of turning him into Super Mario. In some games, Poison Mushrooms will chase the player down as well.Poison Mushrooms will act identically to Super Mushrooms, moving across the ground. If a player touches one, they will shrink for a short time, which weakens their attack power and makes them significantly easier to launch.	Poison Mushrooms are items greatly resembling Super Mushrooms that first appear in Super Mario Bros.: The Lost Levels. However, despite being similar, they are actually harmful, and will damage Mario on impact instead of turning him into Super Mario. In some games, Poison Mushrooms will chase the player down as well.Poison Mushrooms will act identically to Super Mushrooms, moving across the ground. If a player touches one, they will shrink for a short time, which weakens their attack power and makes them significantly easier to launch.
Pok BallPokmon Red and Pokmon Green (1996)
		Pok Balls are circular capsules used by trainers in the Pokmon series. They are typically used to catch Pokmon, and as such is the most common way for a trainer to acquire and train more Pokmon. They come in various forms, each of which are more effective against certain types or in different areas.When a Pok Ball is thrown, it will open and reveal a random Pokmon, who will help the summoner. The things these Pokmon do are random, though they typically either hurt opponents or help the summoner.	Pok Balls are circular capsules used by trainers in the Pokmon series. They are typically used to catch Pokmon, and as such is the most common way for a trainer to acquire and train more Pokmon. They come in various forms, each of which are more effective against certain types or in different areas.When a Pok Ball is thrown, it will open and reveal a random Pokmon, who will help the summoner. The things these Pokmon do are random, though they typically either hurt opponents or help the summoner.
		Pok Balls are circular capsules used by trainers in the Pokmon series. They are typically used to catch Pokmon, and as such is the most common way for a trainer to acquire and train more Pokmon. They come in various forms, each of which are more effective against certain types or in different areas.When a Pok Ball is thrown, it will open and reveal a random Pokmon, who will help the summoner. The things these Pokmon do are random, though they typically either hurt opponents or help the summoner.	Pok Balls are circular capsules used by trainers in the Pokmon series. They are typically used to catch Pokmon, and as such is the most common way for a trainer to acquire and train more Pokmon. They come in various forms, each of which are more effective against certain types or in different areas.When a Pok Ball is thrown, it will open and reveal a random Pokmon, who will help the summoner. The things these Pokmon do are random, though they typically either hurt opponents or help the summoner.
POW BlockMario Bros. (1983)
		POW Blocks are blue blocks with the letters "POW" on it, which first appear in Mario Bros. Upon hitting it, it will cause an earthquake that stuns all enemies on the ground, and later games have it create a shockwave that can break blocks and defeat enemies around it. Typically, it can be used three times before disappearing, flattening with each use.POW Blocks can be picked up and thrown like other items. Whenever it lands, or whenever it is attacked, it creates a stage-wide tremor that damages all ground-bound opponents. It can be used three times before it disappears.	POW Blocks are blue blocks with the letters "POW" on it, which first appear in Mario Bros. Upon hitting it, it will cause an earthquake that stuns all enemies on the ground, and later games have it create a shockwave that can break blocks and defeat enemies around it. Typically, it can be used three times before disappearing, flattening with each use.POW Blocks can be picked up and thrown like other items. Whenever it lands, or whenever it is attacked, it creates a stage-wide tremor that damages all ground-bound opponents. It can be used three times before it disappears.
		POW Blocks are blue blocks with the letters "POW" on it, which first appear in Mario Bros. Upon hitting it, it will cause an earthquake that stuns all enemies on the ground, and later games have it create a shockwave that can break blocks and defeat enemies around it. Typically, it can be used three times before disappearing, flattening with each use.POW Blocks can be picked up and thrown like other items. Whenever it lands, or whenever it is attacked, it creates a stage-wide tremor that damages all ground-bound opponents. It can be used three times before it disappears.	POW Blocks are blue blocks with the letters "POW" on it, which first appear in Mario Bros. Upon hitting it, it will cause an earthquake that stuns all enemies on the ground, and later games have it create a shockwave that can break blocks and defeat enemies around it. Typically, it can be used three times before disappearing, flattening with each use.POW Blocks can be picked up and thrown like other items. Whenever it lands, or whenever it is attacked, it creates a stage-wide tremor that damages all ground-bound opponents. It can be used three times before it disappears.
Power BeeYoshi's Story (1997)
		Power Bees are insects that appear in Yoshi's Story, flying around freely in some levels. They aren't an enemy, so they won't damage Yoshi on contact. Instead, eating a Power Bee will restore all of Yoshi's health.When a Power Bee appears, it will fly around the stage aimlessly. Touching it all allow it to restore half of the user's health.	Power Bees are insects that appear in Yoshi's Story, flying around freely in some levels. They aren't an enemy, so they won't damage Yoshi on contact. Instead, eating a Power Bee will restore all of Yoshi's health.When a Power Bee appears, it will fly around the stage aimlessly. Touching it all allow it to restore half of the user's health.
		Power Bees are insects that appear in Yoshi's Story, flying around freely in some levels. They aren't an enemy, so they won't damage Yoshi on contact. Instead, eating a Power Bee will restore all of Yoshi's health.When a Power Bee appears, it will fly around the stage aimlessly. Touching it all allow it to restore half of the user's health.	Power Bees are insects that appear in Yoshi's Story, flying around freely in some levels. They aren't an enemy, so they won't damage Yoshi on contact. Instead, eating a Power Bee will restore all of Yoshi's health.When a Power Bee appears, it will fly around the stage aimlessly. Touching it all allow it to restore half of the user's health.
Rage BlasterSuper Smash Bros. Ultimate (2018)
		Rage Blasters can be picked up, and will fire a red blast of energy when the attack button is used. The strength, size, and distance the blast travels is dependent on the user's damage, where it will be weaker when used by opponents at lower percents, but stronger when used by opponents at higher percents. The Rage Blaster will run out of ammunition eventually.	Rage Blasters can be picked up, and will fire a red blast of energy when the attack button is used. The strength, size, and distance the blast travels is dependent on the user's damage, where it will be weaker when used by opponents at lower percents, but stronger when used by opponents at higher percents. The Rage Blaster will run out of ammunition eventually.
		Rage Blasters can be picked up, and will fire a red blast of energy when the attack button is used. The strength, size, and distance the blast travels is dependent on the user's damage, where it will be weaker when used by opponents at lower percents, but stronger when used by opponents at higher percents. The Rage Blaster will run out of ammunition eventually.	Rage Blasters can be picked up, and will fire a red blast of energy when the attack button is used. The strength, size, and distance the blast travels is dependent on the user's damage, where it will be weaker when used by opponents at lower percents, but stronger when used by opponents at higher percents. The Rage Blaster will run out of ammunition eventually.
Ramblin' Evil MushroomEarthBound (1995)
		Ramblin' Evil Mushrooms are mushroom enemies that appear in EarthBound and MOTHER 3. They can inflict a unique status to the player, Mushroomization, which causes a mushroom to sprout on the player's head and reverse their controls in the overworld.When a Ramblin' Evil Mushroom appears, it will walk around the stage. If picked up, the attack button can be pressed for the user to spew spores forward. Opponents caught in these spores will grow a mushroom on their head, reversing their controls for some time.	Ramblin' Evil Mushrooms are mushroom enemies that appear in EarthBound and MOTHER 3. They can inflict a unique status to the player, Mushroomization, which causes a mushroom to sprout on the player's head and reverse their controls in the overworld.When a Ramblin' Evil Mushroom appears, it will walk around the stage. If picked up, the attack button can be pressed for the user to spew spores forward. Opponents caught in these spores will grow a mushroom on their head, reversing their controls for some time.
		Ramblin' Evil Mushrooms are mushroom enemies that appear in EarthBound and MOTHER 3. They can inflict a unique status to the player, Mushroomization, which causes a mushroom to sprout on the player's head and reverse their controls in the overworld.When a Ramblin' Evil Mushroom appears, it will walk around the stage. If picked up, the attack button can be pressed for the user to spew spores forward. Opponents caught in these spores will grow a mushroom on their head, reversing their controls for some time.	Ramblin' Evil Mushrooms are mushroom enemies that appear in EarthBound and MOTHER 3. They can inflict a unique status to the player, Mushroomization, which causes a mushroom to sprout on the player's head and reverse their controls in the overworld.When a Ramblin' Evil Mushroom appears, it will walk around the stage. If picked up, the attack button can be pressed for the user to spew spores forward. Opponents caught in these spores will grow a mushroom on their head, reversing their controls for some time.
Ray GunSuper Smash Bros. (1999)
		Ray Guns are weapons that, when grabbed, can be used to fire lasers at opponents, damaging them. The lasers travel fast, deal moderate damage, and the Ray Gun has a quick fire rate. However, it doesn't deal a lot of knockback. The Ray Gun will run out of ammunition eventually.	Ray Guns are weapons that, when grabbed, can be used to fire lasers at opponents, damaging them. The lasers travel fast, deal moderate damage, and the Ray Gun has a quick fire rate. However, it doesn't deal a lot of knockback. The Ray Gun will run out of ammunition eventually.
		Ray Guns are weapons that, when grabbed, can be used to fire lasers at opponents, damaging them. The lasers travel fast, deal moderate damage, and the Ray Gun has a quick fire rate. However, it doesn't deal a lot of knockback. The Ray Gun will run out of ammunition eventually.	Ray Guns are weapons that, when grabbed, can be used to fire lasers at opponents, damaging them. The lasers travel fast, deal moderate damage, and the Ray Gun has a quick fire rate. However, it doesn't deal a lot of knockback. The Ray Gun will run out of ammunition eventually.
Red ShellSuper Mario Bros. (1985)
		Red Shells are the shells of red Koopa Troopas. In the mainline series, they aren't functionally different from other shells, though in the Mario spin-offs, particularly the Mario Kart series, they will home in on the target ahead or the target closest, ramming and hitting them.When a Red Shell is thrown or attacked, it will slide around the stage, aiming at the closest opponent and damaging them on contact. The player who set the Red Shell off is immune to its attacks. However, opponents can jump on a Red Shell to stop it, and throw it on their own. After awhile, it will disappear.	Red Shells are the shells of red Koopa Troopas. In the mainline series, they aren't functionally different from other shells, though in the Mario spin-offs, particularly the Mario Kart series, they will home in on the target ahead or the target closest, ramming and hitting them.When a Red Shell is thrown or attacked, it will slide around the stage, aiming at the closest opponent and damaging them on contact. The player who set the Red Shell off is immune to its attacks. However, opponents can jump on a Red Shell to stop it, and throw it on their own. After awhile, it will disappear.
		Red Shells are the shells of red Koopa Troopas. In the mainline series, they aren't functionally different from other shells, though in the Mario spin-offs, particularly the Mario Kart series, they will home in on the target ahead or the target closest, ramming and hitting them.When a Red Shell is thrown or attacked, it will slide around the stage, aiming at the closest opponent and damaging them on contact. The player who set the Red Shell off is immune to its attacks. However, opponents can jump on a Red Shell to stop it, and throw it on their own. After awhile, it will disappear.	Red Shells are the shells of red Koopa Troopas. In the mainline series, they aren't functionally different from other shells, though in the Mario spin-offs, particularly the Mario Kart series, they will home in on the target ahead or the target closest, ramming and hitting them.When a Red Shell is thrown or attacked, it will slide around the stage, aiming at the closest opponent and damaging them on contact. The player who set the Red Shell off is immune to its attacks. However, opponents can jump on a Red Shell to stop it, and throw it on their own. After awhile, it will disappear.
Reverse MushroomSuper Mario All-Stars (1993)
		Reverse Mushrooms are special types of Mushrooms that appear in the Battle Mode in Super Mario Bros. 3, specifically in the Super Mario All-Stars version of the game. Upon touching it, the players will either swap positions or swap points, which can potentially put a player in the lead.When a Reverse Mushroom appears, it will begin sliding across the stage to the right. If a fighter touches it, all of the players will begin flashing blue for a short time. After this, one of three events can happen: the players will swap positions, the players will swap characters for a short time, or the players will swap their damage.	Reverse Mushrooms are special types of Mushrooms that appear in the Battle Mode in Super Mario Bros. 3, specifically in the Super Mario All-Stars version of the game. Upon touching it, the players will either swap positions or swap points, which can potentially put a player in the lead.When a Reverse Mushroom appears, it will begin sliding across the stage to the right. If a fighter touches it, all of the players will begin flashing blue for a short time. After this, one of three events can happen: the players will swap positions, the players will swap characters for a short time, or the players will swap their damage.
		Reverse Mushrooms are special types of Mushrooms that appear in the Battle Mode in Super Mario Bros. 3, specifically in the Super Mario All-Stars version of the game. Upon touching it, the players will either swap positions or swap points, which can potentially put a player in the lead.When a Reverse Mushroom appears, it will begin sliding across the stage to the right. If a fighter touches it, all of the players will begin flashing blue for a short time. After this, one of three events can happen: the players will swap positions, the players will swap characters for a short time, or the players will swap their damage.	Reverse Mushrooms are special types of Mushrooms that appear in the Battle Mode in Super Mario Bros. 3, specifically in the Super Mario All-Stars version of the game. Upon touching it, the players will either swap positions or swap points, which can potentially put a player in the lead.When a Reverse Mushroom appears, it will begin sliding across the stage to the right. If a fighter touches it, all of the players will begin flashing blue for a short time. After this, one of three events can happen: the players will swap positions, the players will swap characters for a short time, or the players will swap their damage.
Rocket BeltPilotwings (1991)
		The Rocket Belt is an aircraft vehicle in the Pilotwings series, and the player can use it to complete various missions. Along with the plane and hang glider, it is available from the start.When grabbed, the player will strap the Rocket Belt around themselves. Holding the jump button or up on the control stick allows them to propel upward, as well as drift back and forth. The user can stop propelling and start propelling again at any time. The Rocket Belt has limited fuel, and once emptied, it detaches from the user and flies upward, exploding on impact and damaging any opponents caught in the blast radius.	The Rocket Belt is an aircraft vehicle in the Pilotwings series, and the player can use it to complete various missions. Along with the plane and hang glider, it is available from the start.When grabbed, the player will strap the Rocket Belt around themselves. Holding the jump button or up on the control stick allows them to propel upward, as well as drift back and forth. The user can stop propelling and start propelling again at any time. The Rocket Belt has limited fuel, and once emptied, it detaches from the user and flies upward, exploding on impact and damaging any opponents caught in the blast radius.
		The Rocket Belt is an aircraft vehicle in the Pilotwings series, and the player can use it to complete various missions. Along with the plane and hang glider, it is available from the start.When grabbed, the player will strap the Rocket Belt around themselves. Holding the jump button or up on the control stick allows them to propel upward, as well as drift back and forth. The user can stop propelling and start propelling again at any time. The Rocket Belt has limited fuel, and once emptied, it detaches from the user and flies upward, exploding on impact and damaging any opponents caught in the blast radius.	The Rocket Belt is an aircraft vehicle in the Pilotwings series, and the player can use it to complete various missions. Along with the plane and hang glider, it is available from the start.When grabbed, the player will strap the Rocket Belt around themselves. Holding the jump button or up on the control stick allows them to propel upward, as well as drift back and forth. The user can stop propelling and start propelling again at any time. The Rocket Belt has limited fuel, and once emptied, it detaches from the user and flies upward, exploding on impact and damaging any opponents caught in the blast radius.
Rolling CrateSuper Smash Bros. Brawl (2008)
		Rolling Crates are Crates with wheels under them. They can be picked up and thrown, though instead of breaking, they will begin rolling across the stage, damaging opponents they hit. They can also be attacked to move them forward, though they will break and release items or explode if they take enough damage. While rolling around, Rolling Crates can also be used as a platform. They will change their design to match the stage.	Rolling Crates are Crates with wheels under them. They can be picked up and thrown, though instead of breaking, they will begin rolling across the stage, damaging opponents they hit. They can also be attacked to move them forward, though they will break and release items or explode if they take enough damage. While rolling around, Rolling Crates can also be used as a platform. They will change their design to match the stage.
		Rolling Crates are Crates with wheels under them. They can be picked up and thrown, though instead of breaking, they will begin rolling across the stage, damaging opponents they hit. They can also be attacked to move them forward, though they will break and release items or explode if they take enough damage. While rolling around, Rolling Crates can also be used as a platform. They will change their design to match the stage.	Rolling Crates are Crates with wheels under them. They can be picked up and thrown, though instead of breaking, they will begin rolling across the stage, damaging opponents they hit. They can also be attacked to move them forward, though they will break and release items or explode if they take enough damage. While rolling around, Rolling Crates can also be used as a platform. They will change their design to match the stage.
Screw AttackMetroid (1986)
		The Screw Attack is a recurring upgrade for Samus' Power Suit in the Metroid series. Once equipped, it allows Samus to attack while somersaulting, emitting energy as she does so. It normally deals very high damage, usually outright defeating most enemies. It also appears in the Metroid Prime series, where it is retooled to allow Samus to perform continuous midair jumps.The Screw Attack, when worn, will allow the user to perform a somersault when they jump, emitting energy and hitting opponents multiple times before launching them. For characters with multiple midair jumps, the Screw Attack can only be performed with the first two jumps. Additionally, some characters sacrifice jump height when performing it. It lasts for awhile before falling off, though getting damaged can make it fall off faster.	The Screw Attack is a recurring upgrade for Samus' Power Suit in the Metroid series. Once equipped, it allows Samus to attack while somersaulting, emitting energy as she does so. It normally deals very high damage, usually outright defeating most enemies. It also appears in the Metroid Prime series, where it is retooled to allow Samus to perform continuous midair jumps.The Screw Attack, when worn, will allow the user to perform a somersault when they jump, emitting energy and hitting opponents multiple times before launching them. For characters with multiple midair jumps, the Screw Attack can only be performed with the first two jumps. Additionally, some characters sacrifice jump height when performing it. It lasts for awhile before falling off, though getting damaged can make it fall off faster.
		The Screw Attack is a recurring upgrade for Samus' Power Suit in the Metroid series. Once equipped, it allows Samus to attack while somersaulting, emitting energy as she does so. It normally deals very high damage, usually outright defeating most enemies. It also appears in the Metroid Prime series, where it is retooled to allow Samus to perform continuous midair jumps.The Screw Attack, when worn, will allow the user to perform a somersault when they jump, emitting energy and hitting opponents multiple times before launching them. For characters with multiple midair jumps, the Screw Attack can only be performed with the first two jumps. Additionally, some characters sacrifice jump height when performing it. It lasts for awhile before falling off, though getting damaged can make it fall off faster.	The Screw Attack is a recurring upgrade for Samus' Power Suit in the Metroid series. Once equipped, it allows Samus to attack while somersaulting, emitting energy as she does so. It normally deals very high damage, usually outright defeating most enemies. It also appears in the Metroid Prime series, where it is retooled to allow Samus to perform continuous midair jumps.The Screw Attack, when worn, will allow the user to perform a somersault when they jump, emitting energy and hitting opponents multiple times before launching them. For characters with multiple midair jumps, the Screw Attack can only be performed with the first two jumps. Additionally, some characters sacrifice jump height when performing it. It lasts for awhile before falling off, though getting damaged can make it fall off faster.
Smart BombStar Fox 64 (1997)
		Smart Bombs are weapons in the Star Fox series. While in Arwings or the Landmaster, Fox and his team can fire one, either in a certain direction or homing in on a target. On impact, it will explode, damaging any enemies in its massive blast radius.When attacked or thrown, the Smart Bomb will detonate, causing a massive explosion that damages all fighters, including the one who set it off, multiple times before launching them. Occasionally, the Smart Bomb will not explode, and it must be set off again.	Smart Bombs are weapons in the Star Fox series. While in Arwings or the Landmaster, Fox and his team can fire one, either in a certain direction or homing in on a target. On impact, it will explode, damaging any enemies in its massive blast radius.When attacked or thrown, the Smart Bomb will detonate, causing a massive explosion that damages all fighters, including the one who set it off, multiple times before launching them. Occasionally, the Smart Bomb will not explode, and it must be set off again.
		Smart Bombs are weapons in the Star Fox series. While in Arwings or the Landmaster, Fox and his team can fire one, either in a certain direction or homing in on a target. On impact, it will explode, damaging any enemies in its massive blast radius.When attacked or thrown, the Smart Bomb will detonate, causing a massive explosion that damages all fighters, including the one who set it off, multiple times before launching them. Occasionally, the Smart Bomb will not explode, and it must be set off again.	Smart Bombs are weapons in the Star Fox series. While in Arwings or the Landmaster, Fox and his team can fire one, either in a certain direction or homing in on a target. On impact, it will explode, damaging any enemies in its massive blast radius.When attacked or thrown, the Smart Bomb will detonate, causing a massive explosion that damages all fighters, including the one who set it off, multiple times before launching them. Occasionally, the Smart Bomb will not explode, and it must be set off again.
Smash BallSuper Smash Bros. Brawl (2008)
		Smash Balls are powerful items that resemble spheres with the Super Smash Bros. logo imprinted on it. When it appears, it will float aimlessly around the stage, or will sit motionless on the ground. Fighters can attack the Smash Ball to knock it around. If it has received enough damage, it will break, allowing the fighter who hit it last to use their Final Smash. If it isn't destroyed after some time, it will float away and disappear.	Smash Balls are powerful items that resemble spheres with the Super Smash Bros. logo imprinted on it. When it appears, it will float aimlessly around the stage, or will sit motionless on the ground. Fighters can attack the Smash Ball to knock it around. If it has received enough damage, it will break, allowing the fighter who hit it last to use their Final Smash. If it isn't destroyed after some time, it will float away and disappear.
		Smash Balls are powerful items that resemble spheres with the Super Smash Bros. logo imprinted on it. When it appears, it will float aimlessly around the stage, or will sit motionless on the ground. Fighters can attack the Smash Ball to knock it around. If it has received enough damage, it will break, allowing the fighter who hit it last to use their Final Smash. If it isn't destroyed after some time, it will float away and disappear.	Smash Balls are powerful items that resemble spheres with the Super Smash Bros. logo imprinted on it. When it appears, it will float aimlessly around the stage, or will sit motionless on the ground. Fighters can attack the Smash Ball to knock it around. If it has received enough damage, it will break, allowing the fighter who hit it last to use their Final Smash. If it isn't destroyed after some time, it will float away and disappear.
Smoke BallSuper Smash Bros. Brawl (2008)
		Smoke Balls can be picked up and thrown. On impact, they will start emitting colored smoke that obscures that part of the stage. If it hits an opponent, then it will stick to them as smoke covers them. The smoke will periodically change colors.	Smoke Balls can be picked up and thrown. On impact, they will start emitting colored smoke that obscures that part of the stage. If it hits an opponent, then it will stick to them as smoke covers them. The smoke will periodically change colors.
		Smoke Balls can be picked up and thrown. On impact, they will start emitting colored smoke that obscures that part of the stage. If it hits an opponent, then it will stick to them as smoke covers them. The smoke will periodically change colors.	Smoke Balls can be picked up and thrown. On impact, they will start emitting colored smoke that obscures that part of the stage. If it hits an opponent, then it will stick to them as smoke covers them. The smoke will periodically change colors.
Special FlagRally-X (1980)
		Special Flags are items that appeared in various Namco games. It first appeared in Rally-X where they would grant double points compared to other flags. Since then, they have become an iconic symbol of Namco, similar to icons in the Super Smash Bros. series.When a Special Flag is grabbed, the user will hold it in the air for a short time. After awhile, they will get another stock in stock battles or another point in time battles. However, the user is left vulnerable while holding it up.	Special Flags are items that appeared in various Namco games. It first appeared in Rally-X where they would grant double points compared to other flags. Since then, they have become an iconic symbol of Namco, similar to icons in the Super Smash Bros. series.When a Special Flag is grabbed, the user will hold it in the air for a short time. After awhile, they will get another stock in stock battles or another point in time battles. However, the user is left vulnerable while holding it up.
		Special Flags are items that appeared in various Namco games. It first appeared in Rally-X where they would grant double points compared to other flags. Since then, they have become an iconic symbol of Namco, similar to icons in the Super Smash Bros. series.When a Special Flag is grabbed, the user will hold it in the air for a short time. After awhile, they will get another stock in stock battles or another point in time battles. However, the user is left vulnerable while holding it up.	Special Flags are items that appeared in various Namco games. It first appeared in Rally-X where they would grant double points compared to other flags. Since then, they have become an iconic symbol of Namco, similar to icons in the Super Smash Bros. series.When a Special Flag is grabbed, the user will hold it in the air for a short time. After awhile, they will get another stock in stock battles or another point in time battles. However, the user is left vulnerable while holding it up.
Spiny ShellMario Kart 64 (1996)
		Spiny Shells are blue, spiked Koopa Troopa shells that appear as items in the Mario Kart series. Typically given to drivers farther behind in the race, the Spiny Shell can be thrown. It will target the driver in first place and explode on them, though it will also damage other drivers in its path. The only item that can counter it is the Super Horn.When a Spiny Shell is thrown, it will begin floating over the opponent in the lead (or in the case of the leading player throwing it, the opponent in second place). After a short time, it will fall on them and explode on impact, damaging any opponents in the blast radius. This explosion will ignore shields.	Spiny Shells are blue, spiked Koopa Troopa shells that appear as items in the Mario Kart series. Typically given to drivers farther behind in the race, the Spiny Shell can be thrown. It will target the driver in first place and explode on them, though it will also damage other drivers in its path. The only item that can counter it is the Super Horn.When a Spiny Shell is thrown, it will begin floating over the opponent in the lead (or in the case of the leading player throwing it, the opponent in second place). After a short time, it will fall on them and explode on impact, damaging any opponents in the blast radius. This explosion will ignore shields.
		Spiny Shells are blue, spiked Koopa Troopa shells that appear as items in the Mario Kart series. Typically given to drivers farther behind in the race, the Spiny Shell can be thrown. It will target the driver in first place and explode on them, though it will also damage other drivers in its path. The only item that can counter it is the Super Horn.When a Spiny Shell is thrown, it will begin floating over the opponent in the lead (or in the case of the leading player throwing it, the opponent in second place). After a short time, it will fall on them and explode on impact, damaging any opponents in the blast radius. This explosion will ignore shields.	Spiny Shells are blue, spiked Koopa Troopa shells that appear as items in the Mario Kart series. Typically given to drivers farther behind in the race, the Spiny Shell can be thrown. It will target the driver in first place and explode on them, though it will also damage other drivers in its path. The only item that can counter it is the Super Horn.When a Spiny Shell is thrown, it will begin floating over the opponent in the lead (or in the case of the leading player throwing it, the opponent in second place). After a short time, it will fall on them and explode on impact, damaging any opponents in the blast radius. This explosion will ignore shields.
SpringDonkey Kong (1981)
		Springs are obstacles that appear in Donkey Kong in the game's third level. They will bounce across the top platform and fall down at the edge, damaging Mario if he touches it. They later appear as helpful items in the Mario series, where Mario could bounce on one to leap higher into the air. Despite its function in Super Smash Bros., its design takes after its appearance in Donkey Kong.Springs can be picked up and thrown, lightly damaging opponents they hit. When not held, Springs can be jumped on for the user to bounce upward, reaching new heights. Sometimes, they can also be turned sideways; in these cases, the Spring will bounce fighters backward.	Springs are obstacles that appear in Donkey Kong in the game's third level. They will bounce across the top platform and fall down at the edge, damaging Mario if he touches it. They later appear as helpful items in the Mario series, where Mario could bounce on one to leap higher into the air. Despite its function in Super Smash Bros., its design takes after its appearance in Donkey Kong.Springs can be picked up and thrown, lightly damaging opponents they hit. When not held, Springs can be jumped on for the user to bounce upward, reaching new heights. Sometimes, they can also be turned sideways; in these cases, the Spring will bounce fighters backward.
		Springs are obstacles that appear in Donkey Kong in the game's third level. They will bounce across the top platform and fall down at the edge, damaging Mario if he touches it. They later appear as helpful items in the Mario series, where Mario could bounce on one to leap higher into the air. Despite its function in Super Smash Bros., its design takes after its appearance in Donkey Kong.Springs can be picked up and thrown, lightly damaging opponents they hit. When not held, Springs can be jumped on for the user to bounce upward, reaching new heights. Sometimes, they can also be turned sideways; in these cases, the Spring will bounce fighters backward.	Springs are obstacles that appear in Donkey Kong in the game's third level. They will bounce across the top platform and fall down at the edge, damaging Mario if he touches it. They later appear as helpful items in the Mario series, where Mario could bounce on one to leap higher into the air. Despite its function in Super Smash Bros., its design takes after its appearance in Donkey Kong.Springs can be picked up and thrown, lightly damaging opponents they hit. When not held, Springs can be jumped on for the user to bounce upward, reaching new heights. Sometimes, they can also be turned sideways; in these cases, the Spring will bounce fighters backward.
StaffKid Icarus: Uprising (2012)
		Staffs are a class of weapon in Kid Icarus: Uprising. They are notable for their long range and the property of increasing damage over distance. The design of the Staff in this game is based on the Insight Staff.With a Staff in hand, the user can fire a small, thin beam of light that travels extremely quickly in a straight line. Like in its game of origin, the Staff's beams deal more damage to opponents farther away.	Staffs are a class of weapon in Kid Icarus: Uprising. They are notable for their long range and the property of increasing damage over distance. The design of the Staff in this game is based on the Insight Staff.With a Staff in hand, the user can fire a small, thin beam of light that travels extremely quickly in a straight line. Like in its game of origin, the Staff's beams deal more damage to opponents farther away.
		Staffs are a class of weapon in Kid Icarus: Uprising. They are notable for their long range and the property of increasing damage over distance. The design of the Staff in this game is based on the Insight Staff.With a Staff in hand, the user can fire a small, thin beam of light that travels extremely quickly in a straight line. Like in its game of origin, the Staff's beams deal more damage to opponents farther away.	Staffs are a class of weapon in Kid Icarus: Uprising. They are notable for their long range and the property of increasing damage over distance. The design of the Staff in this game is based on the Insight Staff.With a Staff in hand, the user can fire a small, thin beam of light that travels extremely quickly in a straight line. Like in its game of origin, the Staff's beams deal more damage to opponents farther away.
Stage SummonerSuper Smash Bros. Discord (2017)
		Stage Summoners are small containers similar to Assist Trophies. When grabbed however, the stage will immediately morph into a random stage, as if Stage Morph was selected. This will happen for some time before the stage morphs back to the original stage. In battles with Stage Morph active, the Stage Summoner appears much less often and will never morph into either of the two selected stages.	Stage Summoners are small containers similar to Assist Trophies. When grabbed however, the stage will immediately morph into a random stage, as if Stage Morph was selected. This will happen for some time before the stage morphs back to the original stage. In battles with Stage Morph active, the Stage Summoner appears much less often and will never morph into either of the two selected stages.
		Stage Summoners are small containers similar to Assist Trophies. When grabbed however, the stage will immediately morph into a random stage, as if Stage Morph was selected. This will happen for some time before the stage morphs back to the original stage. In battles with Stage Morph active, the Stage Summoner appears much less often and will never morph into either of the two selected stages.	Stage Summoners are small containers similar to Assist Trophies. When grabbed however, the stage will immediately morph into a random stage, as if Stage Morph was selected. This will happen for some time before the stage morphs back to the original stage. In battles with Stage Morph active, the Stage Summoner appears much less often and will never morph into either of the two selected stages.
Star RodKirby's Adventure (1993)
		The Star Rod is an powerful item appearing in Kirby's Adventure and Kirby: Nightmare in Dream Land. It is the primary source of power for the Fountain of Dreams, and without it, the people of Dream Land are unable to properly sleep or dream. King Dedede steals it, and Kirby defeats him to reclaim it. However, it turns out King Dedede only stole it to stop Nightmare; once he appears, Kirby uses the Star Rod to defeat him.The Star Rod can be picked up and used as a battering item, damaging opponents nearby. The swing can also be charged, which not only deals more damage, but also sends a star projectile forward. The star travels farther and deals more damage depending on how long the move is charged.	The Star Rod is an powerful item appearing in Kirby's Adventure and Kirby: Nightmare in Dream Land. It is the primary source of power for the Fountain of Dreams, and without it, the people of Dream Land are unable to properly sleep or dream. King Dedede steals it, and Kirby defeats him to reclaim it. However, it turns out King Dedede only stole it to stop Nightmare; once he appears, Kirby uses the Star Rod to defeat him.The Star Rod can be picked up and used as a battering item, damaging opponents nearby. The swing can also be charged, which not only deals more damage, but also sends a star projectile forward. The star travels farther and deals more damage depending on how long the move is charged.
		The Star Rod is an powerful item appearing in Kirby's Adventure and Kirby: Nightmare in Dream Land. It is the primary source of power for the Fountain of Dreams, and without it, the people of Dream Land are unable to properly sleep or dream. King Dedede steals it, and Kirby defeats him to reclaim it. However, it turns out King Dedede only stole it to stop Nightmare; once he appears, Kirby uses the Star Rod to defeat him.The Star Rod can be picked up and used as a battering item, damaging opponents nearby. The swing can also be charged, which not only deals more damage, but also sends a star projectile forward. The star travels farther and deals more damage depending on how long the move is charged.	The Star Rod is an powerful item appearing in Kirby's Adventure and Kirby: Nightmare in Dream Land. It is the primary source of power for the Fountain of Dreams, and without it, the people of Dream Land are unable to properly sleep or dream. King Dedede steals it, and Kirby defeats him to reclaim it. However, it turns out King Dedede only stole it to stop Nightmare; once he appears, Kirby uses the Star Rod to defeat him.The Star Rod can be picked up and used as a battering item, damaging opponents nearby. The swing can also be charged, which not only deals more damage, but also sends a star projectile forward. The star travels farther and deals more damage depending on how long the move is charged.
Steel DiverSteel Diver (2011)
		The Steel Diver is a shooting item based on the submarines in the Steel Diver series. The design of the Steel Diver is based on the BlueShark, one of the submarines in the game. The object of the game is to pilot the submarines and fire torpedoes to defeat enemies.When used, the Steel Diver can fire small torpedoes, which start off slow, but quickly pick up speed as they travel forward. The torpedoes will explode on impact, damaging any opponents they hit.	The Steel Diver is a shooting item based on the submarines in the Steel Diver series. The design of the Steel Diver is based on the BlueShark, one of the submarines in the game. The object of the game is to pilot the submarines and fire torpedoes to defeat enemies.When used, the Steel Diver can fire small torpedoes, which start off slow, but quickly pick up speed as they travel forward. The torpedoes will explode on impact, damaging any opponents they hit.
		The Steel Diver is a shooting item based on the submarines in the Steel Diver series. The design of the Steel Diver is based on the BlueShark, one of the submarines in the game. The object of the game is to pilot the submarines and fire torpedoes to defeat enemies.When used, the Steel Diver can fire small torpedoes, which start off slow, but quickly pick up speed as they travel forward. The torpedoes will explode on impact, damaging any opponents they hit.	The Steel Diver is a shooting item based on the submarines in the Steel Diver series. The design of the Steel Diver is based on the BlueShark, one of the submarines in the game. The object of the game is to pilot the submarines and fire torpedoes to defeat enemies.When used, the Steel Diver can fire small torpedoes, which start off slow, but quickly pick up speed as they travel forward. The torpedoes will explode on impact, damaging any opponents they hit.
Super HornMario Kart 8 (2014)
		Super Horns are items introduced in Mario Kart 8. Upon use, they will emit a sound wave, which destroys all items and stuns all drivers in the radius. Uniquely, this sound wave is the only thing capable of destroying a Spiny Shell, and as such is the most ideal way of escaping them.When a Super Horn is grabbed, the user can send out sound waves that damage the opponents in range heavily. This can be done five times before it can no longer be used anymore. These sound waves will also disable all projectiles.	Super Horns are items introduced in Mario Kart 8. Upon use, they will emit a sound wave, which destroys all items and stuns all drivers in the radius. Uniquely, this sound wave is the only thing capable of destroying a Spiny Shell, and as such is the most ideal way of escaping them.When a Super Horn is grabbed, the user can send out sound waves that damage the opponents in range heavily. This can be done five times before it can no longer be used anymore. These sound waves will also disable all projectiles.
		Super Horns are items introduced in Mario Kart 8. Upon use, they will emit a sound wave, which destroys all items and stuns all drivers in the radius. Uniquely, this sound wave is the only thing capable of destroying a Spiny Shell, and as such is the most ideal way of escaping them.When a Super Horn is grabbed, the user can send out sound waves that damage the opponents in range heavily. This can be done five times before it can no longer be used anymore. These sound waves will also disable all projectiles.	Super Horns are items introduced in Mario Kart 8. Upon use, they will emit a sound wave, which destroys all items and stuns all drivers in the radius. Uniquely, this sound wave is the only thing capable of destroying a Spiny Shell, and as such is the most ideal way of escaping them.When a Super Horn is grabbed, the user can send out sound waves that damage the opponents in range heavily. This can be done five times before it can no longer be used anymore. These sound waves will also disable all projectiles.
Super LeafSuper Mario Bros. 3 (1989)
		Super Leaves are recurring power-ups in the Mario series, first appearing in Super Mario Bros. 3. Depending on the game, it can transform the user into their Raccoon or Tanooki forms; either way, they gain ears and a tail that they can use to fly, float to the ground, or attack enemies by spinning.Upon grabbing a Super Leaf, the player will obtain raccoon ears and a tail. By holding the jump button, they can use the tail to float in midair for a short time similar to Peach's float, and they can move back and forth and attack while doing so. Luigi and Dr. Luigi will gain fox ears and a tail instead.	Super Leaves are recurring power-ups in the Mario series, first appearing in Super Mario Bros. 3. Depending on the game, it can transform the user into their Raccoon or Tanooki forms; either way, they gain ears and a tail that they can use to fly, float to the ground, or attack enemies by spinning.Upon grabbing a Super Leaf, the player will obtain raccoon ears and a tail. By holding the jump button, they can use the tail to float in midair for a short time similar to Peach's float, and they can move back and forth and attack while doing so. Luigi and Dr. Luigi will gain fox ears and a tail instead.
		Super Leaves are recurring power-ups in the Mario series, first appearing in Super Mario Bros. 3. Depending on the game, it can transform the user into their Raccoon or Tanooki forms; either way, they gain ears and a tail that they can use to fly, float to the ground, or attack enemies by spinning.Upon grabbing a Super Leaf, the player will obtain raccoon ears and a tail. By holding the jump button, they can use the tail to float in midair for a short time similar to Peach's float, and they can move back and forth and attack while doing so. Luigi and Dr. Luigi will gain fox ears and a tail instead.	Super Leaves are recurring power-ups in the Mario series, first appearing in Super Mario Bros. 3. Depending on the game, it can transform the user into their Raccoon or Tanooki forms; either way, they gain ears and a tail that they can use to fly, float to the ground, or attack enemies by spinning.Upon grabbing a Super Leaf, the player will obtain raccoon ears and a tail. By holding the jump button, they can use the tail to float in midair for a short time similar to Peach's float, and they can move back and forth and attack while doing so. Luigi and Dr. Luigi will gain fox ears and a tail instead.
Super MushroomSuper Mario Bros. (1985)
		Super Mushrooms are among the most common power-ups in the Mario series. In the platformer games, Mario can transform into Super Mario upon collecting one, allowing him to survive a hit against enemies as well as break certain blocks like Brick Blocks. Super Mushrooms usually provide a boost in speed in the Mario spin-offs, particularly the Mario Kart series.When a Super Mushroom appears, it will begin sliding across the stage to the right. If a fighter touches it, they will grow in size for a few seconds. In this state, their attacks have more range, deal more damage, and are heavier. However, they are also a bigger target for opponents due to the increased hurtbox.	Super Mushrooms are among the most common power-ups in the Mario series. In the platformer games, Mario can transform into Super Mario upon collecting one, allowing him to survive a hit against enemies as well as break certain blocks like Brick Blocks. Super Mushrooms usually provide a boost in speed in the Mario spin-offs, particularly the Mario Kart series.When a Super Mushroom appears, it will begin sliding across the stage to the right. If a fighter touches it, they will grow in size for a few seconds. In this state, their attacks have more range, deal more damage, and are heavier. However, they are also a bigger target for opponents due to the increased hurtbox.
		Super Mushrooms are among the most common power-ups in the Mario series. In the platformer games, Mario can transform into Super Mario upon collecting one, allowing him to survive a hit against enemies as well as break certain blocks like Brick Blocks. Super Mushrooms usually provide a boost in speed in the Mario spin-offs, particularly the Mario Kart series.When a Super Mushroom appears, it will begin sliding across the stage to the right. If a fighter touches it, they will grow in size for a few seconds. In this state, their attacks have more range, deal more damage, and are heavier. However, they are also a bigger target for opponents due to the increased hurtbox.	Super Mushrooms are among the most common power-ups in the Mario series. In the platformer games, Mario can transform into Super Mario upon collecting one, allowing him to survive a hit against enemies as well as break certain blocks like Brick Blocks. Super Mushrooms usually provide a boost in speed in the Mario spin-offs, particularly the Mario Kart series.When a Super Mushroom appears, it will begin sliding across the stage to the right. If a fighter touches it, they will grow in size for a few seconds. In this state, their attacks have more range, deal more damage, and are heavier. However, they are also a bigger target for opponents due to the increased hurtbox.
Super ScopeSuper Scope 6 (1992)
		The Super Scope was an add-on for the SNES released in 1992 to the United States and Europe. Like its predecessor, the NES Zapper, the Super Scope was a light gun in the shape of a bazooka. It came bundled with Super Scope 6, a compilation of six games that utilized the Super Scope.The Super Scope can fire several small, yellow blasts of energy repeatedly. While firing, the user can also strafe forward and backward, as well as jump. Holding the attack button allows the user to charge for a larger blast, which travels farther and deals more damage depending on how long the move is charged. The Super Scope will run out of ammunition eventually.	The Super Scope was an add-on for the SNES released in 1992 to the United States and Europe. Like its predecessor, the NES Zapper, the Super Scope was a light gun in the shape of a bazooka. It came bundled with Super Scope 6, a compilation of six games that utilized the Super Scope.The Super Scope can fire several small, yellow blasts of energy repeatedly. While firing, the user can also strafe forward and backward, as well as jump. Holding the attack button allows the user to charge for a larger blast, which travels farther and deals more damage depending on how long the move is charged. The Super Scope will run out of ammunition eventually.
		The Super Scope was an add-on for the SNES released in 1992 to the United States and Europe. Like its predecessor, the NES Zapper, the Super Scope was a light gun in the shape of a bazooka. It came bundled with Super Scope 6, a compilation of six games that utilized the Super Scope.The Super Scope can fire several small, yellow blasts of energy repeatedly. While firing, the user can also strafe forward and backward, as well as jump. Holding the attack button allows the user to charge for a larger blast, which travels farther and deals more damage depending on how long the move is charged. The Super Scope will run out of ammunition eventually.	The Super Scope was an add-on for the SNES released in 1992 to the United States and Europe. Like its predecessor, the NES Zapper, the Super Scope was a light gun in the shape of a bazooka. It came bundled with Super Scope 6, a compilation of six games that utilized the Super Scope.The Super Scope can fire several small, yellow blasts of energy repeatedly. While firing, the user can also strafe forward and backward, as well as jump. Holding the attack button allows the user to charge for a larger blast, which travels farther and deals more damage depending on how long the move is charged. The Super Scope will run out of ammunition eventually.
Super StarSuper Mario Bros. (1985)
		Super Stars are common power-ups in the Mario series, first appearing in Super Mario Bros. and becoming staples since. It is among the most powerful items in the series as it can turn Mario into Invincible Mario, granting him complete invincibility and allowing him to defeat enemies by simply touching them. After awhile, this form wears off.When a Super Star appears, it will bounce across the ground as it does in the Mario series. Upon touching it, the fighter will gain 10 seconds of invincibility, and the theme that plays upon obtaining one in New Super Mario Bros. Wii will play in the background. After 10 seconds, the invincibility wears off.	Super Stars are common power-ups in the Mario series, first appearing in Super Mario Bros. and becoming staples since. It is among the most powerful items in the series as it can turn Mario into Invincible Mario, granting him complete invincibility and allowing him to defeat enemies by simply touching them. After awhile, this form wears off.When a Super Star appears, it will bounce across the ground as it does in the Mario series. Upon touching it, the fighter will gain 10 seconds of invincibility, and the theme that plays upon obtaining one in New Super Mario Bros. Wii will play in the background. After 10 seconds, the invincibility wears off.
		Super Stars are common power-ups in the Mario series, first appearing in Super Mario Bros. and becoming staples since. It is among the most powerful items in the series as it can turn Mario into Invincible Mario, granting him complete invincibility and allowing him to defeat enemies by simply touching them. After awhile, this form wears off.When a Super Star appears, it will bounce across the ground as it does in the Mario series. Upon touching it, the fighter will gain 10 seconds of invincibility, and the theme that plays upon obtaining one in New Super Mario Bros. Wii will play in the background. After 10 seconds, the invincibility wears off.	Super Stars are common power-ups in the Mario series, first appearing in Super Mario Bros. and becoming staples since. It is among the most powerful items in the series as it can turn Mario into Invincible Mario, granting him complete invincibility and allowing him to defeat enemies by simply touching them. After awhile, this form wears off.When a Super Star appears, it will bounce across the ground as it does in the Mario series. Upon touching it, the fighter will gain 10 seconds of invincibility, and the theme that plays upon obtaining one in New Super Mario Bros. Wii will play in the background. After 10 seconds, the invincibility wears off.
Superspicy CurryKirby's Dream Land (1992)
		Superspicy Curry is an item in the Kirby series, to date only appearing in Kirby's Dream Land. If Kirby ate it, he would be able to spit fireballs at enemies to defeat them for a short time.When Superspicy Curry is used, the player will eat them, causing them to spit constant fireballs from their mouth for a short time that damage opponents. This will also slightly increase their running speed. During this time, all characters will go through a unique animation, reacting to the spiciness. After awhile, the effects will wear off.	Superspicy Curry is an item in the Kirby series, to date only appearing in Kirby's Dream Land. If Kirby ate it, he would be able to spit fireballs at enemies to defeat them for a short time.When Superspicy Curry is used, the player will eat them, causing them to spit constant fireballs from their mouth for a short time that damage opponents. This will also slightly increase their running speed. During this time, all characters will go through a unique animation, reacting to the spiciness. After awhile, the effects will wear off.
		Superspicy Curry is an item in the Kirby series, to date only appearing in Kirby's Dream Land. If Kirby ate it, he would be able to spit fireballs at enemies to defeat them for a short time.When Superspicy Curry is used, the player will eat them, causing them to spit constant fireballs from their mouth for a short time that damage opponents. This will also slightly increase their running speed. During this time, all characters will go through a unique animation, reacting to the spiciness. After awhile, the effects will wear off.	Superspicy Curry is an item in the Kirby series, to date only appearing in Kirby's Dream Land. If Kirby ate it, he would be able to spit fireballs at enemies to defeat them for a short time.When Superspicy Curry is used, the player will eat them, causing them to spit constant fireballs from their mouth for a short time that damage opponents. This will also slightly increase their running speed. During this time, all characters will go through a unique animation, reacting to the spiciness. After awhile, the effects will wear off.
Tack ShooterBloons Tower Defense (2007)
		Tack Shooters are Primary-type towers that can be placed in the Bloons Tower Defense series, and have appeared in every installment. As the name suggests, they fire a volley of eight tacks when Bloons are in range; it doesn't target any specific Bloons, but it can pop multiple at a time. It can be upgraded to fire blades that pop through multiple Bloons each, expel flames that cover a wider radius, or fire volleys of tacks extremely fast.When a Tack Shooter is thrown, it will latch itself to any surface it hits, or stay suspended in midair if it doesn't hit one in time. It will periodically shoot tacks in eight directions, damaging opponents that are hit by them. After awhile, it will disappear.	Tack Shooters are Primary-type towers that can be placed in the Bloons Tower Defense series, and have appeared in every installment. As the name suggests, they fire a volley of eight tacks when Bloons are in range; it doesn't target any specific Bloons, but it can pop multiple at a time. It can be upgraded to fire blades that pop through multiple Bloons each, expel flames that cover a wider radius, or fire volleys of tacks extremely fast.When a Tack Shooter is thrown, it will latch itself to any surface it hits, or stay suspended in midair if it doesn't hit one in time. It will periodically shoot tacks in eight directions, damaging opponents that are hit by them. After awhile, it will disappear.
		Tack Shooters are Primary-type towers that can be placed in the Bloons Tower Defense series, and have appeared in every installment. As the name suggests, they fire a volley of eight tacks when Bloons are in range; it doesn't target any specific Bloons, but it can pop multiple at a time. It can be upgraded to fire blades that pop through multiple Bloons each, expel flames that cover a wider radius, or fire volleys of tacks extremely fast.When a Tack Shooter is thrown, it will latch itself to any surface it hits, or stay suspended in midair if it doesn't hit one in time. It will periodically shoot tacks in eight directions, damaging opponents that are hit by them. After awhile, it will disappear.	Tack Shooters are Primary-type towers that can be placed in the Bloons Tower Defense series, and have appeared in every installment. As the name suggests, they fire a volley of eight tacks when Bloons are in range; it doesn't target any specific Bloons, but it can pop multiple at a time. It can be upgraded to fire blades that pop through multiple Bloons each, expel flames that cover a wider radius, or fire volleys of tacks extremely fast.When a Tack Shooter is thrown, it will latch itself to any surface it hits, or stay suspended in midair if it doesn't hit one in time. It will periodically shoot tacks in eight directions, damaging opponents that are hit by them. After awhile, it will disappear.
UniraClu Clu Land (1984)
		Uniras are sea urchin-like enemies that appear in the 1984 puzzle game Clu Clu Land. In the game, they are stealing treasure from the undersea kingdom of Clu Clu Land, and Bubbles, the main protagonist, must stop them. They will damage Bubbles on contact, but she can stun them by sending out sound waves at them. When stunned, they can be pushed into a wall, which defeats them.When an Urina appears, it can be picked up and thrown by fighters. Once thrown, it will latch to the surface it lands on and extends its spikes. In this state, any fighter other than whoever threw it will take light damage on contact. However, fighters can attack the Urina to cause its spikes to retract, allowing it to be thrown again. Inversely, attacking an inactive Urina will cause its spikes to extend.	Uniras are sea urchin-like enemies that appear in the 1984 puzzle game Clu Clu Land. In the game, they are stealing treasure from the undersea kingdom of Clu Clu Land, and Bubbles, the main protagonist, must stop them. They will damage Bubbles on contact, but she can stun them by sending out sound waves at them. When stunned, they can be pushed into a wall, which defeats them.When an Urina appears, it can be picked up and thrown by fighters. Once thrown, it will latch to the surface it lands on and extends its spikes. In this state, any fighter other than whoever threw it will take light damage on contact. However, fighters can attack the Urina to cause its spikes to retract, allowing it to be thrown again. Inversely, attacking an inactive Urina will cause its spikes to extend.
		Uniras are sea urchin-like enemies that appear in the 1984 puzzle game Clu Clu Land. In the game, they are stealing treasure from the undersea kingdom of Clu Clu Land, and Bubbles, the main protagonist, must stop them. They will damage Bubbles on contact, but she can stun them by sending out sound waves at them. When stunned, they can be pushed into a wall, which defeats them.When an Urina appears, it can be picked up and thrown by fighters. Once thrown, it will latch to the surface it lands on and extends its spikes. In this state, any fighter other than whoever threw it will take light damage on contact. However, fighters can attack the Urina to cause its spikes to retract, allowing it to be thrown again. Inversely, attacking an inactive Urina will cause its spikes to extend.	Uniras are sea urchin-like enemies that appear in the 1984 puzzle game Clu Clu Land. In the game, they are stealing treasure from the undersea kingdom of Clu Clu Land, and Bubbles, the main protagonist, must stop them. They will damage Bubbles on contact, but she can stun them by sending out sound waves at them. When stunned, they can be pushed into a wall, which defeats them.When an Urina appears, it can be picked up and thrown by fighters. Once thrown, it will latch to the surface it lands on and extends its spikes. In this state, any fighter other than whoever threw it will take light damage on contact. However, fighters can attack the Urina to cause its spikes to retract, allowing it to be thrown again. Inversely, attacking an inactive Urina will cause its spikes to extend.
Vanish BoxSuper Mario 64 (1996)
		Vanish Boxes are blocks that appear in Super Mario 64 after the Vanish Cap Switch has been found and hit. When Mario hits one, he will gain the Vanish Cap, transforming him into Vanish Mario. In this state, Mario is invisible, and cannot be hit or detected by enemies. He can also pass through cages and metal bars to access new areas.When a Vanish Box appears, players can either pick it up or attack it to turn invisible for a few seconds. This makes them a lot harder for opponents to attack them.	Vanish Boxes are blocks that appear in Super Mario 64 after the Vanish Cap Switch has been found and hit. When Mario hits one, he will gain the Vanish Cap, transforming him into Vanish Mario. In this state, Mario is invisible, and cannot be hit or detected by enemies. He can also pass through cages and metal bars to access new areas.When a Vanish Box appears, players can either pick it up or attack it to turn invisible for a few seconds. This makes them a lot harder for opponents to attack them.
		Vanish Boxes are blocks that appear in Super Mario 64 after the Vanish Cap Switch has been found and hit. When Mario hits one, he will gain the Vanish Cap, transforming him into Vanish Mario. In this state, Mario is invisible, and cannot be hit or detected by enemies. He can also pass through cages and metal bars to access new areas.When a Vanish Box appears, players can either pick it up or attack it to turn invisible for a few seconds. This makes them a lot harder for opponents to attack them.	Vanish Boxes are blocks that appear in Super Mario 64 after the Vanish Cap Switch has been found and hit. When Mario hits one, he will gain the Vanish Cap, transforming him into Vanish Mario. In this state, Mario is invisible, and cannot be hit or detected by enemies. He can also pass through cages and metal bars to access new areas.When a Vanish Box appears, players can either pick it up or attack it to turn invisible for a few seconds. This makes them a lot harder for opponents to attack them.
WalkyKirby's Adventure (1993)
		Walkies are microphone-like enemies that appear in the Kirby series. It attacks by shouting bad music in the form of sound waves to damage Kirby. They will give Kirby the Mike ability when inhaled.When a Walky appears, it will wander around the stage aimlessly. Fighters can grab it and, if the attack button is pressed, make the Walky screech bad music, sending sound waves that heavily damage opponents in the radius. It can be used three times before it disappears.	Walkies are microphone-like enemies that appear in the Kirby series. It attacks by shouting bad music in the form of sound waves to damage Kirby. They will give Kirby the Mike ability when inhaled.When a Walky appears, it will wander around the stage aimlessly. Fighters can grab it and, if the attack button is pressed, make the Walky screech bad music, sending sound waves that heavily damage opponents in the radius. It can be used three times before it disappears.
		Walkies are microphone-like enemies that appear in the Kirby series. It attacks by shouting bad music in the form of sound waves to damage Kirby. They will give Kirby the Mike ability when inhaled.When a Walky appears, it will wander around the stage aimlessly. Fighters can grab it and, if the attack button is pressed, make the Walky screech bad music, sending sound waves that heavily damage opponents in the radius. It can be used three times before it disappears.	Walkies are microphone-like enemies that appear in the Kirby series. It attacks by shouting bad music in the form of sound waves to damage Kirby. They will give Kirby the Mike ability when inhaled.When a Walky appears, it will wander around the stage aimlessly. Fighters can grab it and, if the attack button is pressed, make the Walky screech bad music, sending sound waves that heavily damage opponents in the radius. It can be used three times before it disappears.
Warp StarKirby's Dream Land (1992)
		Warp Stars are common items in the ;;Kirby series, and play a pretty large role in the franchise. It serves as a mode of transportation; when Kirby gets on one, he can use it to fly around at warp speeds, ending up somewhere else. It is said to be the trademark of a hero.When a player grabs a Warp Star, they will get on it as they fly off-screen, crashing down on the stage a short time after. The user can meteor smash opponents while falling down, and landing on the stage causes an explosion that deals high damage and knockback. The falling can be delayed by holding up on the control stick, while the point of impact can be altered by holding left or right.	Warp Stars are common items in the ;;Kirby series, and play a pretty large role in the franchise. It serves as a mode of transportation; when Kirby gets on one, he can use it to fly around at warp speeds, ending up somewhere else. It is said to be the trademark of a hero.When a player grabs a Warp Star, they will get on it as they fly off-screen, crashing down on the stage a short time after. The user can meteor smash opponents while falling down, and landing on the stage causes an explosion that deals high damage and knockback. The falling can be delayed by holding up on the control stick, while the point of impact can be altered by holding left or right.
		Warp Stars are common items in the ;;Kirby series, and play a pretty large role in the franchise. It serves as a mode of transportation; when Kirby gets on one, he can use it to fly around at warp speeds, ending up somewhere else. It is said to be the trademark of a hero.When a player grabs a Warp Star, they will get on it as they fly off-screen, crashing down on the stage a short time after. The user can meteor smash opponents while falling down, and landing on the stage causes an explosion that deals high damage and knockback. The falling can be delayed by holding up on the control stick, while the point of impact can be altered by holding left or right.	Warp Stars are common items in the ;;Kirby series, and play a pretty large role in the franchise. It serves as a mode of transportation; when Kirby gets on one, he can use it to fly around at warp speeds, ending up somewhere else. It is said to be the trademark of a hero.When a player grabs a Warp Star, they will get on it as they fly off-screen, crashing down on the stage a short time after. The user can meteor smash opponents while falling down, and landing on the stage causes an explosion that deals high damage and knockback. The falling can be delayed by holding up on the control stick, while the point of impact can be altered by holding left or right.
Winged CloudSuper Mario World 2: Yoshi's Island (1995)
		Winged Clouds are objects that appear commonly in the Yoshi's Island series, often found flying in place. Yoshi is able to throw a Yoshi Egg at one, which can cause a variety of effects, usually releasing items or creating a bridge, allowing him to progress.When a Winged Cloud appears, it will float in place in midair. If can be attacked, which will cause it to pop and release a random item.	Winged Clouds are objects that appear commonly in the Yoshi's Island series, often found flying in place. Yoshi is able to throw a Yoshi Egg at one, which can cause a variety of effects, usually releasing items or creating a bridge, allowing him to progress.When a Winged Cloud appears, it will float in place in midair. If can be attacked, which will cause it to pop and release a random item.
		Winged Clouds are objects that appear commonly in the Yoshi's Island series, often found flying in place. Yoshi is able to throw a Yoshi Egg at one, which can cause a variety of effects, usually releasing items or creating a bridge, allowing him to progress.When a Winged Cloud appears, it will float in place in midair. If can be attacked, which will cause it to pop and release a random item.	Winged Clouds are objects that appear commonly in the Yoshi's Island series, often found flying in place. Yoshi is able to throw a Yoshi Egg at one, which can cause a variety of effects, usually releasing items or creating a bridge, allowing him to progress.When a Winged Cloud appears, it will float in place in midair. If can be attacked, which will cause it to pop and release a random item.
X BombKid Icarus: Uprising (2012)
		X Bombs are items Pit can use in Kid Icarus: Uprising. He is able to throw these at enemies, which them fire four balls of energy in a cross pattern that proceed to bounce around.When an X Bomb is tossed or attacked, it will explode and send stage-wide pillars of flames that go either in a "+" or "X" shape depending on how it lands, which damage opponents multiple times before launching them. In the former case, the user will not be damaged by the flames.	X Bombs are items Pit can use in Kid Icarus: Uprising. He is able to throw these at enemies, which them fire four balls of energy in a cross pattern that proceed to bounce around.When an X Bomb is tossed or attacked, it will explode and send stage-wide pillars of flames that go either in a "+" or "X" shape depending on how it lands, which damage opponents multiple times before launching them. In the former case, the user will not be damaged by the flames.
		X Bombs are items Pit can use in Kid Icarus: Uprising. He is able to throw these at enemies, which them fire four balls of energy in a cross pattern that proceed to bounce around.When an X Bomb is tossed or attacked, it will explode and send stage-wide pillars of flames that go either in a "+" or "X" shape depending on how it lands, which damage opponents multiple times before launching them. In the former case, the user will not be damaged by the flames.	X Bombs are items Pit can use in Kid Icarus: Uprising. He is able to throw these at enemies, which them fire four balls of energy in a cross pattern that proceed to bounce around.When an X Bomb is tossed or attacked, it will explode and send stage-wide pillars of flames that go either in a "+" or "X" shape depending on how it lands, which damage opponents multiple times before launching them. In the former case, the user will not be damaged by the flames.
Yellow ShellSuper Mario World (1991)
		Yellow Shells are the shells of yellow Koopa Troopas, which debuted in Super Mario World and rarely appeared since. While not functionally different from other shells, Yoshis could eat them and gain the ability to cause earthquakes then they land on the ground.Yellow Shells act like Green Shells, where they can be thrown or attacked to be sent flying. However, instead of launching opponents they hit, they bury them, leaving them vulnerable to attack.	Yellow Shells are the shells of yellow Koopa Troopas, which debuted in Super Mario World and rarely appeared since. While not functionally different from other shells, Yoshis could eat them and gain the ability to cause earthquakes then they land on the ground.Yellow Shells act like Green Shells, where they can be thrown or attacked to be sent flying. However, instead of launching opponents they hit, they bury them, leaving them vulnerable to attack.
		Yellow Shells are the shells of yellow Koopa Troopas, which debuted in Super Mario World and rarely appeared since. While not functionally different from other shells, Yoshis could eat them and gain the ability to cause earthquakes then they land on the ground.Yellow Shells act like Green Shells, where they can be thrown or attacked to be sent flying. However, instead of launching opponents they hit, they bury them, leaving them vulnerable to attack.	Yellow Shells are the shells of yellow Koopa Troopas, which debuted in Super Mario World and rarely appeared since. While not functionally different from other shells, Yoshis could eat them and gain the ability to cause earthquakes then they land on the ground.Yellow Shells act like Green Shells, where they can be thrown or attacked to be sent flying. However, instead of launching opponents they hit, they bury them, leaving them vulnerable to attack.
Zap WeaponKirby Fighters 2 (2020)
		Zap Weapons are items debuting in Kirby Fighters 2. They resemble a small capsule with a Plugg inside. If attacked, it will begin charging, reacting to strong moves or a volley of weaker moves. When fully charged, the Plugg plugs itself into the electric outlet on top of the capsule, causing an electric ball to appear and home in on an opponent, damaging them.Zap Weapons cannot be picked up and thrown like other items, and are instead only able to be attacked. Theyy act identically to their debut appearance: if attacked enough times, it will create a ball of electricity in the player's color, and will home in on a random opponent, damaging and launching them. The Zap Weapon can be used five times before it disappears.	Zap Weapons are items debuting in Kirby Fighters 2. They resemble a small capsule with a Plugg inside. If attacked, it will begin charging, reacting to strong moves or a volley of weaker moves. When fully charged, the Plugg plugs itself into the electric outlet on top of the capsule, causing an electric ball to appear and home in on an opponent, damaging them.Zap Weapons cannot be picked up and thrown like other items, and are instead only able to be attacked. Theyy act identically to their debut appearance: if attacked enough times, it will create a ball of electricity in the player's color, and will home in on a random opponent, damaging and launching them. The Zap Weapon can be used five times before it disappears.
		Zap Weapons are items debuting in Kirby Fighters 2. They resemble a small capsule with a Plugg inside. If attacked, it will begin charging, reacting to strong moves or a volley of weaker moves. When fully charged, the Plugg plugs itself into the electric outlet on top of the capsule, causing an electric ball to appear and home in on an opponent, damaging them.Zap Weapons cannot be picked up and thrown like other items, and are instead only able to be attacked. Theyy act identically to their debut appearance: if attacked enough times, it will create a ball of electricity in the player's color, and will home in on a random opponent, damaging and launching them. The Zap Weapon can be used five times before it disappears.	Zap Weapons are items debuting in Kirby Fighters 2. They resemble a small capsule with a Plugg inside. If attacked, it will begin charging, reacting to strong moves or a volley of weaker moves. When fully charged, the Plugg plugs itself into the electric outlet on top of the capsule, causing an electric ball to appear and home in on an opponent, damaging them.Zap Weapons cannot be picked up and thrown like other items, and are instead only able to be attacked. Theyy act identically to their debut appearance: if attacked enough times, it will create a ball of electricity in the player's color, and will home in on a random opponent, damaging and launching them. The Zap Weapon can be used five times before it disappears.
===Assist Trophy Summons===
AkiraVirtua Fighter (1993)
		Akira, full name Akira Yuki, is the main character of the Virtua Fighter series. He is the assistant instructor in his family's dojo, Yuki Budokan. When he learns of the first World Fighting Tournament, he decides not to enter for glory, but to understand what "true fighting" is about. His appearance in Super Smash Bros. is based on his blocky model from the original Virtua Fighter.When Akira is summoned, he will run and jump around the stage, performing martial arts moves that deal heavy damage and knockback. Among these is his signature Tetsuzanko, where he grabs an opponent and slams himself into them. After awhile, he will disappear, though he can be defeated by opponents' attacks.	Akira, full name Akira Yuki, is the main character of the Virtua Fighter series. He is the assistant instructor in his family's dojo, Yuki Budokan. When he learns of the first World Fighting Tournament, he decides not to enter for glory, but to understand what "true fighting" is about. His appearance in Super Smash Bros. is based on his blocky model from the original Virtua Fighter.When Akira is summoned, he will run and jump around the stage, performing martial arts moves that deal heavy damage and knockback. Among these is his signature Tetsuzanko, where he grabs an opponent and slams himself into them. After awhile, he will disappear, though he can be defeated by opponents' attacks.
		Akira, full name Akira Yuki, is the main character of the Virtua Fighter series. He is the assistant instructor in his family's dojo, Yuki Budokan. When he learns of the first World Fighting Tournament, he decides not to enter for glory, but to understand what "true fighting" is about. His appearance in Super Smash Bros. is based on his blocky model from the original Virtua Fighter.When Akira is summoned, he will run and jump around the stage, performing martial arts moves that deal heavy damage and knockback. Among these is his signature Tetsuzanko, where he grabs an opponent and slams himself into them. After awhile, he will disappear, though he can be defeated by opponents' attacks.	Akira, full name Akira Yuki, is the main character of the Virtua Fighter series. He is the assistant instructor in his family's dojo, Yuki Budokan. When he learns of the first World Fighting Tournament, he decides not to enter for glory, but to understand what "true fighting" is about. His appearance in Super Smash Bros. is based on his blocky model from the original Virtua Fighter.When Akira is summoned, he will run and jump around the stage, performing martial arts moves that deal heavy damage and knockback. Among these is his signature Tetsuzanko, where he grabs an opponent and slams himself into them. After awhile, he will disappear, though he can be defeated by opponents' attacks.
AndrossStar Fox (1993)
		Andross is the main antagonist of the Star Fox series. He was a gifted scientist that worked with the Cornerian Defense Force, but was banished to Venom for extreme experiments. As an act of revenge, he created an army and attacked the Lylant System, aiming to take it over. Star Fox has battled with him several times, and eventually defeated him.When Andross is summoned, he appears in his polygonal model from Star Fox. He will float into the background and begin spitting rectangular projectiles at opponents, damaging them. After awhile, he will disappear.	Andross is the main antagonist of the Star Fox series. He was a gifted scientist that worked with the Cornerian Defense Force, but was banished to Venom for extreme experiments. As an act of revenge, he created an army and attacked the Lylant System, aiming to take it over. Star Fox has battled with him several times, and eventually defeated him.When Andross is summoned, he appears in his polygonal model from Star Fox. He will float into the background and begin spitting rectangular projectiles at opponents, damaging them. After awhile, he will disappear.
		Andross is the main antagonist of the Star Fox series. He was a gifted scientist that worked with the Cornerian Defense Force, but was banished to Venom for extreme experiments. As an act of revenge, he created an army and attacked the Lylant System, aiming to take it over. Star Fox has battled with him several times, and eventually defeated him.When Andross is summoned, he appears in his polygonal model from Star Fox. He will float into the background and begin spitting rectangular projectiles at opponents, damaging them. After awhile, he will disappear.	Andross is the main antagonist of the Star Fox series. He was a gifted scientist that worked with the Cornerian Defense Force, but was banished to Venom for extreme experiments. As an act of revenge, he created an army and attacked the Lylant System, aiming to take it over. Star Fox has battled with him several times, and eventually defeated him.When Andross is summoned, he appears in his polygonal model from Star Fox. He will float into the background and begin spitting rectangular projectiles at opponents, damaging them. After awhile, he will disappear.
Angry SunSuper Mario Bros. 3 (1989)
		The Angry Sun is an uncommon enemy in the Mario series, debuting in Super Mario Bros. 3. It will attack by swooping down at Mario from above to damage him. They cannot be defeated by regular means, though projectiles like a Koopa Shell will defeat it. Super Mario Maker 2 introduced a redesign reminiscent of ancient Mesoamerican artwork for the New Super Mario Bros. U style, which would be its design in future installments.When the Angry Sun is summoned, it will float at the top of the stage before swooping down periodically, damaging opponents it touches and dealing heavy knockback. It will disappear after a short time, and cannot be defeated.	The Angry Sun is an uncommon enemy in the Mario series, debuting in Super Mario Bros. 3. It will attack by swooping down at Mario from above to damage him. They cannot be defeated by regular means, though projectiles like a Koopa Shell will defeat it. Super Mario Maker 2 introduced a redesign reminiscent of ancient Mesoamerican artwork for the New Super Mario Bros. U style, which would be its design in future installments.When the Angry Sun is summoned, it will float at the top of the stage before swooping down periodically, damaging opponents it touches and dealing heavy knockback. It will disappear after a short time, and cannot be defeated.
		The Angry Sun is an uncommon enemy in the Mario series, debuting in Super Mario Bros. 3. It will attack by swooping down at Mario from above to damage him. They cannot be defeated by regular means, though projectiles like a Koopa Shell will defeat it. Super Mario Maker 2 introduced a redesign reminiscent of ancient Mesoamerican artwork for the New Super Mario Bros. U style, which would be its design in future installments.When the Angry Sun is summoned, it will float at the top of the stage before swooping down periodically, damaging opponents it touches and dealing heavy knockback. It will disappear after a short time, and cannot be defeated.	The Angry Sun is an uncommon enemy in the Mario series, debuting in Super Mario Bros. 3. It will attack by swooping down at Mario from above to damage him. They cannot be defeated by regular means, though projectiles like a Koopa Shell will defeat it. Super Mario Maker 2 introduced a redesign reminiscent of ancient Mesoamerican artwork for the New Super Mario Bros. U style, which would be its design in future installments.When the Angry Sun is summoned, it will float at the top of the stage before swooping down periodically, damaging opponents it touches and dealing heavy knockback. It will disappear after a short time, and cannot be defeated.
Arcade BunnyNintendo Badge Arcade (2014)
		The Arcade Bunny is a pink bunny who acts as the player's guide in Nintendo Badge Arcade. His dream job was working at the Badge Arcade, and he lets players know of new updates regarding the application as well as teaching them how to earn more plays with real money.When Arcade Bunny is summoned, a giant robotic claw appears at the top of the screen, and will move around. It tries to target opponents, dropping down to grab them, and carrying them up through the upper blast zone if successful. Opponents can escape the claw by button mashing, though this becomes harder to do at higher percents. The claw has a number on it which displays the number of times it can dive down, being either two or three. Arcade Bunny will disappear when the number reaches zero or it KOs an opponent.	The Arcade Bunny is a pink bunny who acts as the player's guide in Nintendo Badge Arcade. His dream job was working at the Badge Arcade, and he lets players know of new updates regarding the application as well as teaching them how to earn more plays with real money.When Arcade Bunny is summoned, a giant robotic claw appears at the top of the screen, and will move around. It tries to target opponents, dropping down to grab them, and carrying them up through the upper blast zone if successful. Opponents can escape the claw by button mashing, though this becomes harder to do at higher percents. The claw has a number on it which displays the number of times it can dive down, being either two or three. Arcade Bunny will disappear when the number reaches zero or it KOs an opponent.
		The Arcade Bunny is a pink bunny who acts as the player's guide in Nintendo Badge Arcade. His dream job was working at the Badge Arcade, and he lets players know of new updates regarding the application as well as teaching them how to earn more plays with real money.When Arcade Bunny is summoned, a giant robotic claw appears at the top of the screen, and will move around. It tries to target opponents, dropping down to grab them, and carrying them up through the upper blast zone if successful. Opponents can escape the claw by button mashing, though this becomes harder to do at higher percents. The claw has a number on it which displays the number of times it can dive down, being either two or three. Arcade Bunny will disappear when the number reaches zero or it KOs an opponent.	The Arcade Bunny is a pink bunny who acts as the player's guide in Nintendo Badge Arcade. His dream job was working at the Badge Arcade, and he lets players know of new updates regarding the application as well as teaching them how to earn more plays with real money.When Arcade Bunny is summoned, a giant robotic claw appears at the top of the screen, and will move around. It tries to target opponents, dropping down to grab them, and carrying them up through the upper blast zone if successful. Opponents can escape the claw by button mashing, though this becomes harder to do at higher percents. The claw has a number on it which displays the number of times it can dive down, being either two or three. Arcade Bunny will disappear when the number reaches zero or it KOs an opponent.
AshleyWarioWare: Touched! (2004)
		Ashley is a young witch living in Diamond City and one of the major characters in the WarioWare series. She lives in a mansion with her imp friend Red, and together they make various spells and potions. They are also employees of Wario, and make microgames for him to sell.When Ashley is summoned, she will stand in the background and wave her wand, creating a purple zone around herself. Opponents in this zone will suffer various effects, such as slowness, sleepiness, and a flower or mushroom growing on their head. After awhile, Ashley will disappear.	Ashley is a young witch living in Diamond City and one of the major characters in the WarioWare series. She lives in a mansion with her imp friend Red, and together they make various spells and potions. They are also employees of Wario, and make microgames for him to sell.When Ashley is summoned, she will stand in the background and wave her wand, creating a purple zone around herself. Opponents in this zone will suffer various effects, such as slowness, sleepiness, and a flower or mushroom growing on their head. After awhile, Ashley will disappear.
		Ashley is a young witch living in Diamond City and one of the major characters in the WarioWare series. She lives in a mansion with her imp friend Red, and together they make various spells and potions. They are also employees of Wario, and make microgames for him to sell.When Ashley is summoned, she will stand in the background and wave her wand, creating a purple zone around herself. Opponents in this zone will suffer various effects, such as slowness, sleepiness, and a flower or mushroom growing on their head. After awhile, Ashley will disappear.	Ashley is a young witch living in Diamond City and one of the major characters in the WarioWare series. She lives in a mansion with her imp friend Red, and together they make various spells and potions. They are also employees of Wario, and make microgames for him to sell.When Ashley is summoned, she will stand in the background and wave her wand, creating a purple zone around herself. Opponents in this zone will suffer various effects, such as slowness, sleepiness, and a flower or mushroom growing on their head. After awhile, Ashley will disappear.
Baby WarioYoshi's Island DS (2006)
		Baby Wario is, as his name implies, the infant version of Wario who first appeared in Yoshi's Island DS. He was one of the babies Kamek and his Toadies kidnapped in their search for the Star Childen, but they abandoned him in a cave because of his really loud crying. Yoshi eventually finds him and he temporarily teams up with him, the Stork, and the rest of the babies before going off with a gang of Bandits. Using his magnet, he can pull metal objects towards Yoshi when his back is turned towards them, including Coins, metal blocks, and metal platforms.Baby Wario can only be summoned during Coin battles. He will crawl around the stage aimlessly with his magnet, and can make an occasional weak jump. Any Smash Coins that fly out of opponents near him will be attracted by the magnet, and they will count as being collected by the summoner. After a short time, Baby Wario will disappear.	Baby Wario is, as his name implies, the infant version of Wario who first appeared in Yoshi's Island DS. He was one of the babies Kamek and his Toadies kidnapped in their search for the Star Childen, but they abandoned him in a cave because of his really loud crying. Yoshi eventually finds him and he temporarily teams up with him, the Stork, and the rest of the babies before going off with a gang of Bandits. Using his magnet, he can pull metal objects towards Yoshi when his back is turned towards them, including Coins, metal blocks, and metal platforms.Baby Wario can only be summoned during Coin battles. He will crawl around the stage aimlessly with his magnet, and can make an occasional weak jump. Any Smash Coins that fly out of opponents near him will be attracted by the magnet, and they will count as being collected by the summoner. After a short time, Baby Wario will disappear.
		Baby Wario is, as his name implies, the infant version of Wario who first appeared in Yoshi's Island DS. He was one of the babies Kamek and his Toadies kidnapped in their search for the Star Childen, but they abandoned him in a cave because of his really loud crying. Yoshi eventually finds him and he temporarily teams up with him, the Stork, and the rest of the babies before going off with a gang of Bandits. Using his magnet, he can pull metal objects towards Yoshi when his back is turned towards them, including Coins, metal blocks, and metal platforms.Baby Wario can only be summoned during Coin battles. He will crawl around the stage aimlessly with his magnet, and can make an occasional weak jump. Any Smash Coins that fly out of opponents near him will be attracted by the magnet, and they will count as being collected by the summoner. After a short time, Baby Wario will disappear.	Baby Wario is, as his name implies, the infant version of Wario who first appeared in Yoshi's Island DS. He was one of the babies Kamek and his Toadies kidnapped in their search for the Star Childen, but they abandoned him in a cave because of his really loud crying. Yoshi eventually finds him and he temporarily teams up with him, the Stork, and the rest of the babies before going off with a gang of Bandits. Using his magnet, he can pull metal objects towards Yoshi when his back is turned towards them, including Coins, metal blocks, and metal platforms.Baby Wario can only be summoned during Coin battles. He will crawl around the stage aimlessly with his magnet, and can make an occasional weak jump. Any Smash Coins that fly out of opponents near him will be attracted by the magnet, and they will count as being collected by the summoner. After a short time, Baby Wario will disappear.
Bald BullPunch-Out!! (1984)
		Bald Bull is one of the most recurring characters in the Punch-Out!! series, appearing as one of the boxers Little Mac must battle on his path to being champion of the WVBA. Hailing from Istanbul, Turkey, he is really powerful and seems to be fueled by rage. His signature move is the Bull Charge, a rushing uppercut that will knock Little Mac down instantly if it lands.When Bald Bull is summoned, he will begin glowing red while blowing steam out of his nose, preparing to charge. After awhile, or if he's attacked while charging, Bald Bull will use his Bull Charge move, where he rushes forward and throws an uppercut, dealing massive damage and knockback that can KO extremely early. He will repeat this a few more times before he disappears.	Bald Bull is one of the most recurring characters in the Punch-Out!! series, appearing as one of the boxers Little Mac must battle on his path to being champion of the WVBA. Hailing from Istanbul, Turkey, he is really powerful and seems to be fueled by rage. His signature move is the Bull Charge, a rushing uppercut that will knock Little Mac down instantly if it lands.When Bald Bull is summoned, he will begin glowing red while blowing steam out of his nose, preparing to charge. After awhile, or if he's attacked while charging, Bald Bull will use his Bull Charge move, where he rushes forward and throws an uppercut, dealing massive damage and knockback that can KO extremely early. He will repeat this a few more times before he disappears.
		Bald Bull is one of the most recurring characters in the Punch-Out!! series, appearing as one of the boxers Little Mac must battle on his path to being champion of the WVBA. Hailing from Istanbul, Turkey, he is really powerful and seems to be fueled by rage. His signature move is the Bull Charge, a rushing uppercut that will knock Little Mac down instantly if it lands.When Bald Bull is summoned, he will begin glowing red while blowing steam out of his nose, preparing to charge. After awhile, or if he's attacked while charging, Bald Bull will use his Bull Charge move, where he rushes forward and throws an uppercut, dealing massive damage and knockback that can KO extremely early. He will repeat this a few more times before he disappears.	Bald Bull is one of the most recurring characters in the Punch-Out!! series, appearing as one of the boxers Little Mac must battle on his path to being champion of the WVBA. Hailing from Istanbul, Turkey, he is really powerful and seems to be fueled by rage. His signature move is the Bull Charge, a rushing uppercut that will knock Little Mac down instantly if it lands.When Bald Bull is summoned, he will begin glowing red while blowing steam out of his nose, preparing to charge. After awhile, or if he's attacked while charging, Bald Bull will use his Bull Charge move, where he rushes forward and throws an uppercut, dealing massive damage and knockback that can KO extremely early. He will repeat this a few more times before he disappears.
Bill BlasterSuper Mario Bros. (1985)
		Bill Blasters are cannons that appear as obstacles throughout the Mario series. They typically fire Bullet Bills in the direction Mario is in. They are invincible and sometimes serve as platforms for Mario to jump on. If he stands on or next to a Bill Blaster, it will not fire any Bullet Bills.When a Bill Blaster is summoned, it will fire a Bullet Bill in the direction of the nearest opponent, which damages opponents that touch it. Occasionally, it may fire a Bull's-Eye Bill instead, which will home in on opponents rather tan flying straight forward. The Bill Blaster itself serves as a wall and cannot be damaged. After awhile, it will disappear.	Bill Blasters are cannons that appear as obstacles throughout the Mario series. They typically fire Bullet Bills in the direction Mario is in. They are invincible and sometimes serve as platforms for Mario to jump on. If he stands on or next to a Bill Blaster, it will not fire any Bullet Bills.When a Bill Blaster is summoned, it will fire a Bullet Bill in the direction of the nearest opponent, which damages opponents that touch it. Occasionally, it may fire a Bull's-Eye Bill instead, which will home in on opponents rather tan flying straight forward. The Bill Blaster itself serves as a wall and cannot be damaged. After awhile, it will disappear.
		Bill Blasters are cannons that appear as obstacles throughout the Mario series. They typically fire Bullet Bills in the direction Mario is in. They are invincible and sometimes serve as platforms for Mario to jump on. If he stands on or next to a Bill Blaster, it will not fire any Bullet Bills.When a Bill Blaster is summoned, it will fire a Bullet Bill in the direction of the nearest opponent, which damages opponents that touch it. Occasionally, it may fire a Bull's-Eye Bill instead, which will home in on opponents rather tan flying straight forward. The Bill Blaster itself serves as a wall and cannot be damaged. After awhile, it will disappear.	Bill Blasters are cannons that appear as obstacles throughout the Mario series. They typically fire Bullet Bills in the direction Mario is in. They are invincible and sometimes serve as platforms for Mario to jump on. If he stands on or next to a Bill Blaster, it will not fire any Bullet Bills.When a Bill Blaster is summoned, it will fire a Bullet Bill in the direction of the nearest opponent, which damages opponents that touch it. Occasionally, it may fire a Bull's-Eye Bill instead, which will home in on opponents rather tan flying straight forward. The Bill Blaster itself serves as a wall and cannot be damaged. After awhile, it will disappear.
Bluster KongDonkey Kong Country: The Series (1996)
		Bluster Kong is a recurring character in the Donkey Kong Country TV series. He is the owner of Kongo Bongo Island's resident barrel factory, Bluster's Barrelworks, and takes great pride in his fortune and upbringing. Despite being arrogant and egotistical, he is a complete coward. He is also constantly hitting on Candy Kong despite the fact she is already dating Donkey Kong.When Bluster Kong is summoned, he will stand in place, taking out barrels and throwing them at opponents. Rarely, he can transform into Leo Luster, allowing him to throw barrels faster and becoming stronger. He will disappear after awhile, but can be KO'ed by opponents' attacks.	Bluster Kong is a recurring character in the Donkey Kong Country TV series. He is the owner of Kongo Bongo Island's resident barrel factory, Bluster's Barrelworks, and takes great pride in his fortune and upbringing. Despite being arrogant and egotistical, he is a complete coward. He is also constantly hitting on Candy Kong despite the fact she is already dating Donkey Kong.When Bluster Kong is summoned, he will stand in place, taking out barrels and throwing them at opponents. Rarely, he can transform into Leo Luster, allowing him to throw barrels faster and becoming stronger. He will disappear after awhile, but can be KO'ed by opponents' attacks.
		Bluster Kong is a recurring character in the Donkey Kong Country TV series. He is the owner of Kongo Bongo Island's resident barrel factory, Bluster's Barrelworks, and takes great pride in his fortune and upbringing. Despite being arrogant and egotistical, he is a complete coward. He is also constantly hitting on Candy Kong despite the fact she is already dating Donkey Kong.When Bluster Kong is summoned, he will stand in place, taking out barrels and throwing them at opponents. Rarely, he can transform into Leo Luster, allowing him to throw barrels faster and becoming stronger. He will disappear after awhile, but can be KO'ed by opponents' attacks.	Bluster Kong is a recurring character in the Donkey Kong Country TV series. He is the owner of Kongo Bongo Island's resident barrel factory, Bluster's Barrelworks, and takes great pride in his fortune and upbringing. Despite being arrogant and egotistical, he is a complete coward. He is also constantly hitting on Candy Kong despite the fact she is already dating Donkey Kong.When Bluster Kong is summoned, he will stand in place, taking out barrels and throwing them at opponents. Rarely, he can transform into Leo Luster, allowing him to throw barrels faster and becoming stronger. He will disappear after awhile, but can be KO'ed by opponents' attacks.
BombermanLode Runner (1984)
		Bomberman is the main protagonist of the Bomberman series. Also known as the White Bomberman, he is the primary representative of the Bomberman people, the dominant species of Planet Bomber. Like other Bombermen, he has the ability to create bombs that explode shortly after, which is his primary method of combat. However, the explosions can attack the layer as well as enemies.When summoned, Bomberman will run around the stage and place bombs. He can either place regular bombs that detonate a short time after they're deployed, or remote bombs that he can detonate at any time. When they detonate, they explode in a cross patter, which damages opponents multiple times before launching them, and can also damage Bomberman himself. The summoner can also attack the bombs to move them around the stage. He will disappear after a short time, though he can be defeated by opponents' attacks.	Bomberman is the main protagonist of the Bomberman series. Also known as the White Bomberman, he is the primary representative of the Bomberman people, the dominant species of Planet Bomber. Like other Bombermen, he has the ability to create bombs that explode shortly after, which is his primary method of combat. However, the explosions can attack the layer as well as enemies.When summoned, Bomberman will run around the stage and place bombs. He can either place regular bombs that detonate a short time after they're deployed, or remote bombs that he can detonate at any time. When they detonate, they explode in a cross patter, which damages opponents multiple times before launching them, and can also damage Bomberman himself. The summoner can also attack the bombs to move them around the stage. He will disappear after a short time, though he can be defeated by opponents' attacks.
		Bomberman is the main protagonist of the Bomberman series. Also known as the White Bomberman, he is the primary representative of the Bomberman people, the dominant species of Planet Bomber. Like other Bombermen, he has the ability to create bombs that explode shortly after, which is his primary method of combat. However, the explosions can attack the layer as well as enemies.When summoned, Bomberman will run around the stage and place bombs. He can either place regular bombs that detonate a short time after they're deployed, or remote bombs that he can detonate at any time. When they detonate, they explode in a cross patter, which damages opponents multiple times before launching them, and can also damage Bomberman himself. The summoner can also attack the bombs to move them around the stage. He will disappear after a short time, though he can be defeated by opponents' attacks.	Bomberman is the main protagonist of the Bomberman series. Also known as the White Bomberman, he is the primary representative of the Bomberman people, the dominant species of Planet Bomber. Like other Bombermen, he has the ability to create bombs that explode shortly after, which is his primary method of combat. However, the explosions can attack the layer as well as enemies.When summoned, Bomberman will run around the stage and place bombs. He can either place regular bombs that detonate a short time after they're deployed, or remote bombs that he can detonate at any time. When they detonate, they explode in a cross patter, which damages opponents multiple times before launching them, and can also damage Bomberman himself. The summoner can also attack the bombs to move them around the stage. He will disappear after a short time, though he can be defeated by opponents' attacks.
Buck BumbleBuck Bumble (1998)
		Buck Bumble is the titular protagonist of Argonaut Software's Buck Bumble. He is a mutated bumblebee retrofitted in cybernetic technology, including the ability to use several weapons as he flies around. Throughout the game, he is sent on various missions to protect the garden from the Herd, an army of evil, mutated insects.When Buck Bumble is summoned, he will constantly fly around the arena, firing his stun gun, which can inflict paralysis on opponents it hits. He can also fire missiles, which are slow-moving, but home in on opponents and deal heavy damage. After awhile, he will disappear, but he can be defeated by opponents' attacks.	Buck Bumble is the titular protagonist of Argonaut Software's Buck Bumble. He is a mutated bumblebee retrofitted in cybernetic technology, including the ability to use several weapons as he flies around. Throughout the game, he is sent on various missions to protect the garden from the Herd, an army of evil, mutated insects.When Buck Bumble is summoned, he will constantly fly around the arena, firing his stun gun, which can inflict paralysis on opponents it hits. He can also fire missiles, which are slow-moving, but home in on opponents and deal heavy damage. After awhile, he will disappear, but he can be defeated by opponents' attacks.
		Buck Bumble is the titular protagonist of Argonaut Software's Buck Bumble. He is a mutated bumblebee retrofitted in cybernetic technology, including the ability to use several weapons as he flies around. Throughout the game, he is sent on various missions to protect the garden from the Herd, an army of evil, mutated insects.When Buck Bumble is summoned, he will constantly fly around the arena, firing his stun gun, which can inflict paralysis on opponents it hits. He can also fire missiles, which are slow-moving, but home in on opponents and deal heavy damage. After awhile, he will disappear, but he can be defeated by opponents' attacks.	Buck Bumble is the titular protagonist of Argonaut Software's Buck Bumble. He is a mutated bumblebee retrofitted in cybernetic technology, including the ability to use several weapons as he flies around. Throughout the game, he is sent on various missions to protect the garden from the Herd, an army of evil, mutated insects.When Buck Bumble is summoned, he will constantly fly around the arena, firing his stun gun, which can inflict paralysis on opponents it hits. He can also fire missiles, which are slow-moving, but home in on opponents and deal heavy damage. After awhile, he will disappear, but he can be defeated by opponents' attacks.
Burrowing SnagretPikmin (2001)
		Burrowing Snagrets are enemies that appear throughout the Pikmin series, often acting as midbosses. They are members of the Snavian family, and will wait underground for unsuspecting prey to approach them, then rise out of the ground and attack. It attacks by pecking and eating Pikmin. When a Burrowing Snagret is defeated, its entire body comes out of the ground, revealing a single foot underneath its massive neck.When a Burrowing Snagret is summoned, it will stay in place and peck at nearby opponents, damaging them multiple times before launching them. After awhile, it will dig back into the ground and reappear in another part of the stage. It will disappear after repeating this process a few times, though it can be KO'ed by opponents' attacks.	Burrowing Snagrets are enemies that appear throughout the Pikmin series, often acting as midbosses. They are members of the Snavian family, and will wait underground for unsuspecting prey to approach them, then rise out of the ground and attack. It attacks by pecking and eating Pikmin. When a Burrowing Snagret is defeated, its entire body comes out of the ground, revealing a single foot underneath its massive neck.When a Burrowing Snagret is summoned, it will stay in place and peck at nearby opponents, damaging them multiple times before launching them. After awhile, it will dig back into the ground and reappear in another part of the stage. It will disappear after repeating this process a few times, though it can be KO'ed by opponents' attacks.
		Burrowing Snagrets are enemies that appear throughout the Pikmin series, often acting as midbosses. They are members of the Snavian family, and will wait underground for unsuspecting prey to approach them, then rise out of the ground and attack. It attacks by pecking and eating Pikmin. When a Burrowing Snagret is defeated, its entire body comes out of the ground, revealing a single foot underneath its massive neck.When a Burrowing Snagret is summoned, it will stay in place and peck at nearby opponents, damaging them multiple times before launching them. After awhile, it will dig back into the ground and reappear in another part of the stage. It will disappear after repeating this process a few times, though it can be KO'ed by opponents' attacks.	Burrowing Snagrets are enemies that appear throughout the Pikmin series, often acting as midbosses. They are members of the Snavian family, and will wait underground for unsuspecting prey to approach them, then rise out of the ground and attack. It attacks by pecking and eating Pikmin. When a Burrowing Snagret is defeated, its entire body comes out of the ground, revealing a single foot underneath its massive neck.When a Burrowing Snagret is summoned, it will stay in place and peck at nearby opponents, damaging them multiple times before launching them. After awhile, it will dig back into the ground and reappear in another part of the stage. It will disappear after repeating this process a few times, though it can be KO'ed by opponents' attacks.
Chain ChompSuper Mario Bros. 3 (1989)
		Chain Chomps are metal dog-like creatures that appear as common enemies in the Mario series. They have powerful jaws, and will try to attack Mario by biting him when he is nearby. However, they are usually chained to posts; Mario can use Ground Pounds to break the post, either defeating the Chain Chomp or setting it free. Some games, usually in the Mario Kart series, Chain Chomps can be found unchained, and will sometimes roll along the ground.When the Chain Chomp is summoned, it will stay in place chained to a post. It will attack nearby opponents by lunging at them and biting, dealing heavy damage. After awhile, it will disappear.	Chain Chomps are metal dog-like creatures that appear as common enemies in the Mario series. They have powerful jaws, and will try to attack Mario by biting him when he is nearby. However, they are usually chained to posts; Mario can use Ground Pounds to break the post, either defeating the Chain Chomp or setting it free. Some games, usually in the Mario Kart series, Chain Chomps can be found unchained, and will sometimes roll along the ground.When the Chain Chomp is summoned, it will stay in place chained to a post. It will attack nearby opponents by lunging at them and biting, dealing heavy damage. After awhile, it will disappear.
		Chain Chomps are metal dog-like creatures that appear as common enemies in the Mario series. They have powerful jaws, and will try to attack Mario by biting him when he is nearby. However, they are usually chained to posts; Mario can use Ground Pounds to break the post, either defeating the Chain Chomp or setting it free. Some games, usually in the Mario Kart series, Chain Chomps can be found unchained, and will sometimes roll along the ground.When the Chain Chomp is summoned, it will stay in place chained to a post. It will attack nearby opponents by lunging at them and biting, dealing heavy damage. After awhile, it will disappear.	Chain Chomps are metal dog-like creatures that appear as common enemies in the Mario series. They have powerful jaws, and will try to attack Mario by biting him when he is nearby. However, they are usually chained to posts; Mario can use Ground Pounds to break the post, either defeating the Chain Chomp or setting it free. Some games, usually in the Mario Kart series, Chain Chomps can be found unchained, and will sometimes roll along the ground.When the Chain Chomp is summoned, it will stay in place chained to a post. It will attack nearby opponents by lunging at them and biting, dealing heavy damage. After awhile, it will disappear.
Chunky KongDonkey Kong 64 (1999)
		Chunky Kong is a member of the Kong Family and one of the playable characters in Donkey Kong 64. He is the strongest Kong, even surpassing that of Donkey Kong, and is large and bulky to boot. Despite this, he's not really intelligent, and is really meek, preferring to avoid battle when possible.When Chunky Kong appears, he will pull out his Pineapple Launcher and aim at random opponents. He will fire pineapples, which will explode on impact and damage opponents in the blast radius. If opponents are close enough, Chunky Kong can throw powerful punches instead. He will disappear after a short time, but he can be KO'ed by opponents.	Chunky Kong is a member of the Kong Family and one of the playable characters in Donkey Kong 64. He is the strongest Kong, even surpassing that of Donkey Kong, and is large and bulky to boot. Despite this, he's not really intelligent, and is really meek, preferring to avoid battle when possible.When Chunky Kong appears, he will pull out his Pineapple Launcher and aim at random opponents. He will fire pineapples, which will explode on impact and damage opponents in the blast radius. If opponents are close enough, Chunky Kong can throw powerful punches instead. He will disappear after a short time, but he can be KO'ed by opponents.
		Chunky Kong is a member of the Kong Family and one of the playable characters in Donkey Kong 64. He is the strongest Kong, even surpassing that of Donkey Kong, and is large and bulky to boot. Despite this, he's not really intelligent, and is really meek, preferring to avoid battle when possible.When Chunky Kong appears, he will pull out his Pineapple Launcher and aim at random opponents. He will fire pineapples, which will explode on impact and damage opponents in the blast radius. If opponents are close enough, Chunky Kong can throw powerful punches instead. He will disappear after a short time, but he can be KO'ed by opponents.	Chunky Kong is a member of the Kong Family and one of the playable characters in Donkey Kong 64. He is the strongest Kong, even surpassing that of Donkey Kong, and is large and bulky to boot. Despite this, he's not really intelligent, and is really meek, preferring to avoid battle when possible.When Chunky Kong appears, he will pull out his Pineapple Launcher and aim at random opponents. He will fire pineapples, which will explode on impact and damage opponents in the blast radius. If opponents are close enough, Chunky Kong can throw powerful punches instead. He will disappear after a short time, but he can be KO'ed by opponents.
Color TV-Game 15Color TV-Game 15 (1977)
		The Color TV-Game 15 was a console in the Color TV-Game produced by Nintendo in the late 1970s, made to be one of the numerous Pong clones after Atari released Pong in 1972. The console had 15 games, all of which were variants of Pong. The system had two switches that moved up and down, controlling the paddles as they hit the ball.When Color TV-Game 15 is summoned, the paddles will appear on either side of the stage and bounce a ball between each other. The ball will damage opponents it hits, as will as ricochet off of surfaces and blast zones. The paddles will also knock opponents away, but will not damage them. They will continue playing until one of the paddles reaches a score of 3, where they will disappear afterwards.	The Color TV-Game 15 was a console in the Color TV-Game produced by Nintendo in the late 1970s, made to be one of the numerous Pong clones after Atari released Pong in 1972. The console had 15 games, all of which were variants of Pong. The system had two switches that moved up and down, controlling the paddles as they hit the ball.When Color TV-Game 15 is summoned, the paddles will appear on either side of the stage and bounce a ball between each other. The ball will damage opponents it hits, as will as ricochet off of surfaces and blast zones. The paddles will also knock opponents away, but will not damage them. They will continue playing until one of the paddles reaches a score of 3, where they will disappear afterwards.
		The Color TV-Game 15 was a console in the Color TV-Game produced by Nintendo in the late 1970s, made to be one of the numerous Pong clones after Atari released Pong in 1972. The console had 15 games, all of which were variants of Pong. The system had two switches that moved up and down, controlling the paddles as they hit the ball.When Color TV-Game 15 is summoned, the paddles will appear on either side of the stage and bounce a ball between each other. The ball will damage opponents it hits, as will as ricochet off of surfaces and blast zones. The paddles will also knock opponents away, but will not damage them. They will continue playing until one of the paddles reaches a score of 3, where they will disappear afterwards.	The Color TV-Game 15 was a console in the Color TV-Game produced by Nintendo in the late 1970s, made to be one of the numerous Pong clones after Atari released Pong in 1972. The console had 15 games, all of which were variants of Pong. The system had two switches that moved up and down, controlling the paddles as they hit the ball.When Color TV-Game 15 is summoned, the paddles will appear on either side of the stage and bounce a ball between each other. The ball will damage opponents it hits, as will as ricochet off of surfaces and blast zones. The paddles will also knock opponents away, but will not damage them. They will continue playing until one of the paddles reaches a score of 3, where they will disappear afterwards.
Cranky KongDonkey Kong Country (1994)
		Cranky Kong is a member of the Kong family and Donkey Kong's grandfather. He was the "Donkey Kong" Mario battled in Donkey Kong to save Pauline, though as he grew older, he gave his name to the current Donkey Kong. As his name implies, he's extremely cranky andconstantly breaking the fourth wall. He also appears as a playable character in some games, namely Donkey Kong Country: Tropical Freeze.When Cranky Kong is summoned, the theme that plays at the start of the first level in Donkey Kong plays as Cranky Kong appears on a girder. He will then throw barrels onto the stage, which roll across te ground and damage opponents they hit. He may also throw oil drums that explode in flames on impact, dealing more damage. After awhile, he disappears, the theme that plays when a life is lost in Donkey Kong playing in the background.	Cranky Kong is a member of the Kong family and Donkey Kong's grandfather. He was the "Donkey Kong" Mario battled in Donkey Kong to save Pauline, though as he grew older, he gave his name to the current Donkey Kong. As his name implies, he's extremely cranky andconstantly breaking the fourth wall. He also appears as a playable character in some games, namely Donkey Kong Country: Tropical Freeze.When Cranky Kong is summoned, the theme that plays at the start of the first level in Donkey Kong plays as Cranky Kong appears on a girder. He will then throw barrels onto the stage, which roll across te ground and damage opponents they hit. He may also throw oil drums that explode in flames on impact, dealing more damage. After awhile, he disappears, the theme that plays when a life is lost in Donkey Kong playing in the background.
		Cranky Kong is a member of the Kong family and Donkey Kong's grandfather. He was the "Donkey Kong" Mario battled in Donkey Kong to save Pauline, though as he grew older, he gave his name to the current Donkey Kong. As his name implies, he's extremely cranky andconstantly breaking the fourth wall. He also appears as a playable character in some games, namely Donkey Kong Country: Tropical Freeze.When Cranky Kong is summoned, the theme that plays at the start of the first level in Donkey Kong plays as Cranky Kong appears on a girder. He will then throw barrels onto the stage, which roll across te ground and damage opponents they hit. He may also throw oil drums that explode in flames on impact, dealing more damage. After awhile, he disappears, the theme that plays when a life is lost in Donkey Kong playing in the background.	Cranky Kong is a member of the Kong family and Donkey Kong's grandfather. He was the "Donkey Kong" Mario battled in Donkey Kong to save Pauline, though as he grew older, he gave his name to the current Donkey Kong. As his name implies, he's extremely cranky andconstantly breaking the fourth wall. He also appears as a playable character in some games, namely Donkey Kong Country: Tropical Freeze.When Cranky Kong is summoned, the theme that plays at the start of the first level in Donkey Kong plays as Cranky Kong appears on a girder. He will then throw barrels onto the stage, which roll across te ground and damage opponents they hit. He may also throw oil drums that explode in flames on impact, dealing more damage. After awhile, he disappears, the theme that plays when a life is lost in Donkey Kong playing in the background.
Cutie Mark CrusadersMy Little Pony: Friendship is Magic (2010)
		The Cutie Mark Crusaders, individually known as Apple Bloom, Scootaloo, and Sweetie Belle, are a group of three fillies and recurring characters in My Little Pony: Friendship is Magic. They came together to find their cutie marks, but after finding their special talents in helping other ponies find their cutie marks, they decided to start helping others instead.When summoned, each of the Cutie Mark Crusaders will do their own attack. Apple Bloom will run around and kick opponents, dealing high damage and knockback. Scootaloo will ride on her scooter, damaging any opponents she runs over and burying them if she drifts. Sweetie Belle will hop around the stage and create small magic shockwaves that deal minor damage and inflict paralysis. They will disappear after awhile, but they can be KO'ed with opponents' attacks.	The Cutie Mark Crusaders, individually known as Apple Bloom, Scootaloo, and Sweetie Belle, are a group of three fillies and recurring characters in My Little Pony: Friendship is Magic. They came together to find their cutie marks, but after finding their special talents in helping other ponies find their cutie marks, they decided to start helping others instead.When summoned, each of the Cutie Mark Crusaders will do their own attack. Apple Bloom will run around and kick opponents, dealing high damage and knockback. Scootaloo will ride on her scooter, damaging any opponents she runs over and burying them if she drifts. Sweetie Belle will hop around the stage and create small magic shockwaves that deal minor damage and inflict paralysis. They will disappear after awhile, but they can be KO'ed with opponents' attacks.
		The Cutie Mark Crusaders, individually known as Apple Bloom, Scootaloo, and Sweetie Belle, are a group of three fillies and recurring characters in My Little Pony: Friendship is Magic. They came together to find their cutie marks, but after finding their special talents in helping other ponies find their cutie marks, they decided to start helping others instead.When summoned, each of the Cutie Mark Crusaders will do their own attack. Apple Bloom will run around and kick opponents, dealing high damage and knockback. Scootaloo will ride on her scooter, damaging any opponents she runs over and burying them if she drifts. Sweetie Belle will hop around the stage and create small magic shockwaves that deal minor damage and inflict paralysis. They will disappear after awhile, but they can be KO'ed with opponents' attacks.	The Cutie Mark Crusaders, individually known as Apple Bloom, Scootaloo, and Sweetie Belle, are a group of three fillies and recurring characters in My Little Pony: Friendship is Magic. They came together to find their cutie marks, but after finding their special talents in helping other ponies find their cutie marks, they decided to start helping others instead.When summoned, each of the Cutie Mark Crusaders will do their own attack. Apple Bloom will run around and kick opponents, dealing high damage and knockback. Scootaloo will ride on her scooter, damaging any opponents she runs over and burying them if she drifts. Sweetie Belle will hop around the stage and create small magic shockwaves that deal minor damage and inflict paralysis. They will disappear after awhile, but they can be KO'ed with opponents' attacks.
DevilDevil's World (1984)
		The Devil is the main antagonist of Devil's World. He is the ruler of Devil's World and leads an army of monsters who aim to take down Tamagon, who wishes to defeat them by placing blocks and holes and draw the Devil out.When the Devil is summoned, it will float to the center of the screen as the view of the stage becomes fixed and fully zoomed out. He then starts pointing in various directions, causing the screen and blast zones to move in the opposite directions. After a short time, the Devil disappears and the screen returns to normal.	The Devil is the main antagonist of Devil's World. He is the ruler of Devil's World and leads an army of monsters who aim to take down Tamagon, who wishes to defeat them by placing blocks and holes and draw the Devil out.When the Devil is summoned, it will float to the center of the screen as the view of the stage becomes fixed and fully zoomed out. He then starts pointing in various directions, causing the screen and blast zones to move in the opposite directions. After a short time, the Devil disappears and the screen returns to normal.
		The Devil is the main antagonist of Devil's World. He is the ruler of Devil's World and leads an army of monsters who aim to take down Tamagon, who wishes to defeat them by placing blocks and holes and draw the Devil out.When the Devil is summoned, it will float to the center of the screen as the view of the stage becomes fixed and fully zoomed out. He then starts pointing in various directions, causing the screen and blast zones to move in the opposite directions. After a short time, the Devil disappears and the screen returns to normal.	The Devil is the main antagonist of Devil's World. He is the ruler of Devil's World and leads an army of monsters who aim to take down Tamagon, who wishes to defeat them by placing blocks and holes and draw the Devil out.When the Devil is summoned, it will float to the center of the screen as the view of the stage becomes fixed and fully zoomed out. He then starts pointing in various directions, causing the screen and blast zones to move in the opposite directions. After a short time, the Devil disappears and the screen returns to normal.
Diamond Tiara and Silver SpoonMy Little Pony: Friendship is Magic (2010)
		Diamond Tiara and Silver Spoon are a pair of Earth pony fillies and recurring characters in My Little Pony: Friendship is Magic. They are pink and silver-colored respectively, and are typically bullies towards other foals in their class, especially the Cutie Mark Crusaders. However, after being taunt true friendship, they reform and become friends with those they bullied.When summoned, Diamond Tiara and Silver Spoon will select a random opponent and try to stay on either side of them. They will then say "BUMP BUMP SUGARLUMP RUMP!" before slamming their flanks against each other and sandwiching the opponent, dealing heavy damage and knockback. They will do this a few more times before they disappear, though they can be defeated by opponents' attacks.	Diamond Tiara and Silver Spoon are a pair of Earth pony fillies and recurring characters in My Little Pony: Friendship is Magic. They are pink and silver-colored respectively, and are typically bullies towards other foals in their class, especially the Cutie Mark Crusaders. However, after being taunt true friendship, they reform and become friends with those they bullied.When summoned, Diamond Tiara and Silver Spoon will select a random opponent and try to stay on either side of them. They will then say "BUMP BUMP SUGARLUMP RUMP!" before slamming their flanks against each other and sandwiching the opponent, dealing heavy damage and knockback. They will do this a few more times before they disappear, though they can be defeated by opponents' attacks.
		Diamond Tiara and Silver Spoon are a pair of Earth pony fillies and recurring characters in My Little Pony: Friendship is Magic. They are pink and silver-colored respectively, and are typically bullies towards other foals in their class, especially the Cutie Mark Crusaders. However, after being taunt true friendship, they reform and become friends with those they bullied.When summoned, Diamond Tiara and Silver Spoon will select a random opponent and try to stay on either side of them. They will then say "BUMP BUMP SUGARLUMP RUMP!" before slamming their flanks against each other and sandwiching the opponent, dealing heavy damage and knockback. They will do this a few more times before they disappear, though they can be defeated by opponents' attacks.	Diamond Tiara and Silver Spoon are a pair of Earth pony fillies and recurring characters in My Little Pony: Friendship is Magic. They are pink and silver-colored respectively, and are typically bullies towards other foals in their class, especially the Cutie Mark Crusaders. However, after being taunt true friendship, they reform and become friends with those they bullied.When summoned, Diamond Tiara and Silver Spoon will select a random opponent and try to stay on either side of them. They will then say "BUMP BUMP SUGARLUMP RUMP!" before slamming their flanks against each other and sandwiching the opponent, dealing heavy damage and knockback. They will do this a few more times before they disappear, though they can be defeated by opponents' attacks.
Dr. KawashimaBrain Age: Train Your Brain in Minutes a Day! (2005)
		Dr. Kawashima, full name Ryuta Kawashima, is a real-world neuroscientist from Chiba City, Japan. His most well known work is a book entitled Train Your Brain: 60 Days to a Better Brain, which claims that stimulating the brain, such as basic mathematics and reading aloud, could be used to stave off the mental effects of aging. His work was later adapted to a video game series called Brain Age, where Dr. Kawashima appears as a polygonal head and helps the player train their brain.When Dr. Kawashima appears, the background of the stage changes to a white graph, similar to what appears in the Brain Age series. He will laugh before floating off-screen, and numbers from one to nine start moving across the screen. These numbers can be attacked and sent in a different direction, and can collide with other numbers, which are added together. If the sum is less than 10, the number keeps moving. If the sum is more than 10, it creates an explosion that damages opponents in the blast radius. If the sum is exactly 10, the explosion will be much bigger, damaging pponents multiple times before launching them.	Dr. Kawashima, full name Ryuta Kawashima, is a real-world neuroscientist from Chiba City, Japan. His most well known work is a book entitled Train Your Brain: 60 Days to a Better Brain, which claims that stimulating the brain, such as basic mathematics and reading aloud, could be used to stave off the mental effects of aging. His work was later adapted to a video game series called Brain Age, where Dr. Kawashima appears as a polygonal head and helps the player train their brain.When Dr. Kawashima appears, the background of the stage changes to a white graph, similar to what appears in the Brain Age series. He will laugh before floating off-screen, and numbers from one to nine start moving across the screen. These numbers can be attacked and sent in a different direction, and can collide with other numbers, which are added together. If the sum is less than 10, the number keeps moving. If the sum is more than 10, it creates an explosion that damages opponents in the blast radius. If the sum is exactly 10, the explosion will be much bigger, damaging pponents multiple times before launching them.
		Dr. Kawashima, full name Ryuta Kawashima, is a real-world neuroscientist from Chiba City, Japan. His most well known work is a book entitled Train Your Brain: 60 Days to a Better Brain, which claims that stimulating the brain, such as basic mathematics and reading aloud, could be used to stave off the mental effects of aging. His work was later adapted to a video game series called Brain Age, where Dr. Kawashima appears as a polygonal head and helps the player train their brain.When Dr. Kawashima appears, the background of the stage changes to a white graph, similar to what appears in the Brain Age series. He will laugh before floating off-screen, and numbers from one to nine start moving across the screen. These numbers can be attacked and sent in a different direction, and can collide with other numbers, which are added together. If the sum is less than 10, the number keeps moving. If the sum is more than 10, it creates an explosion that damages opponents in the blast radius. If the sum is exactly 10, the explosion will be much bigger, damaging pponents multiple times before launching them.	Dr. Kawashima, full name Ryuta Kawashima, is a real-world neuroscientist from Chiba City, Japan. His most well known work is a book entitled Train Your Brain: 60 Days to a Better Brain, which claims that stimulating the brain, such as basic mathematics and reading aloud, could be used to stave off the mental effects of aging. His work was later adapted to a video game series called Brain Age, where Dr. Kawashima appears as a polygonal head and helps the player train their brain.When Dr. Kawashima appears, the background of the stage changes to a white graph, similar to what appears in the Brain Age series. He will laugh before floating off-screen, and numbers from one to nine start moving across the screen. These numbers can be attacked and sent in a different direction, and can collide with other numbers, which are added together. If the sum is less than 10, the number keeps moving. If the sum is more than 10, it creates an explosion that damages opponents in the blast radius. If the sum is exactly 10, the explosion will be much bigger, damaging pponents multiple times before launching them.
Elec ManMega Man (1987)
		Elec Man is one of the six Robot Masters that Mega Man battles in Mega Man. He has the ability to emit and manipulate electricity, and was created to help manage nuclear power plants until Dr. Wily rewired him for his desires of world domination When defeated, Mega Man will get the Thunder Beam.When summoned, Elec Man will run and jump around the stage. He will use his Thunder Beam ability, sending electric projectiles in different directions. These will not only damage opponents, but also inflict paralysis on them. After awhile, he will disappear, but he can be defeated by opponents' attacks.	Elec Man is one of the six Robot Masters that Mega Man battles in Mega Man. He has the ability to emit and manipulate electricity, and was created to help manage nuclear power plants until Dr. Wily rewired him for his desires of world domination When defeated, Mega Man will get the Thunder Beam.When summoned, Elec Man will run and jump around the stage. He will use his Thunder Beam ability, sending electric projectiles in different directions. These will not only damage opponents, but also inflict paralysis on them. After awhile, he will disappear, but he can be defeated by opponents' attacks.
		Elec Man is one of the six Robot Masters that Mega Man battles in Mega Man. He has the ability to emit and manipulate electricity, and was created to help manage nuclear power plants until Dr. Wily rewired him for his desires of world domination When defeated, Mega Man will get the Thunder Beam.When summoned, Elec Man will run and jump around the stage. He will use his Thunder Beam ability, sending electric projectiles in different directions. These will not only damage opponents, but also inflict paralysis on them. After awhile, he will disappear, but he can be defeated by opponents' attacks.	Elec Man is one of the six Robot Masters that Mega Man battles in Mega Man. He has the ability to emit and manipulate electricity, and was created to help manage nuclear power plants until Dr. Wily rewired him for his desires of world domination When defeated, Mega Man will get the Thunder Beam.When summoned, Elec Man will run and jump around the stage. He will use his Thunder Beam ability, sending electric projectiles in different directions. These will not only damage opponents, but also inflict paralysis on them. After awhile, he will disappear, but he can be defeated by opponents' attacks.
ExcitebikeExcitebike (1984)
		Excitebike is a brand of motorbike from the NES launch title Excitebike. In the game, they are used for racing competitions, and have high specifications and can perform high-profile maneuvers such as landing from the sky off ramps. Their design in Super Smash Bros. is based on their sprite in the original Excitebike.When summoned, a group of 15 Excitebike racers will appear, racing around the stage and damaging opponents they run over. They will usually turn at ledges, though they can sometimes fall off. One by one, they will gradually disappear or fall off the ledge if there is one.	Excitebike is a brand of motorbike from the NES launch title Excitebike. In the game, they are used for racing competitions, and have high specifications and can perform high-profile maneuvers such as landing from the sky off ramps. Their design in Super Smash Bros. is based on their sprite in the original Excitebike.When summoned, a group of 15 Excitebike racers will appear, racing around the stage and damaging opponents they run over. They will usually turn at ledges, though they can sometimes fall off. One by one, they will gradually disappear or fall off the ledge if there is one.
		Excitebike is a brand of motorbike from the NES launch title Excitebike. In the game, they are used for racing competitions, and have high specifications and can perform high-profile maneuvers such as landing from the sky off ramps. Their design in Super Smash Bros. is based on their sprite in the original Excitebike.When summoned, a group of 15 Excitebike racers will appear, racing around the stage and damaging opponents they run over. They will usually turn at ledges, though they can sometimes fall off. One by one, they will gradually disappear or fall off the ledge if there is one.	Excitebike is a brand of motorbike from the NES launch title Excitebike. In the game, they are used for racing competitions, and have high specifications and can perform high-profile maneuvers such as landing from the sky off ramps. Their design in Super Smash Bros. is based on their sprite in the original Excitebike.When summoned, a group of 15 Excitebike racers will appear, racing around the stage and damaging opponents they run over. They will usually turn at ledges, though they can sometimes fall off. One by one, they will gradually disappear or fall off the ledge if there is one.
Fang the SniperSonic the Hedgehog Triple Trouble (1994)
		Fang the Sniper, also called Nack the Weasel, is a purple weasel that appears uncommonly in the Sonic series. He is a slick criminal who aims to get his hands on the Chaos Emeralds and sell them for money. He mainly uses a popgun to fight, and has an airbike called the Marvelous Queen.When Fang the Sniper is summoned, he will leap around the stage, firing bullets from his popgun at opponents. He move around fast, making it hard to attack him. He will disappear after a short time, but he can be defeated by opponents' attacks.	Fang the Sniper, also called Nack the Weasel, is a purple weasel that appears uncommonly in the Sonic series. He is a slick criminal who aims to get his hands on the Chaos Emeralds and sell them for money. He mainly uses a popgun to fight, and has an airbike called the Marvelous Queen.When Fang the Sniper is summoned, he will leap around the stage, firing bullets from his popgun at opponents. He move around fast, making it hard to attack him. He will disappear after a short time, but he can be defeated by opponents' attacks.
		Fang the Sniper, also called Nack the Weasel, is a purple weasel that appears uncommonly in the Sonic series. He is a slick criminal who aims to get his hands on the Chaos Emeralds and sell them for money. He mainly uses a popgun to fight, and has an airbike called the Marvelous Queen.When Fang the Sniper is summoned, he will leap around the stage, firing bullets from his popgun at opponents. He move around fast, making it hard to attack him. He will disappear after a short time, but he can be defeated by opponents' attacks.	Fang the Sniper, also called Nack the Weasel, is a purple weasel that appears uncommonly in the Sonic series. He is a slick criminal who aims to get his hands on the Chaos Emeralds and sell them for money. He mainly uses a popgun to fight, and has an airbike called the Marvelous Queen.When Fang the Sniper is summoned, he will leap around the stage, firing bullets from his popgun at opponents. He move around fast, making it hard to attack him. He will disappear after a short time, but he can be defeated by opponents' attacks.
FawfulMario & Luigi: Superstar Saga (2003)
		Fawful is a recurring antagonist in the Mario & Luigi series. He first appears as the secondary antagonist in Mario & Luigi: Superstar Saga, helping Cackletta in her scheme to take over the world. Later, he appears as the main antagonist with his own minions in Mario & Luigi: Bowser's Inside Story, where he wants to use the Dark Star and take rule the world himself.When summoned, Fawful will put on his Vacuum Helmet and fly around the arena. The Vacuum Helmet can shoot electric projectiles below, with red ones flying faster and green ones dealing more damage. Fawful can also pull out a blaster of his own and shoot a weaker laser that inflicts paralysis on opponents. He will disappear after awhile, but can be defeated by opponents' attacks.	Fawful is a recurring antagonist in the Mario & Luigi series. He first appears as the secondary antagonist in Mario & Luigi: Superstar Saga, helping Cackletta in her scheme to take over the world. Later, he appears as the main antagonist with his own minions in Mario & Luigi: Bowser's Inside Story, where he wants to use the Dark Star and take rule the world himself.When summoned, Fawful will put on his Vacuum Helmet and fly around the arena. The Vacuum Helmet can shoot electric projectiles below, with red ones flying faster and green ones dealing more damage. Fawful can also pull out a blaster of his own and shoot a weaker laser that inflicts paralysis on opponents. He will disappear after awhile, but can be defeated by opponents' attacks.
		Fawful is a recurring antagonist in the Mario & Luigi series. He first appears as the secondary antagonist in Mario & Luigi: Superstar Saga, helping Cackletta in her scheme to take over the world. Later, he appears as the main antagonist with his own minions in Mario & Luigi: Bowser's Inside Story, where he wants to use the Dark Star and take rule the world himself.When summoned, Fawful will put on his Vacuum Helmet and fly around the arena. The Vacuum Helmet can shoot electric projectiles below, with red ones flying faster and green ones dealing more damage. Fawful can also pull out a blaster of his own and shoot a weaker laser that inflicts paralysis on opponents. He will disappear after awhile, but can be defeated by opponents' attacks.	Fawful is a recurring antagonist in the Mario & Luigi series. He first appears as the secondary antagonist in Mario & Luigi: Superstar Saga, helping Cackletta in her scheme to take over the world. Later, he appears as the main antagonist with his own minions in Mario & Luigi: Bowser's Inside Story, where he wants to use the Dark Star and take rule the world himself.When summoned, Fawful will put on his Vacuum Helmet and fly around the arena. The Vacuum Helmet can shoot electric projectiles below, with red ones flying faster and green ones dealing more damage. Fawful can also pull out a blaster of his own and shoot a weaker laser that inflicts paralysis on opponents. He will disappear after awhile, but can be defeated by opponents' attacks.
Flies & HandMario Paint (1992)
		Flies & Hand are entities that appear in Mario Paint, specifically in the minigame Gnat Attack. The player controls the hand, which has a flyswatter, and the goal is to use it to attack flies that buzz around on screen. After taking down a certain amount of flies, the player must challenge a larger, robotic fly called King Watinga. This minigame would later be featured in WarioWare: Mega Microgame$! and WarioWare: D.I.Y. as a microgame and in Super Mario Maker, occurring occasionally after shaking a Muncher.When summoned, the Flies will buzz aimlessly around the screen. The Hand will use the flyswatter to chase them down and smack them, which will also damage opponents in the way. After awhile, they will disappear.	Flies & Hand are entities that appear in Mario Paint, specifically in the minigame Gnat Attack. The player controls the hand, which has a flyswatter, and the goal is to use it to attack flies that buzz around on screen. After taking down a certain amount of flies, the player must challenge a larger, robotic fly called King Watinga. This minigame would later be featured in WarioWare: Mega Microgame$! and WarioWare: D.I.Y. as a microgame and in Super Mario Maker, occurring occasionally after shaking a Muncher.When summoned, the Flies will buzz aimlessly around the screen. The Hand will use the flyswatter to chase them down and smack them, which will also damage opponents in the way. After awhile, they will disappear.
		Flies & Hand are entities that appear in Mario Paint, specifically in the minigame Gnat Attack. The player controls the hand, which has a flyswatter, and the goal is to use it to attack flies that buzz around on screen. After taking down a certain amount of flies, the player must challenge a larger, robotic fly called King Watinga. This minigame would later be featured in WarioWare: Mega Microgame$! and WarioWare: D.I.Y. as a microgame and in Super Mario Maker, occurring occasionally after shaking a Muncher.When summoned, the Flies will buzz aimlessly around the screen. The Hand will use the flyswatter to chase them down and smack them, which will also damage opponents in the way. After awhile, they will disappear.	Flies & Hand are entities that appear in Mario Paint, specifically in the minigame Gnat Attack. The player controls the hand, which has a flyswatter, and the goal is to use it to attack flies that buzz around on screen. After taking down a certain amount of flies, the player must challenge a larger, robotic fly called King Watinga. This minigame would later be featured in WarioWare: Mega Microgame$! and WarioWare: D.I.Y. as a microgame and in Super Mario Maker, occurring occasionally after shaking a Muncher.When summoned, the Flies will buzz aimlessly around the screen. The Hand will use the flyswatter to chase them down and smack them, which will also damage opponents in the way. After awhile, they will disappear.
Freddy FazbearFive Nights at Freddy's (2014)
		Freddy Fazbear is the main antagonist of the Five Nights at Freddy's series. He is an animatronic bear and the mascot of the Freddy Fazbear's Pizza chain of restaurants, being the lead singer of a group known as the Fazbear Gang. While usually docile during the day, during the night, he and the other animatronics enter a free roaming mode at night, hunting down security guards to stuff them inside Freddy Fazbear suits, believing them to be spare endoskeletons. Despite rumors that this is a glitch in the AI, these actions are actually the doing of vengeful spirits of children who were murdered on the Freddy Fazbear's Pizza location, haunting the animaronic.When Freddy Fazbear is summoned, he will disappear in static, the reappear behind a random opponent and attack. If successful, the opponent disappears from the battle, and Freddy will disappear and attack again. After attempting this three times, or if all opponents are captured, the attacked opponents are locked in an animation where they're stuck in a security room and the lights go out, as they look around in fear. Then, Freddy's jingle from the first Five Nights at Freddy's will briefly play as Freddy's face flashes behind the opponents. Everything suddenly becomes pitch-black, and Freddy jumpscares the opponents. This sends them back to the stage, dealing very heavy damage and knockback.	Freddy Fazbear is the main antagonist of the Five Nights at Freddy's series. He is an animatronic bear and the mascot of the Freddy Fazbear's Pizza chain of restaurants, being the lead singer of a group known as the Fazbear Gang. While usually docile during the day, during the night, he and the other animatronics enter a free roaming mode at night, hunting down security guards to stuff them inside Freddy Fazbear suits, believing them to be spare endoskeletons. Despite rumors that this is a glitch in the AI, these actions are actually the doing of vengeful spirits of children who were murdered on the Freddy Fazbear's Pizza location, haunting the animaronic.When Freddy Fazbear is summoned, he will disappear in static, the reappear behind a random opponent and attack. If successful, the opponent disappears from the battle, and Freddy will disappear and attack again. After attempting this three times, or if all opponents are captured, the attacked opponents are locked in an animation where they're stuck in a security room and the lights go out, as they look around in fear. Then, Freddy's jingle from the first Five Nights at Freddy's will briefly play as Freddy's face flashes behind the opponents. Everything suddenly becomes pitch-black, and Freddy jumpscares the opponents. This sends them back to the stage, dealing very heavy damage and knockback.
		Freddy Fazbear is the main antagonist of the Five Nights at Freddy's series. He is an animatronic bear and the mascot of the Freddy Fazbear's Pizza chain of restaurants, being the lead singer of a group known as the Fazbear Gang. While usually docile during the day, during the night, he and the other animatronics enter a free roaming mode at night, hunting down security guards to stuff them inside Freddy Fazbear suits, believing them to be spare endoskeletons. Despite rumors that this is a glitch in the AI, these actions are actually the doing of vengeful spirits of children who were murdered on the Freddy Fazbear's Pizza location, haunting the animaronic.When Freddy Fazbear is summoned, he will disappear in static, the reappear behind a random opponent and attack. If successful, the opponent disappears from the battle, and Freddy will disappear and attack again. After attempting this three times, or if all opponents are captured, the attacked opponents are locked in an animation where they're stuck in a security room and the lights go out, as they look around in fear. Then, Freddy's jingle from the first Five Nights at Freddy's will briefly play as Freddy's face flashes behind the opponents. Everything suddenly becomes pitch-black, and Freddy jumpscares the opponents. This sends them back to the stage, dealing very heavy damage and knockback.	Freddy Fazbear is the main antagonist of the Five Nights at Freddy's series. He is an animatronic bear and the mascot of the Freddy Fazbear's Pizza chain of restaurants, being the lead singer of a group known as the Fazbear Gang. While usually docile during the day, during the night, he and the other animatronics enter a free roaming mode at night, hunting down security guards to stuff them inside Freddy Fazbear suits, believing them to be spare endoskeletons. Despite rumors that this is a glitch in the AI, these actions are actually the doing of vengeful spirits of children who were murdered on the Freddy Fazbear's Pizza location, haunting the animaronic.When Freddy Fazbear is summoned, he will disappear in static, the reappear behind a random opponent and attack. If successful, the opponent disappears from the battle, and Freddy will disappear and attack again. After attempting this three times, or if all opponents are captured, the attacked opponents are locked in an animation where they're stuck in a security room and the lights go out, as they look around in fear. Then, Freddy's jingle from the first Five Nights at Freddy's will briefly play as Freddy's face flashes behind the opponents. Everything suddenly becomes pitch-black, and Freddy jumpscares the opponents. This sends them back to the stage, dealing very heavy damage and knockback.
GhirahimThe Legend of Zelda: Skyward Sword (2011)
		Ghirahim is a major antagonist in The Legend of Zelda: Skyward Sword. When Link first meets him in his quest after Zelda falls off of Skyloft by a tornado, Ghirahim reveals that he was the one that stirred up the whirlwind to kidnap her. Throughout the game he gives Link, Zelda, and Impa a lot of trouble. It is revealed that Zelda is the physical reincarnation of the goddess Hylia, and Ghirahim is in search of Hylia's divine essence to revive his master, the Demon King Demise.When Ghirahim appears, he will teleport around the stage near opponents, using sword slashes to damage them. Sometimes, he can also throw red diamond-shaped projectiles at opponents if they are too far out of range. He will disappear after awhile, though he can be KO'ed by opponents' attacks.	Ghirahim is a major antagonist in The Legend of Zelda: Skyward Sword. When Link first meets him in his quest after Zelda falls off of Skyloft by a tornado, Ghirahim reveals that he was the one that stirred up the whirlwind to kidnap her. Throughout the game he gives Link, Zelda, and Impa a lot of trouble. It is revealed that Zelda is the physical reincarnation of the goddess Hylia, and Ghirahim is in search of Hylia's divine essence to revive his master, the Demon King Demise.When Ghirahim appears, he will teleport around the stage near opponents, using sword slashes to damage them. Sometimes, he can also throw red diamond-shaped projectiles at opponents if they are too far out of range. He will disappear after awhile, though he can be KO'ed by opponents' attacks.
		Ghirahim is a major antagonist in The Legend of Zelda: Skyward Sword. When Link first meets him in his quest after Zelda falls off of Skyloft by a tornado, Ghirahim reveals that he was the one that stirred up the whirlwind to kidnap her. Throughout the game he gives Link, Zelda, and Impa a lot of trouble. It is revealed that Zelda is the physical reincarnation of the goddess Hylia, and Ghirahim is in search of Hylia's divine essence to revive his master, the Demon King Demise.When Ghirahim appears, he will teleport around the stage near opponents, using sword slashes to damage them. Sometimes, he can also throw red diamond-shaped projectiles at opponents if they are too far out of range. He will disappear after awhile, though he can be KO'ed by opponents' attacks.	Ghirahim is a major antagonist in The Legend of Zelda: Skyward Sword. When Link first meets him in his quest after Zelda falls off of Skyloft by a tornado, Ghirahim reveals that he was the one that stirred up the whirlwind to kidnap her. Throughout the game he gives Link, Zelda, and Impa a lot of trouble. It is revealed that Zelda is the physical reincarnation of the goddess Hylia, and Ghirahim is in search of Hylia's divine essence to revive his master, the Demon King Demise.When Ghirahim appears, he will teleport around the stage near opponents, using sword slashes to damage them. Sometimes, he can also throw red diamond-shaped projectiles at opponents if they are too far out of range. He will disappear after awhile, though he can be KO'ed by opponents' attacks.
GhostsPAC-MAN (1980)
		The Ghosts are the main enemies in PAC-MAN, consisting of Blinky, Inky, Pinky, and Clyde. They will move around the maze, trying to run into PAC-MAN to defeat them. Each of them have their own movement patterns, with Blinky chasing him, Inky and Pinky trying to trap him, and Clyde ignoring him. If PAC-MAN eats a Power Pellet, all the Ghosts will turn blue, and he can eat them for points.When the Ghosts are summoned, they will move around the stage, damaging opponents they touch. They have the same movement patterns that they have in the original game. After awhile, they will speed up, and will eventually move off-screen and disappear.	The Ghosts are the main enemies in PAC-MAN, consisting of Blinky, Inky, Pinky, and Clyde. They will move around the maze, trying to run into PAC-MAN to defeat them. Each of them have their own movement patterns, with Blinky chasing him, Inky and Pinky trying to trap him, and Clyde ignoring him. If PAC-MAN eats a Power Pellet, all the Ghosts will turn blue, and he can eat them for points.When the Ghosts are summoned, they will move around the stage, damaging opponents they touch. They have the same movement patterns that they have in the original game. After awhile, they will speed up, and will eventually move off-screen and disappear.
		The Ghosts are the main enemies in PAC-MAN, consisting of Blinky, Inky, Pinky, and Clyde. They will move around the maze, trying to run into PAC-MAN to defeat them. Each of them have their own movement patterns, with Blinky chasing him, Inky and Pinky trying to trap him, and Clyde ignoring him. If PAC-MAN eats a Power Pellet, all the Ghosts will turn blue, and he can eat them for points.When the Ghosts are summoned, they will move around the stage, damaging opponents they touch. They have the same movement patterns that they have in the original game. After awhile, they will speed up, and will eventually move off-screen and disappear.	The Ghosts are the main enemies in PAC-MAN, consisting of Blinky, Inky, Pinky, and Clyde. They will move around the maze, trying to run into PAC-MAN to defeat them. Each of them have their own movement patterns, with Blinky chasing him, Inky and Pinky trying to trap him, and Clyde ignoring him. If PAC-MAN eats a Power Pellet, all the Ghosts will turn blue, and he can eat them for points.When the Ghosts are summoned, they will move around the stage, damaging opponents they touch. They have the same movement patterns that they have in the original game. After awhile, they will speed up, and will eventually move off-screen and disappear.
Gray FoxMetal Gear (1987)
		Gray Fox, real name Frank Jaeger, is a recurring character in the Metal Gear series. He was an operative of FOXHOUND, and was the only one to ever receive the codename "Fox". He was sent to Outer Heaven to destroy a Metal Gear, though Solid Snake was sent to finish the mission when he went missing. Later, it is discovered that Gray Fox was working with Big Boss and aided in the uprising of Zanzibar Land, and he battled Snake and was seemingly killed. Sometime after, he was revived as a cybernetic ninja, and was hellbent on defeating Snake during the Shadow Moses Incident. In the end, he sacrificed himself to save Snake from Metal Gear REX.When Gray Fox is summoned, he will run around the stage toward opponents, and repeatedly slash his sword to damage them multiple times before launching them. He also has an invisible reflector in front of him at all times, which reflects projectiles. Gray Fox can also sometimes become invisible, as well as teleport. He will disappear after awhile, though he can be KO'ed by opponents' attacks.	Gray Fox, real name Frank Jaeger, is a recurring character in the Metal Gear series. He was an operative of FOXHOUND, and was the only one to ever receive the codename "Fox". He was sent to Outer Heaven to destroy a Metal Gear, though Solid Snake was sent to finish the mission when he went missing. Later, it is discovered that Gray Fox was working with Big Boss and aided in the uprising of Zanzibar Land, and he battled Snake and was seemingly killed. Sometime after, he was revived as a cybernetic ninja, and was hellbent on defeating Snake during the Shadow Moses Incident. In the end, he sacrificed himself to save Snake from Metal Gear REX.When Gray Fox is summoned, he will run around the stage toward opponents, and repeatedly slash his sword to damage them multiple times before launching them. He also has an invisible reflector in front of him at all times, which reflects projectiles. Gray Fox can also sometimes become invisible, as well as teleport. He will disappear after awhile, though he can be KO'ed by opponents' attacks.
		Gray Fox, real name Frank Jaeger, is a recurring character in the Metal Gear series. He was an operative of FOXHOUND, and was the only one to ever receive the codename "Fox". He was sent to Outer Heaven to destroy a Metal Gear, though Solid Snake was sent to finish the mission when he went missing. Later, it is discovered that Gray Fox was working with Big Boss and aided in the uprising of Zanzibar Land, and he battled Snake and was seemingly killed. Sometime after, he was revived as a cybernetic ninja, and was hellbent on defeating Snake during the Shadow Moses Incident. In the end, he sacrificed himself to save Snake from Metal Gear REX.When Gray Fox is summoned, he will run around the stage toward opponents, and repeatedly slash his sword to damage them multiple times before launching them. He also has an invisible reflector in front of him at all times, which reflects projectiles. Gray Fox can also sometimes become invisible, as well as teleport. He will disappear after awhile, though he can be KO'ed by opponents' attacks.	Gray Fox, real name Frank Jaeger, is a recurring character in the Metal Gear series. He was an operative of FOXHOUND, and was the only one to ever receive the codename "Fox". He was sent to Outer Heaven to destroy a Metal Gear, though Solid Snake was sent to finish the mission when he went missing. Later, it is discovered that Gray Fox was working with Big Boss and aided in the uprising of Zanzibar Land, and he battled Snake and was seemingly killed. Sometime after, he was revived as a cybernetic ninja, and was hellbent on defeating Snake during the Shadow Moses Incident. In the end, he sacrificed himself to save Snake from Metal Gear REX.When Gray Fox is summoned, he will run around the stage toward opponents, and repeatedly slash his sword to damage them multiple times before launching them. He also has an invisible reflector in front of him at all times, which reflects projectiles. Gray Fox can also sometimes become invisible, as well as teleport. He will disappear after awhile, though he can be KO'ed by opponents' attacks.
GuileStreet Fighter II: The World Warrior (1991)
		Guile is a recurring character in the Street Fighter series, being one of the original eight characters in Street Fighter II: The World Warrior. He hails from the US, serving as a major in the United States Air Force. He learned how to fight from his best friend Charlie Nash, though after he was kidnapped and brainwashed by M. Bison at seemingly the cost of his life, Guile swore vengeance.When Guile is summoned, he will stay in place in a crouching position, and will perform one of two attacks. If there is an opponent close enough, he will use his Flash Kick, a strong backflip kick that deals high damage and knockback. If opponents are away, he throws a projectile that travels forward in a straight line with his Sonic Boom move. After awhile, he will disappear, though he can be KO'ed by opponents' attacks.	Guile is a recurring character in the Street Fighter series, being one of the original eight characters in Street Fighter II: The World Warrior. He hails from the US, serving as a major in the United States Air Force. He learned how to fight from his best friend Charlie Nash, though after he was kidnapped and brainwashed by M. Bison at seemingly the cost of his life, Guile swore vengeance.When Guile is summoned, he will stay in place in a crouching position, and will perform one of two attacks. If there is an opponent close enough, he will use his Flash Kick, a strong backflip kick that deals high damage and knockback. If opponents are away, he throws a projectile that travels forward in a straight line with his Sonic Boom move. After awhile, he will disappear, though he can be KO'ed by opponents' attacks.
		Guile is a recurring character in the Street Fighter series, being one of the original eight characters in Street Fighter II: The World Warrior. He hails from the US, serving as a major in the United States Air Force. He learned how to fight from his best friend Charlie Nash, though after he was kidnapped and brainwashed by M. Bison at seemingly the cost of his life, Guile swore vengeance.When Guile is summoned, he will stay in place in a crouching position, and will perform one of two attacks. If there is an opponent close enough, he will use his Flash Kick, a strong backflip kick that deals high damage and knockback. If opponents are away, he throws a projectile that travels forward in a straight line with his Sonic Boom move. After awhile, he will disappear, though he can be KO'ed by opponents' attacks.	Guile is a recurring character in the Street Fighter series, being one of the original eight characters in Street Fighter II: The World Warrior. He hails from the US, serving as a major in the United States Air Force. He learned how to fight from his best friend Charlie Nash, though after he was kidnapped and brainwashed by M. Bison at seemingly the cost of his life, Guile swore vengeance.When Guile is summoned, he will stay in place in a crouching position, and will perform one of two attacks. If there is an opponent close enough, he will use his Flash Kick, a strong backflip kick that deals high damage and knockback. If opponents are away, he throws a projectile that travels forward in a straight line with his Sonic Boom move. After awhile, he will disappear, though he can be KO'ed by opponents' attacks.
GwendolynBloons Tower Defense 6 (2018)
		Gwendolyn is a Hero that appears in Bloons Tower Defense 6. She specializes in pyrotechnics, using a flamethrower as her main weapon to burn and pop Bloons. As such, she is very effective against Lead Bloons. She can be upgraded to have boosts to her stats as well as gain additional abilities, such as Cocktail of Fire and Firestorm.When Gwendolyn is summoned, she will run around the stage and shoot fire from her flamethrower, damaging opponents multiple times before launching them. She can also use Cocktail of Fire, where she throws a molotov cocktail that explodes on impact and creates a patch of flames that damage opponents standing in it, and Firestorm, creating a massive fiery explosion around herself that deals heavy damage and knockback. She will disappear after awhile, though she can be KO'ed by opponents' attacks.	Gwendolyn is a Hero that appears in Bloons Tower Defense 6. She specializes in pyrotechnics, using a flamethrower as her main weapon to burn and pop Bloons. As such, she is very effective against Lead Bloons. She can be upgraded to have boosts to her stats as well as gain additional abilities, such as Cocktail of Fire and Firestorm.When Gwendolyn is summoned, she will run around the stage and shoot fire from her flamethrower, damaging opponents multiple times before launching them. She can also use Cocktail of Fire, where she throws a molotov cocktail that explodes on impact and creates a patch of flames that damage opponents standing in it, and Firestorm, creating a massive fiery explosion around herself that deals heavy damage and knockback. She will disappear after awhile, though she can be KO'ed by opponents' attacks.
		Gwendolyn is a Hero that appears in Bloons Tower Defense 6. She specializes in pyrotechnics, using a flamethrower as her main weapon to burn and pop Bloons. As such, she is very effective against Lead Bloons. She can be upgraded to have boosts to her stats as well as gain additional abilities, such as Cocktail of Fire and Firestorm.When Gwendolyn is summoned, she will run around the stage and shoot fire from her flamethrower, damaging opponents multiple times before launching them. She can also use Cocktail of Fire, where she throws a molotov cocktail that explodes on impact and creates a patch of flames that damage opponents standing in it, and Firestorm, creating a massive fiery explosion around herself that deals heavy damage and knockback. She will disappear after awhile, though she can be KO'ed by opponents' attacks.	Gwendolyn is a Hero that appears in Bloons Tower Defense 6. She specializes in pyrotechnics, using a flamethrower as her main weapon to burn and pop Bloons. As such, she is very effective against Lead Bloons. She can be upgraded to have boosts to her stats as well as gain additional abilities, such as Cocktail of Fire and Firestorm.When Gwendolyn is summoned, she will run around the stage and shoot fire from her flamethrower, damaging opponents multiple times before launching them. She can also use Cocktail of Fire, where she throws a molotov cocktail that explodes on impact and creates a patch of flames that damage opponents standing in it, and Firestorm, creating a massive fiery explosion around herself that deals heavy damage and knockback. She will disappear after awhile, though she can be KO'ed by opponents' attacks.
Hammer Bro.Super Mario Bros. (1985)
		Hammer Bros. are elite soldiers in Bowser's Koopa Troop, sporting helmets. They attack Mario by throwing hammers in lobs, and can also jump to mix up their patterns. They are usually found in pairs, and are found by block structures that they can jump in between.When Hammer Bro. is summoned, it will stay in place and throw hammers in arcs, damaging opponents they hit. They can also jump and throw hammers to increase their range. It will disappear after awhile, though can be KO'ed by opponents' attacks.	Hammer Bros. are elite soldiers in Bowser's Koopa Troop, sporting helmets. They attack Mario by throwing hammers in lobs, and can also jump to mix up their patterns. They are usually found in pairs, and are found by block structures that they can jump in between.When Hammer Bro. is summoned, it will stay in place and throw hammers in arcs, damaging opponents they hit. They can also jump and throw hammers to increase their range. It will disappear after awhile, though can be KO'ed by opponents' attacks.
		Hammer Bros. are elite soldiers in Bowser's Koopa Troop, sporting helmets. They attack Mario by throwing hammers in lobs, and can also jump to mix up their patterns. They are usually found in pairs, and are found by block structures that they can jump in between.When Hammer Bro. is summoned, it will stay in place and throw hammers in arcs, damaging opponents they hit. They can also jump and throw hammers to increase their range. It will disappear after awhile, though can be KO'ed by opponents' attacks.	Hammer Bros. are elite soldiers in Bowser's Koopa Troop, sporting helmets. They attack Mario by throwing hammers in lobs, and can also jump to mix up their patterns. They are usually found in pairs, and are found by block structures that they can jump in between.When Hammer Bro. is summoned, it will stay in place and throw hammers in arcs, damaging opponents they hit. They can also jump and throw hammers to increase their range. It will disappear after awhile, though can be KO'ed by opponents' attacks.
HelirinKuru Kuru Kuruin (2001)
		The Helirin is an airplane-like vehicle that appears in Kuru Kuru Kuruin. The player controls it, and must navigate it through a maze without hitting any walls with the propellers. When this happens, the propellers get damaged. If they are damaged three times, a life is lost.When the Helirin is summoned, it will begin floating around the stage, spinning. Its propellers act as platforms and walls, and fighters cannot pass through them. After awhile, it will disappear.	The Helirin is an airplane-like vehicle that appears in Kuru Kuru Kuruin. The player controls it, and must navigate it through a maze without hitting any walls with the propellers. When this happens, the propellers get damaged. If they are damaged three times, a life is lost.When the Helirin is summoned, it will begin floating around the stage, spinning. Its propellers act as platforms and walls, and fighters cannot pass through them. After awhile, it will disappear.
		The Helirin is an airplane-like vehicle that appears in Kuru Kuru Kuruin. The player controls it, and must navigate it through a maze without hitting any walls with the propellers. When this happens, the propellers get damaged. If they are damaged three times, a life is lost.When the Helirin is summoned, it will begin floating around the stage, spinning. Its propellers act as platforms and walls, and fighters cannot pass through them. After awhile, it will disappear.	The Helirin is an airplane-like vehicle that appears in Kuru Kuru Kuruin. The player controls it, and must navigate it through a maze without hitting any walls with the propellers. When this happens, the propellers get damaged. If they are damaged three times, a life is lost.When the Helirin is summoned, it will begin floating around the stage, spinning. Its propellers act as platforms and walls, and fighters cannot pass through them. After awhile, it will disappear.
Henry StickminBreaking the Bank (2008)
		Henry Stickmin is the protagonist of the Henry Stickmin series. He is a thief, and the games follow his misadventures in criminal activity, from breaking into a bank, to escaping prison, to stealing a diamond from a museum. He uses a variety of tools to accomplish this, many of which can end in hilarious failure. Depending on the endings the player gets, Henry can either work as a government agent or become leader of the villainous Toppat Clan, among other things.When Henry Stickmin is summoned, he will perform the Distraction Dance, with the theme of the same name from Fleeing the Complex playing in the background. This causes any grounded opponents to constantly taunt for as long as Henry Stickmin is present. After awhile, he will disappear.	Henry Stickmin is the protagonist of the Henry Stickmin series. He is a thief, and the games follow his misadventures in criminal activity, from breaking into a bank, to escaping prison, to stealing a diamond from a museum. He uses a variety of tools to accomplish this, many of which can end in hilarious failure. Depending on the endings the player gets, Henry can either work as a government agent or become leader of the villainous Toppat Clan, among other things.When Henry Stickmin is summoned, he will perform the Distraction Dance, with the theme of the same name from Fleeing the Complex playing in the background. This causes any grounded opponents to constantly taunt for as long as Henry Stickmin is present. After awhile, he will disappear.
		Henry Stickmin is the protagonist of the Henry Stickmin series. He is a thief, and the games follow his misadventures in criminal activity, from breaking into a bank, to escaping prison, to stealing a diamond from a museum. He uses a variety of tools to accomplish this, many of which can end in hilarious failure. Depending on the endings the player gets, Henry can either work as a government agent or become leader of the villainous Toppat Clan, among other things.When Henry Stickmin is summoned, he will perform the Distraction Dance, with the theme of the same name from Fleeing the Complex playing in the background. This causes any grounded opponents to constantly taunt for as long as Henry Stickmin is present. After awhile, he will disappear.	Henry Stickmin is the protagonist of the Henry Stickmin series. He is a thief, and the games follow his misadventures in criminal activity, from breaking into a bank, to escaping prison, to stealing a diamond from a museum. He uses a variety of tools to accomplish this, many of which can end in hilarious failure. Depending on the endings the player gets, Henry can either work as a government agent or become leader of the villainous Toppat Clan, among other things.When Henry Stickmin is summoned, he will perform the Distraction Dance, with the theme of the same name from Fleeing the Complex playing in the background. This causes any grounded opponents to constantly taunt for as long as Henry Stickmin is present. After awhile, he will disappear.
Infantry & TanksFamicom Wars (1988)
		Infantry & Tanks are two basic units that make up the bulk of the player's army in the Nintendo Wars series. Infantry have the least amount of power and have poor mobility, but they are able to capture and claim territory. Meanwhile, Tanks are stronger, and their mobility is considerably higher.When summoned, sprites of Infantry and Tank units from Advance Wars will begin appearing, travelling forward and firing shots that damage opponents. Up to eight units can appear, with at least three of them being Infantry units and at least one being a Tank unit. They will disappear after a short time.	Infantry & Tanks are two basic units that make up the bulk of the player's army in the Nintendo Wars series. Infantry have the least amount of power and have poor mobility, but they are able to capture and claim territory. Meanwhile, Tanks are stronger, and their mobility is considerably higher.When summoned, sprites of Infantry and Tank units from Advance Wars will begin appearing, travelling forward and firing shots that damage opponents. Up to eight units can appear, with at least three of them being Infantry units and at least one being a Tank unit. They will disappear after a short time.
		Infantry & Tanks are two basic units that make up the bulk of the player's army in the Nintendo Wars series. Infantry have the least amount of power and have poor mobility, but they are able to capture and claim territory. Meanwhile, Tanks are stronger, and their mobility is considerably higher.When summoned, sprites of Infantry and Tank units from Advance Wars will begin appearing, travelling forward and firing shots that damage opponents. Up to eight units can appear, with at least three of them being Infantry units and at least one being a Tank unit. They will disappear after a short time.	Infantry & Tanks are two basic units that make up the bulk of the player's army in the Nintendo Wars series. Infantry have the least amount of power and have poor mobility, but they are able to capture and claim territory. Meanwhile, Tanks are stronger, and their mobility is considerably higher.When summoned, sprites of Infantry and Tank units from Advance Wars will begin appearing, travelling forward and firing shots that damage opponents. Up to eight units can appear, with at least three of them being Infantry units and at least one being a Tank unit. They will disappear after a short time.
Iron GolemMinecraft (2011)
		Iron Golems are utility mobs that appear in Minecraft. It is created by placing four iron blocks in a T-shape, and then putting a pumpkin head on top of it in the center, which must be placed last. They will wander around if spawned, and if a village is nearby, it will patrol the buildings from hostile mobs that spawn at night. It attacks by picking up any nearby mobs and hurling them around.When an Iron Golem appears, it will wander around the stage slowly. If an opponent is nearby, it will begin pursuing them, and will grab and throw them upward, just like in Minecraft. After awhile it will disappear, though it can be defeated by opponents' attacks.	Iron Golems are utility mobs that appear in Minecraft. It is created by placing four iron blocks in a T-shape, and then putting a pumpkin head on top of it in the center, which must be placed last. They will wander around if spawned, and if a village is nearby, it will patrol the buildings from hostile mobs that spawn at night. It attacks by picking up any nearby mobs and hurling them around.When an Iron Golem appears, it will wander around the stage slowly. If an opponent is nearby, it will begin pursuing them, and will grab and throw them upward, just like in Minecraft. After awhile it will disappear, though it can be defeated by opponents' attacks.
		Iron Golems are utility mobs that appear in Minecraft. It is created by placing four iron blocks in a T-shape, and then putting a pumpkin head on top of it in the center, which must be placed last. They will wander around if spawned, and if a village is nearby, it will patrol the buildings from hostile mobs that spawn at night. It attacks by picking up any nearby mobs and hurling them around.When an Iron Golem appears, it will wander around the stage slowly. If an opponent is nearby, it will begin pursuing them, and will grab and throw them upward, just like in Minecraft. After awhile it will disappear, though it can be defeated by opponents' attacks.	Iron Golems are utility mobs that appear in Minecraft. It is created by placing four iron blocks in a T-shape, and then putting a pumpkin head on top of it in the center, which must be placed last. They will wander around if spawned, and if a village is nearby, it will patrol the buildings from hostile mobs that spawn at night. It attacks by picking up any nearby mobs and hurling them around.When an Iron Golem appears, it will wander around the stage slowly. If an opponent is nearby, it will begin pursuing them, and will grab and throw them upward, just like in Minecraft. After awhile it will disappear, though it can be defeated by opponents' attacks.
IsaacGolden Sun (2001)
		Isaac is one of the main characters in the Golden Sun series, being the main playable character in the first two entries. He is a Venus Adept, meaning he is capable of manipulating Earth and plants. In the first game, he and his team of friends set out on a quest to retrieve the four elemental stars after they are stolen by Saturos and Menardi in order to prevent the return of Alchemy. Later on, he becomes the father of Matthew, the main protagonist of Golden Sun: Dark Sawn.When summoned, Isaac will attack using various Psynergy moves. His most common attack is Move, which has him summon a large hand that travels across the stage, pushing opponents it flies into. He can also summon hands to use Lift, which grabs opponents and carries them upward to the upper blast zone, and Pound, which which slams on the ground and damages opponents below. After awhile, Isaac will disappear, though he can be KO'ed by opponents' attacks.	Isaac is one of the main characters in the Golden Sun series, being the main playable character in the first two entries. He is a Venus Adept, meaning he is capable of manipulating Earth and plants. In the first game, he and his team of friends set out on a quest to retrieve the four elemental stars after they are stolen by Saturos and Menardi in order to prevent the return of Alchemy. Later on, he becomes the father of Matthew, the main protagonist of Golden Sun: Dark Sawn.When summoned, Isaac will attack using various Psynergy moves. His most common attack is Move, which has him summon a large hand that travels across the stage, pushing opponents it flies into. He can also summon hands to use Lift, which grabs opponents and carries them upward to the upper blast zone, and Pound, which which slams on the ground and damages opponents below. After awhile, Isaac will disappear, though he can be KO'ed by opponents' attacks.
		Isaac is one of the main characters in the Golden Sun series, being the main playable character in the first two entries. He is a Venus Adept, meaning he is capable of manipulating Earth and plants. In the first game, he and his team of friends set out on a quest to retrieve the four elemental stars after they are stolen by Saturos and Menardi in order to prevent the return of Alchemy. Later on, he becomes the father of Matthew, the main protagonist of Golden Sun: Dark Sawn.When summoned, Isaac will attack using various Psynergy moves. His most common attack is Move, which has him summon a large hand that travels across the stage, pushing opponents it flies into. He can also summon hands to use Lift, which grabs opponents and carries them upward to the upper blast zone, and Pound, which which slams on the ground and damages opponents below. After awhile, Isaac will disappear, though he can be KO'ed by opponents' attacks.	Isaac is one of the main characters in the Golden Sun series, being the main playable character in the first two entries. He is a Venus Adept, meaning he is capable of manipulating Earth and plants. In the first game, he and his team of friends set out on a quest to retrieve the four elemental stars after they are stolen by Saturos and Menardi in order to prevent the return of Alchemy. Later on, he becomes the father of Matthew, the main protagonist of Golden Sun: Dark Sawn.When summoned, Isaac will attack using various Psynergy moves. His most common attack is Move, which has him summon a large hand that travels across the stage, pushing opponents it flies into. He can also summon hands to use Lift, which grabs opponents and carries them upward to the upper blast zone, and Pound, which which slams on the ground and damages opponents below. After awhile, Isaac will disappear, though he can be KO'ed by opponents' attacks.
JeffEarthBound (1994)
		Jeff, full name Jeff Andonuts, is a character from EarthBound,' appearing as one of the party members and one of Ness' friends. He is the only one of the team incapable of using PSI abilities, so instead he attacks enemies with bottle rockets, which deal extreme amounts of damage. He is extremely intelligent for his age, attending Snow Wood Boarding School in Winters.When Jeff is summoned, he will quickly build up a set of bottle rockets, before taking cover as they launch one-by-one. He will always launch four smaller rockets before launching a larger, slower one. They home in on opponents and explode on impact, the larger one obviously dealing more damage and knockback. There is also a chance Jeff can launch a second or third volley of rockets depending on how well the summoner is doing in the match. After all volleys are launched, he will disappear.''	Jeff, full name Jeff Andonuts, is a character from EarthBound,' appearing as one of the party members and one of Ness' friends. He is the only one of the team incapable of using PSI abilities, so instead he attacks enemies with bottle rockets, which deal extreme amounts of damage. He is extremely intelligent for his age, attending Snow Wood Boarding School in Winters.When Jeff is summoned, he will quickly build up a set of bottle rockets, before taking cover as they launch one-by-one. He will always launch four smaller rockets before launching a larger, slower one. They home in on opponents and explode on impact, the larger one obviously dealing more damage and knockback. There is also a chance Jeff can launch a second or third volley of rockets depending on how well the summoner is doing in the match. After all volleys are launched, he will disappear.''
		Jeff, full name Jeff Andonuts, is a character from EarthBound,' appearing as one of the party members and one of Ness' friends. He is the only one of the team incapable of using PSI abilities, so instead he attacks enemies with bottle rockets, which deal extreme amounts of damage. He is extremely intelligent for his age, attending Snow Wood Boarding School in Winters.When Jeff is summoned, he will quickly build up a set of bottle rockets, before taking cover as they launch one-by-one. He will always launch four smaller rockets before launching a larger, slower one. They home in on opponents and explode on impact, the larger one obviously dealing more damage and knockback. There is also a chance Jeff can launch a second or third volley of rockets depending on how well the summoner is doing in the match. After all volleys are launched, he will disappear.''	Jeff, full name Jeff Andonuts, is a character from EarthBound,' appearing as one of the party members and one of Ness' friends. He is the only one of the team incapable of using PSI abilities, so instead he attacks enemies with bottle rockets, which deal extreme amounts of damage. He is extremely intelligent for his age, attending Snow Wood Boarding School in Winters.When Jeff is summoned, he will quickly build up a set of bottle rockets, before taking cover as they launch one-by-one. He will always launch four smaller rockets before launching a larger, slower one. They home in on opponents and explode on impact, the larger one obviously dealing more damage and knockback. There is also a chance Jeff can launch a second or third volley of rockets depending on how well the summoner is doing in the match. After all volleys are launched, he will disappear.''
JillDrill Dozer (1994)
		Jill is the main protagonist and playable character of Drill Dozer. She is the daughter of Doug, the leader of a group of thieves known as the Red Dozers. When their treasured Red Diamond is stolen by another group known as the Skullkers, she is temporarily give the role of boss when Doug is taken out of commission.When summoned, Jill will pilot the Drill Dozer, and walk around the stage. The drill at the front will damage opponents multiple times before launching them, as well as jump around the stage. After awhile, she will disappear, though Jill can be defeated by opponents' attacks.	Jill is the main protagonist and playable character of Drill Dozer. She is the daughter of Doug, the leader of a group of thieves known as the Red Dozers. When their treasured Red Diamond is stolen by another group known as the Skullkers, she is temporarily give the role of boss when Doug is taken out of commission.When summoned, Jill will pilot the Drill Dozer, and walk around the stage. The drill at the front will damage opponents multiple times before launching them, as well as jump around the stage. After awhile, she will disappear, though Jill can be defeated by opponents' attacks.
		Jill is the main protagonist and playable character of Drill Dozer. She is the daughter of Doug, the leader of a group of thieves known as the Red Dozers. When their treasured Red Diamond is stolen by another group known as the Skullkers, she is temporarily give the role of boss when Doug is taken out of commission.When summoned, Jill will pilot the Drill Dozer, and walk around the stage. The drill at the front will damage opponents multiple times before launching them, as well as jump around the stage. After awhile, she will disappear, though Jill can be defeated by opponents' attacks.	Jill is the main protagonist and playable character of Drill Dozer. She is the daughter of Doug, the leader of a group of thieves known as the Red Dozers. When their treasured Red Diamond is stolen by another group known as the Skullkers, she is temporarily give the role of boss when Doug is taken out of commission.When summoned, Jill will pilot the Drill Dozer, and walk around the stage. The drill at the front will damage opponents multiple times before launching them, as well as jump around the stage. After awhile, she will disappear, though Jill can be defeated by opponents' attacks.
Kat & AnaWarioWare: Mega Microgame$! (2003)
		Kat & Ana are a duo of kindergarten-grade ninjas that live in Diamond City, and are major characters in the WarioWare series. They attend Diamond Kindergarten and Mystical Ninja Elementary. They also serve as employees of Wario, and work for him to make microgames.When Kat & Ana are summoned, they will dash across the screen while slashing their katanas, creating "X" shapes and damaging opponents they hit. After awhile, they will disappear.	Kat & Ana are a duo of kindergarten-grade ninjas that live in Diamond City, and are major characters in the WarioWare series. They attend Diamond Kindergarten and Mystical Ninja Elementary. They also serve as employees of Wario, and work for him to make microgames.When Kat & Ana are summoned, they will dash across the screen while slashing their katanas, creating "X" shapes and damaging opponents they hit. After awhile, they will disappear.
		Kat & Ana are a duo of kindergarten-grade ninjas that live in Diamond City, and are major characters in the WarioWare series. They attend Diamond Kindergarten and Mystical Ninja Elementary. They also serve as employees of Wario, and work for him to make microgames.When Kat & Ana are summoned, they will dash across the screen while slashing their katanas, creating "X" shapes and damaging opponents they hit. After awhile, they will disappear.	Kat & Ana are a duo of kindergarten-grade ninjas that live in Diamond City, and are major characters in the WarioWare series. They attend Diamond Kindergarten and Mystical Ninja Elementary. They also serve as employees of Wario, and work for him to make microgames.When Kat & Ana are summoned, they will dash across the screen while slashing their katanas, creating "X" shapes and damaging opponents they hit. After awhile, they will disappear.
Kiddy KongDonkey Kong Country 3: Dixie Kong's Double Trouble! (1996)
		Kiddy Kong is one of the two playable characters in Donkey Kong Country 3: Dixie Kong's Double Trouble!. He is Dixie Kong's cousin, and helps her in her adventure to save Donkey Kong and Diddy Kong in the Northern Kremisphere. He is stronger than Dixie, meaning he can defeat stronger enemies that she cannot. He also has the unique ability to skip across water.When summoned, Kiddy Kong will roam around the stage freely. He attacks by rolling forward, damaging opponents he hits. He can also jump and throw a double-handed axle that meteor smashes opponents. He will disappear after awhile, though he can be KO'ed by opponents attacks; if the latter happens, he will be knocked down and begin crying hysterically before disappearing.	Kiddy Kong is one of the two playable characters in Donkey Kong Country 3: Dixie Kong's Double Trouble!. He is Dixie Kong's cousin, and helps her in her adventure to save Donkey Kong and Diddy Kong in the Northern Kremisphere. He is stronger than Dixie, meaning he can defeat stronger enemies that she cannot. He also has the unique ability to skip across water.When summoned, Kiddy Kong will roam around the stage freely. He attacks by rolling forward, damaging opponents he hits. He can also jump and throw a double-handed axle that meteor smashes opponents. He will disappear after awhile, though he can be KO'ed by opponents attacks; if the latter happens, he will be knocked down and begin crying hysterically before disappearing.
		Kiddy Kong is one of the two playable characters in Donkey Kong Country 3: Dixie Kong's Double Trouble!. He is Dixie Kong's cousin, and helps her in her adventure to save Donkey Kong and Diddy Kong in the Northern Kremisphere. He is stronger than Dixie, meaning he can defeat stronger enemies that she cannot. He also has the unique ability to skip across water.When summoned, Kiddy Kong will roam around the stage freely. He attacks by rolling forward, damaging opponents he hits. He can also jump and throw a double-handed axle that meteor smashes opponents. He will disappear after awhile, though he can be KO'ed by opponents attacks; if the latter happens, he will be knocked down and begin crying hysterically before disappearing.	Kiddy Kong is one of the two playable characters in Donkey Kong Country 3: Dixie Kong's Double Trouble!. He is Dixie Kong's cousin, and helps her in her adventure to save Donkey Kong and Diddy Kong in the Northern Kremisphere. He is stronger than Dixie, meaning he can defeat stronger enemies that she cannot. He also has the unique ability to skip across water.When summoned, Kiddy Kong will roam around the stage freely. He attacks by rolling forward, damaging opponents he hits. He can also jump and throw a double-handed axle that meteor smashes opponents. He will disappear after awhile, though he can be KO'ed by opponents attacks; if the latter happens, he will be knocked down and begin crying hysterically before disappearing.
King BillNew Super Mario Bros. Wii (2009)
		King Bills are massive Bullet Bills that first appear in New Super Mario Bros. Wii. Because of their massive size, they can destroy any kind of blocks they come across, and are completely invincible. As such, they're more obstacles than enemies.When a King Bill is summoned, it will slowly fly across the stage in a straight line, damaging opponents it hits. It will repeat this three times before it disappears. It cannot be defeated.	King Bills are massive Bullet Bills that first appear in New Super Mario Bros. Wii. Because of their massive size, they can destroy any kind of blocks they come across, and are completely invincible. As such, they're more obstacles than enemies.When a King Bill is summoned, it will slowly fly across the stage in a straight line, damaging opponents it hits. It will repeat this three times before it disappears. It cannot be defeated.
		King Bills are massive Bullet Bills that first appear in New Super Mario Bros. Wii. Because of their massive size, they can destroy any kind of blocks they come across, and are completely invincible. As such, they're more obstacles than enemies.When a King Bill is summoned, it will slowly fly across the stage in a straight line, damaging opponents it hits. It will repeat this three times before it disappears. It cannot be defeated.	King Bills are massive Bullet Bills that first appear in New Super Mario Bros. Wii. Because of their massive size, they can destroy any kind of blocks they come across, and are completely invincible. As such, they're more obstacles than enemies.When a King Bill is summoned, it will slowly fly across the stage in a straight line, damaging opponents it hits. It will repeat this three times before it disappears. It cannot be defeated.
KlaptrapDonkey Kong Country (1994)
		Klaptraps are small, quadrupedal Kremlings that appear as enemies in Donkey Kong Country. They will crawl around the ground as they snap their large jaws. This prevents the Kongs from damaging them with frontal attacks, though any other move can dispatch them.When a Klaptrap is summoned, it will crawl toward the nearest opponent and latch onto them with their jaws, biting them repeatedly and dealing heavy damage. Opponents in the Klaptrap's grasp can shake it off faster with button mashing. It will disappear after awhile, though it can be KO'ed by opponents' attacks.	Klaptraps are small, quadrupedal Kremlings that appear as enemies in Donkey Kong Country. They will crawl around the ground as they snap their large jaws. This prevents the Kongs from damaging them with frontal attacks, though any other move can dispatch them.When a Klaptrap is summoned, it will crawl toward the nearest opponent and latch onto them with their jaws, biting them repeatedly and dealing heavy damage. Opponents in the Klaptrap's grasp can shake it off faster with button mashing. It will disappear after awhile, though it can be KO'ed by opponents' attacks.
		Klaptraps are small, quadrupedal Kremlings that appear as enemies in Donkey Kong Country. They will crawl around the ground as they snap their large jaws. This prevents the Kongs from damaging them with frontal attacks, though any other move can dispatch them.When a Klaptrap is summoned, it will crawl toward the nearest opponent and latch onto them with their jaws, biting them repeatedly and dealing heavy damage. Opponents in the Klaptrap's grasp can shake it off faster with button mashing. It will disappear after awhile, though it can be KO'ed by opponents' attacks.	Klaptraps are small, quadrupedal Kremlings that appear as enemies in Donkey Kong Country. They will crawl around the ground as they snap their large jaws. This prevents the Kongs from damaging them with frontal attacks, though any other move can dispatch them.When a Klaptrap is summoned, it will crawl toward the nearest opponent and latch onto them with their jaws, biting them repeatedly and dealing heavy damage. Opponents in the Klaptrap's grasp can shake it off faster with button mashing. It will disappear after awhile, though it can be KO'ed by opponents' attacks.
Knuckle JoeKirby Super Star (1995)
		Knuckle Joes are enemies that appear commonly in the Kirby series. They will hop around the area and try to attack Kirby by punching and kicking him, as well as throwing fiery projectiles. They will give Kirby the Fighter ability if inhaled.When Knuckle Joe is summoned, it will hop around the stage and throw a flurry of punches at nearby opponents, damaging them multiple times before either finishing with an uppercut called Rising Break or a fireball projectile called Smashing Punch. It will disappear after some time, though it can be KO'ed by opponents' attacks.	Knuckle Joes are enemies that appear commonly in the Kirby series. They will hop around the area and try to attack Kirby by punching and kicking him, as well as throwing fiery projectiles. They will give Kirby the Fighter ability if inhaled.When Knuckle Joe is summoned, it will hop around the stage and throw a flurry of punches at nearby opponents, damaging them multiple times before either finishing with an uppercut called Rising Break or a fireball projectile called Smashing Punch. It will disappear after some time, though it can be KO'ed by opponents' attacks.
		Knuckle Joes are enemies that appear commonly in the Kirby series. They will hop around the area and try to attack Kirby by punching and kicking him, as well as throwing fiery projectiles. They will give Kirby the Fighter ability if inhaled.When Knuckle Joe is summoned, it will hop around the stage and throw a flurry of punches at nearby opponents, damaging them multiple times before either finishing with an uppercut called Rising Break or a fireball projectile called Smashing Punch. It will disappear after some time, though it can be KO'ed by opponents' attacks.	Knuckle Joes are enemies that appear commonly in the Kirby series. They will hop around the area and try to attack Kirby by punching and kicking him, as well as throwing fiery projectiles. They will give Kirby the Fighter ability if inhaled.When Knuckle Joe is summoned, it will hop around the stage and throw a flurry of punches at nearby opponents, damaging them multiple times before either finishing with an uppercut called Rising Break or a fireball projectile called Smashing Punch. It will disappear after some time, though it can be KO'ed by opponents' attacks.
KnucklesSonic the Hedgehog 3 & Knuckles (1994)
		Knuckles is a major character in the Sonic series, first appearing in Sonic the Hedgehog 3 & Knuckles. He is the last of the Echidna Tribe, and his duty is to guard the Master Emerald on Angel Island.While he at first antagonizes Sonic and steals the Chaos Emeralds, kit turns out he was tricked by Dr. Eggman, and the two join forces. Since then, Knuckles has become one of Sonic's strongest allies.When summoned, Knuckles will run around the stage and attack opponents. He has three attacks; the Homing Attack similar to Sonic's neutral special where he locks into an opponent and slams into them, burying himself into the ground and emerging under an opponent while throwing an uppercut, and a simple punch attack. He will disappear after awhile, though he can be defeated by opponents' attacks.	Knuckles is a major character in the Sonic series, first appearing in Sonic the Hedgehog 3 & Knuckles. He is the last of the Echidna Tribe, and his duty is to guard the Master Emerald on Angel Island.While he at first antagonizes Sonic and steals the Chaos Emeralds, kit turns out he was tricked by Dr. Eggman, and the two join forces. Since then, Knuckles has become one of Sonic's strongest allies.When summoned, Knuckles will run around the stage and attack opponents. He has three attacks; the Homing Attack similar to Sonic's neutral special where he locks into an opponent and slams into them, burying himself into the ground and emerging under an opponent while throwing an uppercut, and a simple punch attack. He will disappear after awhile, though he can be defeated by opponents' attacks.
		Knuckles is a major character in the Sonic series, first appearing in Sonic the Hedgehog 3 & Knuckles. He is the last of the Echidna Tribe, and his duty is to guard the Master Emerald on Angel Island.While he at first antagonizes Sonic and steals the Chaos Emeralds, kit turns out he was tricked by Dr. Eggman, and the two join forces. Since then, Knuckles has become one of Sonic's strongest allies.When summoned, Knuckles will run around the stage and attack opponents. He has three attacks; the Homing Attack similar to Sonic's neutral special where he locks into an opponent and slams into them, burying himself into the ground and emerging under an opponent while throwing an uppercut, and a simple punch attack. He will disappear after awhile, though he can be defeated by opponents' attacks.	Knuckles is a major character in the Sonic series, first appearing in Sonic the Hedgehog 3 & Knuckles. He is the last of the Echidna Tribe, and his duty is to guard the Master Emerald on Angel Island.While he at first antagonizes Sonic and steals the Chaos Emeralds, kit turns out he was tricked by Dr. Eggman, and the two join forces. Since then, Knuckles has become one of Sonic's strongest allies.When summoned, Knuckles will run around the stage and attack opponents. He has three attacks; the Homing Attack similar to Sonic's neutral special where he locks into an opponent and slams into them, burying himself into the ground and emerging under an opponent while throwing an uppercut, and a simple punch attack. He will disappear after awhile, though he can be defeated by opponents' attacks.
KrackoKirby's Dream Land (1992)
		Kracko is a recurring boss in the Kirby series, appearing in almost every game since his debut in Kirby's Dream Land. He is a giant cloud with one eye and spikes all around his body. Kracko's main attacks include trying to slam into Kirby, creating thunder strikes, and raining. In some games, he is preceded by a weaker form known as Kracko Jr., which is simply his eye with four small clouds orbiting around it.When summoned, Kracko will appear in his Kracko Jr. form. He will mainly attack by flying around the stage and trying to slam into opponents, as well as summoning Waddle Doos that walk around and fire beams from their eyes. After some time, or after he takes enough damage, Kracko will turn into his normal form, making his slam attack more powerful, and granting him the ability to attack with lightning strikes and raining on opponents. After awhile, he will disappear, but can be defeated by opponents.	Kracko is a recurring boss in the Kirby series, appearing in almost every game since his debut in Kirby's Dream Land. He is a giant cloud with one eye and spikes all around his body. Kracko's main attacks include trying to slam into Kirby, creating thunder strikes, and raining. In some games, he is preceded by a weaker form known as Kracko Jr., which is simply his eye with four small clouds orbiting around it.When summoned, Kracko will appear in his Kracko Jr. form. He will mainly attack by flying around the stage and trying to slam into opponents, as well as summoning Waddle Doos that walk around and fire beams from their eyes. After some time, or after he takes enough damage, Kracko will turn into his normal form, making his slam attack more powerful, and granting him the ability to attack with lightning strikes and raining on opponents. After awhile, he will disappear, but can be defeated by opponents.
		Kracko is a recurring boss in the Kirby series, appearing in almost every game since his debut in Kirby's Dream Land. He is a giant cloud with one eye and spikes all around his body. Kracko's main attacks include trying to slam into Kirby, creating thunder strikes, and raining. In some games, he is preceded by a weaker form known as Kracko Jr., which is simply his eye with four small clouds orbiting around it.When summoned, Kracko will appear in his Kracko Jr. form. He will mainly attack by flying around the stage and trying to slam into opponents, as well as summoning Waddle Doos that walk around and fire beams from their eyes. After some time, or after he takes enough damage, Kracko will turn into his normal form, making his slam attack more powerful, and granting him the ability to attack with lightning strikes and raining on opponents. After awhile, he will disappear, but can be defeated by opponents.	Kracko is a recurring boss in the Kirby series, appearing in almost every game since his debut in Kirby's Dream Land. He is a giant cloud with one eye and spikes all around his body. Kracko's main attacks include trying to slam into Kirby, creating thunder strikes, and raining. In some games, he is preceded by a weaker form known as Kracko Jr., which is simply his eye with four small clouds orbiting around it.When summoned, Kracko will appear in his Kracko Jr. form. He will mainly attack by flying around the stage and trying to slam into opponents, as well as summoning Waddle Doos that walk around and fire beams from their eyes. After some time, or after he takes enough damage, Kracko will turn into his normal form, making his slam attack more powerful, and granting him the ability to attack with lightning strikes and raining on opponents. After awhile, he will disappear, but can be defeated by opponents.
Lakitu & SpiniesSuper Mario Bros. (1985)
		Lakitus and Spinies are common enemies that appear throughout the Mario series. Lakitus float above ground on clouds, making them difficult to reach. They will throw Spiny Eggs, which will hatch into Spinies, tiny enemies with spikes that prevent Mario from jumping on them. It can be difficult to defeat the Lakitu, but if he can, Mario can ride on his cloud for a short time.The Lakitu and Spinies will appear in their sprites from Super Mario Bros. The Lakitu will float high above the stage when summoned, and will drop Spiny Eggs that hatch into Spinies. They will wander around the stage, damaging opponents they hit. They will disappear after a short time, but the Lakitu can be defeated if it suffers enough damage. The Spinies, meanwhile, are invincible.	Lakitus and Spinies are common enemies that appear throughout the Mario series. Lakitus float above ground on clouds, making them difficult to reach. They will throw Spiny Eggs, which will hatch into Spinies, tiny enemies with spikes that prevent Mario from jumping on them. It can be difficult to defeat the Lakitu, but if he can, Mario can ride on his cloud for a short time.The Lakitu and Spinies will appear in their sprites from Super Mario Bros. The Lakitu will float high above the stage when summoned, and will drop Spiny Eggs that hatch into Spinies. They will wander around the stage, damaging opponents they hit. They will disappear after a short time, but the Lakitu can be defeated if it suffers enough damage. The Spinies, meanwhile, are invincible.
		Lakitus and Spinies are common enemies that appear throughout the Mario series. Lakitus float above ground on clouds, making them difficult to reach. They will throw Spiny Eggs, which will hatch into Spinies, tiny enemies with spikes that prevent Mario from jumping on them. It can be difficult to defeat the Lakitu, but if he can, Mario can ride on his cloud for a short time.The Lakitu and Spinies will appear in their sprites from Super Mario Bros. The Lakitu will float high above the stage when summoned, and will drop Spiny Eggs that hatch into Spinies. They will wander around the stage, damaging opponents they hit. They will disappear after a short time, but the Lakitu can be defeated if it suffers enough damage. The Spinies, meanwhile, are invincible.	Lakitus and Spinies are common enemies that appear throughout the Mario series. Lakitus float above ground on clouds, making them difficult to reach. They will throw Spiny Eggs, which will hatch into Spinies, tiny enemies with spikes that prevent Mario from jumping on them. It can be difficult to defeat the Lakitu, but if he can, Mario can ride on his cloud for a short time.The Lakitu and Spinies will appear in their sprites from Super Mario Bros. The Lakitu will float high above the stage when summoned, and will drop Spiny Eggs that hatch into Spinies. They will wander around the stage, damaging opponents they hit. They will disappear after a short time, but the Lakitu can be defeated if it suffers enough damage. The Spinies, meanwhile, are invincible.
LynFire Emblem: The Blazing Blade (2003)
		Lyn is one of the three main characters in Fire Emblem: The Blazing Blade, the seventh game in the Fire Emblem series. Born in the Sacaen Plains, with her parents being killed by bandits prior to the game's story, she decides to follow the player character in order to train her swordsmanship abilities. Later, she discovers she is the sole heir to the Caelin throne, and vows to defeat Lundgren, who attempts to claim the throne for himself.When summoned, Lyn will prepare to launch an attack, as the screen fades darker and darker. After a short time, she instantly teleports to a random opponent and uses her blade, the Mani Katti, to slash the opponent before disappearing. She will not miss her opponent, even if they dodge, and the attack deals heavy damage and knockback.	Lyn is one of the three main characters in Fire Emblem: The Blazing Blade, the seventh game in the Fire Emblem series. Born in the Sacaen Plains, with her parents being killed by bandits prior to the game's story, she decides to follow the player character in order to train her swordsmanship abilities. Later, she discovers she is the sole heir to the Caelin throne, and vows to defeat Lundgren, who attempts to claim the throne for himself.When summoned, Lyn will prepare to launch an attack, as the screen fades darker and darker. After a short time, she instantly teleports to a random opponent and uses her blade, the Mani Katti, to slash the opponent before disappearing. She will not miss her opponent, even if they dodge, and the attack deals heavy damage and knockback.
		Lyn is one of the three main characters in Fire Emblem: The Blazing Blade, the seventh game in the Fire Emblem series. Born in the Sacaen Plains, with her parents being killed by bandits prior to the game's story, she decides to follow the player character in order to train her swordsmanship abilities. Later, she discovers she is the sole heir to the Caelin throne, and vows to defeat Lundgren, who attempts to claim the throne for himself.When summoned, Lyn will prepare to launch an attack, as the screen fades darker and darker. After a short time, she instantly teleports to a random opponent and uses her blade, the Mani Katti, to slash the opponent before disappearing. She will not miss her opponent, even if they dodge, and the attack deals heavy damage and knockback.	Lyn is one of the three main characters in Fire Emblem: The Blazing Blade, the seventh game in the Fire Emblem series. Born in the Sacaen Plains, with her parents being killed by bandits prior to the game's story, she decides to follow the player character in order to train her swordsmanship abilities. Later, she discovers she is the sole heir to the Caelin throne, and vows to defeat Lundgren, who attempts to claim the throne for himself.When summoned, Lyn will prepare to launch an attack, as the screen fades darker and darker. After a short time, she instantly teleports to a random opponent and uses her blade, the Mani Katti, to slash the opponent before disappearing. She will not miss her opponent, even if they dodge, and the attack deals heavy damage and knockback.
Mad SciensteinKaeru no Tame ni Kane wa Naru (1992)
		Mad Scienstein, originally known as Dr. Arewo Shitain, is a recurring supporting character that appears in numerous Nintendo games. He first appeared in Kaeru no Tame ni Kane wa Naru as a researcher for an institute on Nantendou Island, providing the player with helpful items, such as gloves that increase power or a device that allows them to control mammoths. He also appears as an "enemy" in Wario Land 3, where he throws potions that can turn Wario into Invisible Wario. He also appears in Wario Land 4 as an archaeologist, on an expidition for an ancient pyramid. He still acts as an "enemy" that Wario can grab and throw, which is usually required to reach secrets.When Mad Scienstein is summoned, hr will walk around with a magnifying glass, aimlessly wandering the stage. Like Wario Land 4, he can be picked up and thrown like an item, dealing an impressive amount of damage if he hits an opponent. Attacking him will cause him to flinch momentarily, allowing him to be picked up easier. After awhile, he will disappear.	Mad Scienstein, originally known as Dr. Arewo Shitain, is a recurring supporting character that appears in numerous Nintendo games. He first appeared in Kaeru no Tame ni Kane wa Naru as a researcher for an institute on Nantendou Island, providing the player with helpful items, such as gloves that increase power or a device that allows them to control mammoths. He also appears as an "enemy" in Wario Land 3, where he throws potions that can turn Wario into Invisible Wario. He also appears in Wario Land 4 as an archaeologist, on an expidition for an ancient pyramid. He still acts as an "enemy" that Wario can grab and throw, which is usually required to reach secrets.When Mad Scienstein is summoned, hr will walk around with a magnifying glass, aimlessly wandering the stage. Like Wario Land 4, he can be picked up and thrown like an item, dealing an impressive amount of damage if he hits an opponent. Attacking him will cause him to flinch momentarily, allowing him to be picked up easier. After awhile, he will disappear.
		Mad Scienstein, originally known as Dr. Arewo Shitain, is a recurring supporting character that appears in numerous Nintendo games. He first appeared in Kaeru no Tame ni Kane wa Naru as a researcher for an institute on Nantendou Island, providing the player with helpful items, such as gloves that increase power or a device that allows them to control mammoths. He also appears as an "enemy" in Wario Land 3, where he throws potions that can turn Wario into Invisible Wario. He also appears in Wario Land 4 as an archaeologist, on an expidition for an ancient pyramid. He still acts as an "enemy" that Wario can grab and throw, which is usually required to reach secrets.When Mad Scienstein is summoned, hr will walk around with a magnifying glass, aimlessly wandering the stage. Like Wario Land 4, he can be picked up and thrown like an item, dealing an impressive amount of damage if he hits an opponent. Attacking him will cause him to flinch momentarily, allowing him to be picked up easier. After awhile, he will disappear.	Mad Scienstein, originally known as Dr. Arewo Shitain, is a recurring supporting character that appears in numerous Nintendo games. He first appeared in Kaeru no Tame ni Kane wa Naru as a researcher for an institute on Nantendou Island, providing the player with helpful items, such as gloves that increase power or a device that allows them to control mammoths. He also appears as an "enemy" in Wario Land 3, where he throws potions that can turn Wario into Invisible Wario. He also appears in Wario Land 4 as an archaeologist, on an expidition for an ancient pyramid. He still acts as an "enemy" that Wario can grab and throw, which is usually required to reach secrets.When Mad Scienstein is summoned, hr will walk around with a magnifying glass, aimlessly wandering the stage. Like Wario Land 4, he can be picked up and thrown like an item, dealing an impressive amount of damage if he hits an opponent. Attacking him will cause him to flinch momentarily, allowing him to be picked up easier. After awhile, he will disappear.
ManholeManhole (1981)
		Manhole is a Game & Watch game released in 1981. In the game, the player controlled a person holding up a manhole, and could move them around in four different places. The object of the game was to use the manholes to prevent passersby from falling into the holes.When Manhole is summoned, four characters holding manholes will appear on the edges of the stage, each next to one of the blast zones. They will move around to follow the summoner's position, and they will bounce the player back to the stage if they are launched into one. Opponents may also be bounced back, but since they only follow the summoner, this is a lot harder to do. After a few seconds, a Game & Watch figure will appear at the top corner of the screen and ring a bell, and the Manhole characters disappear.	Manhole is a Game & Watch game released in 1981. In the game, the player controlled a person holding up a manhole, and could move them around in four different places. The object of the game was to use the manholes to prevent passersby from falling into the holes.When Manhole is summoned, four characters holding manholes will appear on the edges of the stage, each next to one of the blast zones. They will move around to follow the summoner's position, and they will bounce the player back to the stage if they are launched into one. Opponents may also be bounced back, but since they only follow the summoner, this is a lot harder to do. After a few seconds, a Game & Watch figure will appear at the top corner of the screen and ring a bell, and the Manhole characters disappear.
		Manhole is a Game & Watch game released in 1981. In the game, the player controlled a person holding up a manhole, and could move them around in four different places. The object of the game was to use the manholes to prevent passersby from falling into the holes.When Manhole is summoned, four characters holding manholes will appear on the edges of the stage, each next to one of the blast zones. They will move around to follow the summoner's position, and they will bounce the player back to the stage if they are launched into one. Opponents may also be bounced back, but since they only follow the summoner, this is a lot harder to do. After a few seconds, a Game & Watch figure will appear at the top corner of the screen and ring a bell, and the Manhole characters disappear.	Manhole is a Game & Watch game released in 1981. In the game, the player controlled a person holding up a manhole, and could move them around in four different places. The object of the game was to use the manholes to prevent passersby from falling into the holes.When Manhole is summoned, four characters holding manholes will appear on the edges of the stage, each next to one of the blast zones. They will move around to follow the summoner's position, and they will bounce the player back to the stage if they are launched into one. Opponents may also be bounced back, but since they only follow the summoner, this is a lot harder to do. After a few seconds, a Game & Watch figure will appear at the top corner of the screen and ring a bell, and the Manhole characters disappear.
MetroidMetroid (1986)
		Metroids are parasitic creatures and are the namesake for the Metroid series, playing a major role in the franchise's story. The originate from SR388 and thrive off of latching onto other organisms and sucking their life essence to use as their own. Their main weakness is cold, so Samus can use ice-related weaponry to dispatch them easily.When a Metroid is summoned, it will fly around the stage aimlessly. It will float near opponents and latch onto them, dealing gradual damage and hindering their movement. It will detach after a short time, though fighters can shake it off faster via button mashing. It will disappear after a short time, but it can be KO'ed by opponents' attacks.	Metroids are parasitic creatures and are the namesake for the Metroid series, playing a major role in the franchise's story. The originate from SR388 and thrive off of latching onto other organisms and sucking their life essence to use as their own. Their main weakness is cold, so Samus can use ice-related weaponry to dispatch them easily.When a Metroid is summoned, it will fly around the stage aimlessly. It will float near opponents and latch onto them, dealing gradual damage and hindering their movement. It will detach after a short time, though fighters can shake it off faster via button mashing. It will disappear after a short time, but it can be KO'ed by opponents' attacks.
		Metroids are parasitic creatures and are the namesake for the Metroid series, playing a major role in the franchise's story. The originate from SR388 and thrive off of latching onto other organisms and sucking their life essence to use as their own. Their main weakness is cold, so Samus can use ice-related weaponry to dispatch them easily.When a Metroid is summoned, it will fly around the stage aimlessly. It will float near opponents and latch onto them, dealing gradual damage and hindering their movement. It will detach after a short time, though fighters can shake it off faster via button mashing. It will disappear after a short time, but it can be KO'ed by opponents' attacks.	Metroids are parasitic creatures and are the namesake for the Metroid series, playing a major role in the franchise's story. The originate from SR388 and thrive off of latching onto other organisms and sucking their life essence to use as their own. Their main weakness is cold, so Samus can use ice-related weaponry to dispatch them easily.When a Metroid is summoned, it will fly around the stage aimlessly. It will float near opponents and latch onto them, dealing gradual damage and hindering their movement. It will detach after a short time, though fighters can shake it off faster via button mashing. It will disappear after a short time, but it can be KO'ed by opponents' attacks.
Mr. ResettiAnimal Crossing (2001)
		Mr. Resetti, full name Sonny Resetti, is a mole and a major character in the Animal Crossing series. Alongside his brother Don Resetti, keep an eye out for when the player resets their game without saving. If they do, Mr. Resetti will pop out of the ground in front of the player's house and yell at them.When Mr. Resetti is summoned, he simply stands in the ground where he was summoned and goes on lectures that can last over a minute, before ending with his signature "SCRAM!" before disappearing. The text boxes he creates will obscure the bottom part of the stage until he disappears.	Mr. Resetti, full name Sonny Resetti, is a mole and a major character in the Animal Crossing series. Alongside his brother Don Resetti, keep an eye out for when the player resets their game without saving. If they do, Mr. Resetti will pop out of the ground in front of the player's house and yell at them.When Mr. Resetti is summoned, he simply stands in the ground where he was summoned and goes on lectures that can last over a minute, before ending with his signature "SCRAM!" before disappearing. The text boxes he creates will obscure the bottom part of the stage until he disappears.
		Mr. Resetti, full name Sonny Resetti, is a mole and a major character in the Animal Crossing series. Alongside his brother Don Resetti, keep an eye out for when the player resets their game without saving. If they do, Mr. Resetti will pop out of the ground in front of the player's house and yell at them.When Mr. Resetti is summoned, he simply stands in the ground where he was summoned and goes on lectures that can last over a minute, before ending with his signature "SCRAM!" before disappearing. The text boxes he creates will obscure the bottom part of the stage until he disappears.	Mr. Resetti, full name Sonny Resetti, is a mole and a major character in the Animal Crossing series. Alongside his brother Don Resetti, keep an eye out for when the player resets their game without saving. If they do, Mr. Resetti will pop out of the ground in front of the player's house and yell at them.When Mr. Resetti is summoned, he simply stands in the ground where he was summoned and goes on lectures that can last over a minute, before ending with his signature "SCRAM!" before disappearing. The text boxes he creates will obscure the bottom part of the stage until he disappears.
NightmareKirby's Adventure (1993)
		Nightmare is the main antagonist and the final boss of Kirby's Adventure. King Dedede shattered the Star Rod into pieces and scattered them around Dream Land to prevent Nightmare from attacking. Kirby managed to form the Star Rod again, reincarnating Nightmare. Kirby then needed to defeat him with the Star Rod.When Nightmare is summoned, he will appear in the background, cackling. When this happens, the entire stage will be shrouded in darkness for a short time before brightening back up again.	Nightmare is the main antagonist and the final boss of Kirby's Adventure. King Dedede shattered the Star Rod into pieces and scattered them around Dream Land to prevent Nightmare from attacking. Kirby managed to form the Star Rod again, reincarnating Nightmare. Kirby then needed to defeat him with the Star Rod.When Nightmare is summoned, he will appear in the background, cackling. When this happens, the entire stage will be shrouded in darkness for a short time before brightening back up again.
		Nightmare is the main antagonist and the final boss of Kirby's Adventure. King Dedede shattered the Star Rod into pieces and scattered them around Dream Land to prevent Nightmare from attacking. Kirby managed to form the Star Rod again, reincarnating Nightmare. Kirby then needed to defeat him with the Star Rod.When Nightmare is summoned, he will appear in the background, cackling. When this happens, the entire stage will be shrouded in darkness for a short time before brightening back up again.	Nightmare is the main antagonist and the final boss of Kirby's Adventure. King Dedede shattered the Star Rod into pieces and scattered them around Dream Land to prevent Nightmare from attacking. Kirby managed to form the Star Rod again, reincarnating Nightmare. Kirby then needed to defeat him with the Star Rod.When Nightmare is summoned, he will appear in the background, cackling. When this happens, the entire stage will be shrouded in darkness for a short time before brightening back up again.
NikkiSwapnote (2011)
		Nikki is the female host of Nintendo's messaging applications, Swapnote and Swapdoodle. She would appear as a Mii, introducing users to the application, giving them tips, and encouraging them. She has since appeared in other Nintendo-related media, such as the Japanese Nintendo News Section and even starring in her own standalone game Nikki's Travel Quiz.When Nikki is summoned, she will appear in the bottom-right corner of the screen. Using a pencil, she will draw various objects that appear in the battle to effect gameplay. She can draw three of the following before disappearing:
*A Bullet Bill that flies forward and damages opponents.
*A pinwheel that spins, creating windboxes that push opponents away.
*A dragon that breaths fire on opponents, dealing heavy damage and knockback.
*A ghost that chases after opponents and inflicts paralysis on contact.
*A flock of birds that fly across the screen upwards, damaging opponents they hit.
*A poorly-drawn Smash Ball, that acts just like a regular one.	Nikki is the female host of Nintendo's messaging applications, Swapnote and Swapdoodle. She would appear as a Mii, introducing users to the application, giving them tips, and encouraging them. She has since appeared in other Nintendo-related media, such as the Japanese Nintendo News Section and even starring in her own standalone game Nikki's Travel Quiz.When Nikki is summoned, she will appear in the bottom-right corner of the screen. Using a pencil, she will draw various objects that appear in the battle to effect gameplay. She can draw three of the following before disappearing:
*A Bullet Bill that flies forward and damages opponents.
*A pinwheel that spins, creating windboxes that push opponents away.
*A dragon that breaths fire on opponents, dealing heavy damage and knockback.
*A ghost that chases after opponents and inflicts paralysis on contact.
*A flock of birds that fly across the screen upwards, damaging opponents they hit.
*A poorly-drawn Smash Ball, that acts just like a regular one.
		Nikki is the female host of Nintendo's messaging applications, Swapnote and Swapdoodle. She would appear as a Mii, introducing users to the application, giving them tips, and encouraging them. She has since appeared in other Nintendo-related media, such as the Japanese Nintendo News Section and even starring in her own standalone game Nikki's Travel Quiz.When Nikki is summoned, she will appear in the bottom-right corner of the screen. Using a pencil, she will draw various objects that appear in the battle to effect gameplay. She can draw three of the following before disappearing:
*A Bullet Bill that flies forward and damages opponents.
*A pinwheel that spins, creating windboxes that push opponents away.
*A dragon that breaths fire on opponents, dealing heavy damage and knockback.
*A ghost that chases after opponents and inflicts paralysis on contact.
*A flock of birds that fly across the screen upwards, damaging opponents they hit.
*A poorly-drawn Smash Ball, that acts just like a regular one.	Nikki is the female host of Nintendo's messaging applications, Swapnote and Swapdoodle. She would appear as a Mii, introducing users to the application, giving them tips, and encouraging them. She has since appeared in other Nintendo-related media, such as the Japanese Nintendo News Section and even starring in her own standalone game Nikki's Travel Quiz.When Nikki is summoned, she will appear in the bottom-right corner of the screen. Using a pencil, she will draw various objects that appear in the battle to effect gameplay. She can draw three of the following before disappearing:
*A Bullet Bill that flies forward and damages opponents.
*A pinwheel that spins, creating windboxes that push opponents away.
*A dragon that breaths fire on opponents, dealing heavy damage and knockback.
*A ghost that chases after opponents and inflicts paralysis on contact.
*A flock of birds that fly across the screen upwards, damaging opponents they hit.
*A poorly-drawn Smash Ball, that acts just like a regular one.
Nintendog & NintencatNintendogs + Cats (2011)
		Nintendogs and Nintencats are types of dogs and cats that can be raised in the Nintendogs series. The series is a real-time virtual pet simulator, with cats not being introduced until Nintendogs + Cats on the 3DS. Players can play with them and care for them, doing various tasks from feeding, to bathing, to going on walks. The breeds that appear in Super Smash Bros. are the beagle and the gray tabby cat.When summoned, either a Nintendog or Nintencat will appear. They will bark or meow respectively, before appearing in front of the camera, obscuring the view. They will play around with the camera for a short time before leaving.	Nintendogs and Nintencats are types of dogs and cats that can be raised in the Nintendogs series. The series is a real-time virtual pet simulator, with cats not being introduced until Nintendogs + Cats on the 3DS. Players can play with them and care for them, doing various tasks from feeding, to bathing, to going on walks. The breeds that appear in Super Smash Bros. are the beagle and the gray tabby cat.When summoned, either a Nintendog or Nintencat will appear. They will bark or meow respectively, before appearing in front of the camera, obscuring the view. They will play around with the camera for a short time before leaving.
		Nintendogs and Nintencats are types of dogs and cats that can be raised in the Nintendogs series. The series is a real-time virtual pet simulator, with cats not being introduced until Nintendogs + Cats on the 3DS. Players can play with them and care for them, doing various tasks from feeding, to bathing, to going on walks. The breeds that appear in Super Smash Bros. are the beagle and the gray tabby cat.When summoned, either a Nintendog or Nintencat will appear. They will bark or meow respectively, before appearing in front of the camera, obscuring the view. They will play around with the camera for a short time before leaving.	Nintendogs and Nintencats are types of dogs and cats that can be raised in the Nintendogs series. The series is a real-time virtual pet simulator, with cats not being introduced until Nintendogs + Cats on the 3DS. Players can play with them and care for them, doing various tasks from feeding, to bathing, to going on walks. The breeds that appear in Super Smash Bros. are the beagle and the gray tabby cat.When summoned, either a Nintendog or Nintencat will appear. They will bark or meow respectively, before appearing in front of the camera, obscuring the view. They will play around with the camera for a short time before leaving.
Obyn GreenfootBloons Tower Defense 6 (2018)
		Obyn Greenfoot is a Hero that appears in Bloons Tower Defense 6. He attacks mainly using magic, which can pop multiple Bloons at once. He also attacks using the spirits of the forest, such as using Brambles to create a patch of spikes that pops Bloons, and a Wall of Trees to slow them down.When Obyn Greenfoot is summoned, he will stand in place and teleport around the stage. His main attack is throwing a blue energy projectile that homes in on opponents and damages them. He can also use Brambles, creating a patch of brambles nearby that gradually damages opponents that step in it, and Wall of Trees, creating a massive tree that damages opponents as it rises out of the ground. He disappears after awhile, though he can be defeated by opponents' attacks.	Obyn Greenfoot is a Hero that appears in Bloons Tower Defense 6. He attacks mainly using magic, which can pop multiple Bloons at once. He also attacks using the spirits of the forest, such as using Brambles to create a patch of spikes that pops Bloons, and a Wall of Trees to slow them down.When Obyn Greenfoot is summoned, he will stand in place and teleport around the stage. His main attack is throwing a blue energy projectile that homes in on opponents and damages them. He can also use Brambles, creating a patch of brambles nearby that gradually damages opponents that step in it, and Wall of Trees, creating a massive tree that damages opponents as it rises out of the ground. He disappears after awhile, though he can be defeated by opponents' attacks.
		Obyn Greenfoot is a Hero that appears in Bloons Tower Defense 6. He attacks mainly using magic, which can pop multiple Bloons at once. He also attacks using the spirits of the forest, such as using Brambles to create a patch of spikes that pops Bloons, and a Wall of Trees to slow them down.When Obyn Greenfoot is summoned, he will stand in place and teleport around the stage. His main attack is throwing a blue energy projectile that homes in on opponents and damages them. He can also use Brambles, creating a patch of brambles nearby that gradually damages opponents that step in it, and Wall of Trees, creating a massive tree that damages opponents as it rises out of the ground. He disappears after awhile, though he can be defeated by opponents' attacks.	Obyn Greenfoot is a Hero that appears in Bloons Tower Defense 6. He attacks mainly using magic, which can pop multiple Bloons at once. He also attacks using the spirits of the forest, such as using Brambles to create a patch of spikes that pops Bloons, and a Wall of Trees to slow them down.When Obyn Greenfoot is summoned, he will stand in place and teleport around the stage. His main attack is throwing a blue energy projectile that homes in on opponents and damages them. He can also use Brambles, creating a patch of brambles nearby that gradually damages opponents that step in it, and Wall of Trees, creating a massive tree that damages opponents as it rises out of the ground. He disappears after awhile, though he can be defeated by opponents' attacks.
Off the HookSplatoon 2 (2017)
		Off the Hook are a musical duo that appear in Splatoon 2, consisting of Pearl, an Inkling singer, and Marina, an Octoling disc jockey. They serve the same role as the Squid Sisters in Splatoon, hosting a news broadcast to show current updates and maps, as well as hosting splatfests. The relationship between the two is unknown.When Off the Hook is summoned, they will appear on a stage at the center of the stage and dance. When this happens, the screen will gradually zoom in closer to them, drawing the blast zones closer to the center as well, making it easier for players to be KO'ed. After awhile, they will finish their dance and disappear.	Off the Hook are a musical duo that appear in Splatoon 2, consisting of Pearl, an Inkling singer, and Marina, an Octoling disc jockey. They serve the same role as the Squid Sisters in Splatoon, hosting a news broadcast to show current updates and maps, as well as hosting splatfests. The relationship between the two is unknown.When Off the Hook is summoned, they will appear on a stage at the center of the stage and dance. When this happens, the screen will gradually zoom in closer to them, drawing the blast zones closer to the center as well, making it easier for players to be KO'ed. After awhile, they will finish their dance and disappear.
		Off the Hook are a musical duo that appear in Splatoon 2, consisting of Pearl, an Inkling singer, and Marina, an Octoling disc jockey. They serve the same role as the Squid Sisters in Splatoon, hosting a news broadcast to show current updates and maps, as well as hosting splatfests. The relationship between the two is unknown.When Off the Hook is summoned, they will appear on a stage at the center of the stage and dance. When this happens, the screen will gradually zoom in closer to them, drawing the blast zones closer to the center as well, making it easier for players to be KO'ed. After awhile, they will finish their dance and disappear.	Off the Hook are a musical duo that appear in Splatoon 2, consisting of Pearl, an Inkling singer, and Marina, an Octoling disc jockey. They serve the same role as the Squid Sisters in Splatoon, hosting a news broadcast to show current updates and maps, as well as hosting splatfests. The relationship between the two is unknown.When Off the Hook is summoned, they will appear on a stage at the center of the stage and dance. When this happens, the screen will gradually zoom in closer to them, drawing the blast zones closer to the center as well, making it easier for players to be KO'ed. After awhile, they will finish their dance and disappear.
Pak E. DermYoshi's Story (1997)
		Pak E. Derm is an elephant enemy that appears in Yoshi's Story, only found in the first level. They stand in place and hold stop signs that block Yoshi's path. Though they cannot be defeated, Yoshi can use a ground pound to stun them, allowing him to pass.When a Pak E. Derm is summoned, it will hold up a stop sign and begin marching around the stage. It serves as a wall that opponents cannot pass through. However, if it is damaged enough, it will become stunned for a short time. After awhile, it will disappear, though it can be KO'ed if damaged enough.	Pak E. Derm is an elephant enemy that appears in Yoshi's Story, only found in the first level. They stand in place and hold stop signs that block Yoshi's path. Though they cannot be defeated, Yoshi can use a ground pound to stun them, allowing him to pass.When a Pak E. Derm is summoned, it will hold up a stop sign and begin marching around the stage. It serves as a wall that opponents cannot pass through. However, if it is damaged enough, it will become stunned for a short time. After awhile, it will disappear, though it can be KO'ed if damaged enough.
		Pak E. Derm is an elephant enemy that appears in Yoshi's Story, only found in the first level. They stand in place and hold stop signs that block Yoshi's path. Though they cannot be defeated, Yoshi can use a ground pound to stun them, allowing him to pass.When a Pak E. Derm is summoned, it will hold up a stop sign and begin marching around the stage. It serves as a wall that opponents cannot pass through. However, if it is damaged enough, it will become stunned for a short time. After awhile, it will disappear, though it can be KO'ed if damaged enough.	Pak E. Derm is an elephant enemy that appears in Yoshi's Story, only found in the first level. They stand in place and hold stop signs that block Yoshi's path. Though they cannot be defeated, Yoshi can use a ground pound to stun them, allowing him to pass.When a Pak E. Derm is summoned, it will hold up a stop sign and begin marching around the stage. It serves as a wall that opponents cannot pass through. However, if it is damaged enough, it will become stunned for a short time. After awhile, it will disappear, though it can be KO'ed if damaged enough.
PiantaSuper Mario Sunshine (2002)
150x150px|center	150x150px|center	Piantas are a race of friendly bipeds that debut in Super Mario Sunshine. They originate from Isle Delfino, and accuse Mario of polluting the island when it was really Bowser Jr. framing him. They come in a wide variety of colors and almost always wear grass skirts. They're usually relaxed and friendly, though have short tempers.When the Pianta is summoned, he will begin roaming around the stage freely. If he touches an opponent, he will grab them and throw them backward, dealing heavy damage and knockback. After awhile, he will disappear, but he can be KO'ed by opponents' attacks.	Piantas are a race of friendly bipeds that debut in Super Mario Sunshine. They originate from Isle Delfino, and accuse Mario of polluting the island when it was really Bowser Jr. framing him. They come in a wide variety of colors and almost always wear grass skirts. They're usually relaxed and friendly, though have short tempers.When the Pianta is summoned, he will begin roaming around the stage freely. If he touches an opponent, he will grab them and throw them backward, dealing heavy damage and knockback. After awhile, he will disappear, but he can be KO'ed by opponents' attacks.
 	 	Piantas are a race of friendly bipeds that debut in Super Mario Sunshine. They originate from Isle Delfino, and accuse Mario of polluting the island when it was really Bowser Jr. framing him. They come in a wide variety of colors and almost always wear grass skirts. They're usually relaxed and friendly, though have short tempers.When the Pianta is summoned, he will begin roaming around the stage freely. If he touches an opponent, he will grab them and throw them backward, dealing heavy damage and knockback. After awhile, he will disappear, but he can be KO'ed by opponents' attacks.	Piantas are a race of friendly bipeds that debut in Super Mario Sunshine. They originate from Isle Delfino, and accuse Mario of polluting the island when it was really Bowser Jr. framing him. They come in a wide variety of colors and almost always wear grass skirts. They're usually relaxed and friendly, though have short tempers.When the Pianta is summoned, he will begin roaming around the stage freely. If he touches an opponent, he will grab them and throw them backward, dealing heavy damage and knockback. After awhile, he will disappear, but he can be KO'ed by opponents' attacks.
RaidenMetal Gear Solid 2: Sons of Liberty (2001)
		Raiden is the main protagonist of Metal Gear Solid 2: Sons of Liberty. Previously a child soldier under Solidus Snake, having been nicknamed Jack the Ripper due to his high kill count, he was selected by the Patriots to test the S3 Project during the Big Shell Incident, serving as a new recruit to the reformed FOXHOUND unit. He later worked alongside the Paradise Lost Army in their anti-Patriots activities, but was captured and had to undergo heavy cybernetic experimentation. After this, he would aid Solid Snake during the Guns of the Patriots Incident.When summoned, he will run around the stage and swing his sword wildly at opponents. His attacks range from a flurry of sword strikes that deal high damage to slower, stronger slashes that can launch opponents. Raiden also has launch resistance thanks to his cybernetic body, meaning he can't be launched or even flinch from enemy attacks. He will disappear after a short time, but he can be KO'ed by opponents' attacks.	Raiden is the main protagonist of Metal Gear Solid 2: Sons of Liberty. Previously a child soldier under Solidus Snake, having been nicknamed Jack the Ripper due to his high kill count, he was selected by the Patriots to test the S3 Project during the Big Shell Incident, serving as a new recruit to the reformed FOXHOUND unit. He later worked alongside the Paradise Lost Army in their anti-Patriots activities, but was captured and had to undergo heavy cybernetic experimentation. After this, he would aid Solid Snake during the Guns of the Patriots Incident.When summoned, he will run around the stage and swing his sword wildly at opponents. His attacks range from a flurry of sword strikes that deal high damage to slower, stronger slashes that can launch opponents. Raiden also has launch resistance thanks to his cybernetic body, meaning he can't be launched or even flinch from enemy attacks. He will disappear after a short time, but he can be KO'ed by opponents' attacks.
		Raiden is the main protagonist of Metal Gear Solid 2: Sons of Liberty. Previously a child soldier under Solidus Snake, having been nicknamed Jack the Ripper due to his high kill count, he was selected by the Patriots to test the S3 Project during the Big Shell Incident, serving as a new recruit to the reformed FOXHOUND unit. He later worked alongside the Paradise Lost Army in their anti-Patriots activities, but was captured and had to undergo heavy cybernetic experimentation. After this, he would aid Solid Snake during the Guns of the Patriots Incident.When summoned, he will run around the stage and swing his sword wildly at opponents. His attacks range from a flurry of sword strikes that deal high damage to slower, stronger slashes that can launch opponents. Raiden also has launch resistance thanks to his cybernetic body, meaning he can't be launched or even flinch from enemy attacks. He will disappear after a short time, but he can be KO'ed by opponents' attacks.	Raiden is the main protagonist of Metal Gear Solid 2: Sons of Liberty. Previously a child soldier under Solidus Snake, having been nicknamed Jack the Ripper due to his high kill count, he was selected by the Patriots to test the S3 Project during the Big Shell Incident, serving as a new recruit to the reformed FOXHOUND unit. He later worked alongside the Paradise Lost Army in their anti-Patriots activities, but was captured and had to undergo heavy cybernetic experimentation. After this, he would aid Solid Snake during the Guns of the Patriots Incident.When summoned, he will run around the stage and swing his sword wildly at opponents. His attacks range from a flurry of sword strikes that deal high damage to slower, stronger slashes that can launch opponents. Raiden also has launch resistance thanks to his cybernetic body, meaning he can't be launched or even flinch from enemy attacks. He will disappear after a short time, but he can be KO'ed by opponents' attacks.
RathalosMonster Hunter (2004)
		The Rathalos is a common monster that appears in the Monster Hunter series, being the most well-known in the series. It is said to descend upon invaders from the sky, attacking them with its fire breath and poisonous claws. Rathalos can be hunted, and its remains can be used for armor.When summoned, Rathalos will fly around the stage, launching fireballs at fighters that explode on impact or flying into them to damage them. It will fly away and disappear after enough time, though it can be KO'ed by opponents' attacks.	The Rathalos is a common monster that appears in the Monster Hunter series, being the most well-known in the series. It is said to descend upon invaders from the sky, attacking them with its fire breath and poisonous claws. Rathalos can be hunted, and its remains can be used for armor.When summoned, Rathalos will fly around the stage, launching fireballs at fighters that explode on impact or flying into them to damage them. It will fly away and disappear after enough time, though it can be KO'ed by opponents' attacks.
		The Rathalos is a common monster that appears in the Monster Hunter series, being the most well-known in the series. It is said to descend upon invaders from the sky, attacking them with its fire breath and poisonous claws. Rathalos can be hunted, and its remains can be used for armor.When summoned, Rathalos will fly around the stage, launching fireballs at fighters that explode on impact or flying into them to damage them. It will fly away and disappear after enough time, though it can be KO'ed by opponents' attacks.	The Rathalos is a common monster that appears in the Monster Hunter series, being the most well-known in the series. It is said to descend upon invaders from the sky, attacking them with its fire breath and poisonous claws. Rathalos can be hunted, and its remains can be used for armor.When summoned, Rathalos will fly around the stage, launching fireballs at fighters that explode on impact or flying into them to damage them. It will fly away and disappear after enough time, though it can be KO'ed by opponents' attacks.
RikiZenoblade Chronicles (2010)
		Riki is one of Shulk's party members in Xenoblade Chronicles. He is a Nopon from Frontier Village assigned as the yearly "Heropon", as such, he is told to join Shulk's party and get his help to defeat the Telethia rampaging through the forest. He is also told to continue adventuring with Shulk once it's defeated. While these are said to be told in prophecies, it's really just lies from the village elder to get rid of Riki. He assists Shulk by using various arts that have unusual effects and can be stacked together.When Riki is summoned, he will stay where he was summoned and start using arts at random. He will randomly use three of the six following arts, then disappear:
*Happy Happy: Raises the damage and knockback all fighters deal.
*Freezinate: Freezes nearby opponents.
*Bedtime: Puts nearby opponents to sleep.
*You Can Do It: Heals all nearby fighters by 28%.
*Roly Poly: Causes nearby grounded opponents to trip.
*Yoink!: Pulls items closer to Riki. He cannot use this if items are turned off.	Riki is one of Shulk's party members in Xenoblade Chronicles. He is a Nopon from Frontier Village assigned as the yearly "Heropon", as such, he is told to join Shulk's party and get his help to defeat the Telethia rampaging through the forest. He is also told to continue adventuring with Shulk once it's defeated. While these are said to be told in prophecies, it's really just lies from the village elder to get rid of Riki. He assists Shulk by using various arts that have unusual effects and can be stacked together.When Riki is summoned, he will stay where he was summoned and start using arts at random. He will randomly use three of the six following arts, then disappear:
*Happy Happy: Raises the damage and knockback all fighters deal.
*Freezinate: Freezes nearby opponents.
*Bedtime: Puts nearby opponents to sleep.
*You Can Do It: Heals all nearby fighters by 28%.
*Roly Poly: Causes nearby grounded opponents to trip.
*Yoink!: Pulls items closer to Riki. He cannot use this if items are turned off.
		Riki is one of Shulk's party members in Xenoblade Chronicles. He is a Nopon from Frontier Village assigned as the yearly "Heropon", as such, he is told to join Shulk's party and get his help to defeat the Telethia rampaging through the forest. He is also told to continue adventuring with Shulk once it's defeated. While these are said to be told in prophecies, it's really just lies from the village elder to get rid of Riki. He assists Shulk by using various arts that have unusual effects and can be stacked together.When Riki is summoned, he will stay where he was summoned and start using arts at random. He will randomly use three of the six following arts, then disappear:
*Happy Happy: Raises the damage and knockback all fighters deal.
*Freezinate: Freezes nearby opponents.
*Bedtime: Puts nearby opponents to sleep.
*You Can Do It: Heals all nearby fighters by 28%.
*Roly Poly: Causes nearby grounded opponents to trip.
*Yoink!: Pulls items closer to Riki. He cannot use this if items are turned off.	Riki is one of Shulk's party members in Xenoblade Chronicles. He is a Nopon from Frontier Village assigned as the yearly "Heropon", as such, he is told to join Shulk's party and get his help to defeat the Telethia rampaging through the forest. He is also told to continue adventuring with Shulk once it's defeated. While these are said to be told in prophecies, it's really just lies from the village elder to get rid of Riki. He assists Shulk by using various arts that have unusual effects and can be stacked together.When Riki is summoned, he will stay where he was summoned and start using arts at random. He will randomly use three of the six following arts, then disappear:
*Happy Happy: Raises the damage and knockback all fighters deal.
*Freezinate: Freezes nearby opponents.
*Bedtime: Puts nearby opponents to sleep.
*You Can Do It: Heals all nearby fighters by 28%.
*Roly Poly: Causes nearby grounded opponents to trip.
*Yoink!: Pulls items closer to Riki. He cannot use this if items are turned off.
SakiSin and Punishment: Successor of the Earth (2000)
		Saki, full name Saki Amamiya, is the pain protagonist of Sin and Punishment: Successor of the Earth. Alongside his comrades Airan Jo and Achi, he is the member of a Savior Group aiming to take down a government agency in Japan called Armed Volunteers. They also must protect civilians from Ruffians, creatures mutated from a genetically-modified food service. His weapon of choice is the Dolphin Gun, which can serve as both a firearm and energy sword.When Saki is summoned, he will run around the stage and use his Dolphin Gun to attack opponents. He can either shoot four projectiles in rapid succession forward or diagonally downward after jumping, or swing an energy sword at nearby opponents to damage them. After awhile, Saki will disappear, though he can be KO'ed by opponents' attacks.	Saki, full name Saki Amamiya, is the pain protagonist of Sin and Punishment: Successor of the Earth. Alongside his comrades Airan Jo and Achi, he is the member of a Savior Group aiming to take down a government agency in Japan called Armed Volunteers. They also must protect civilians from Ruffians, creatures mutated from a genetically-modified food service. His weapon of choice is the Dolphin Gun, which can serve as both a firearm and energy sword.When Saki is summoned, he will run around the stage and use his Dolphin Gun to attack opponents. He can either shoot four projectiles in rapid succession forward or diagonally downward after jumping, or swing an energy sword at nearby opponents to damage them. After awhile, Saki will disappear, though he can be KO'ed by opponents' attacks.
		Saki, full name Saki Amamiya, is the pain protagonist of Sin and Punishment: Successor of the Earth. Alongside his comrades Airan Jo and Achi, he is the member of a Savior Group aiming to take down a government agency in Japan called Armed Volunteers. They also must protect civilians from Ruffians, creatures mutated from a genetically-modified food service. His weapon of choice is the Dolphin Gun, which can serve as both a firearm and energy sword.When Saki is summoned, he will run around the stage and use his Dolphin Gun to attack opponents. He can either shoot four projectiles in rapid succession forward or diagonally downward after jumping, or swing an energy sword at nearby opponents to damage them. After awhile, Saki will disappear, though he can be KO'ed by opponents' attacks.	Saki, full name Saki Amamiya, is the pain protagonist of Sin and Punishment: Successor of the Earth. Alongside his comrades Airan Jo and Achi, he is the member of a Savior Group aiming to take down a government agency in Japan called Armed Volunteers. They also must protect civilians from Ruffians, creatures mutated from a genetically-modified food service. His weapon of choice is the Dolphin Gun, which can serve as both a firearm and energy sword.When Saki is summoned, he will run around the stage and use his Dolphin Gun to attack opponents. He can either shoot four projectiles in rapid succession forward or diagonally downward after jumping, or swing an energy sword at nearby opponents to damage them. After awhile, Saki will disappear, though he can be KO'ed by opponents' attacks.
SheriffSheriff (1979)
		The Sheriff is the main character in the titular arcade game Sheriff. The player controls him as he moves in one of eight directions. The objective of the game is to use his pistol to shoot enemies on the edges of the screen. However, these enemies could sometimes be hiding behind obstacles, so proper aiming would be required.When the Sheriff is summoned, he will move around the stage randomly as arcade noises are heard in the background. He will periodically shoot his gun, aimed at the nearest opponent. Though the bullets can only travel in one of eight directions, they deal moderate damage and knockback. He will disappear after awhile, though he can be KO'ed by opponents' attacks. Alternatively, if one of his bullets is reflected back at him, he will be defeated instantly.	The Sheriff is the main character in the titular arcade game Sheriff. The player controls him as he moves in one of eight directions. The objective of the game is to use his pistol to shoot enemies on the edges of the screen. However, these enemies could sometimes be hiding behind obstacles, so proper aiming would be required.When the Sheriff is summoned, he will move around the stage randomly as arcade noises are heard in the background. He will periodically shoot his gun, aimed at the nearest opponent. Though the bullets can only travel in one of eight directions, they deal moderate damage and knockback. He will disappear after awhile, though he can be KO'ed by opponents' attacks. Alternatively, if one of his bullets is reflected back at him, he will be defeated instantly.
		The Sheriff is the main character in the titular arcade game Sheriff. The player controls him as he moves in one of eight directions. The objective of the game is to use his pistol to shoot enemies on the edges of the screen. However, these enemies could sometimes be hiding behind obstacles, so proper aiming would be required.When the Sheriff is summoned, he will move around the stage randomly as arcade noises are heard in the background. He will periodically shoot his gun, aimed at the nearest opponent. Though the bullets can only travel in one of eight directions, they deal moderate damage and knockback. He will disappear after awhile, though he can be KO'ed by opponents' attacks. Alternatively, if one of his bullets is reflected back at him, he will be defeated instantly.	The Sheriff is the main character in the titular arcade game Sheriff. The player controls him as he moves in one of eight directions. The objective of the game is to use his pistol to shoot enemies on the edges of the screen. However, these enemies could sometimes be hiding behind obstacles, so proper aiming would be required.When the Sheriff is summoned, he will move around the stage randomly as arcade noises are heard in the background. He will periodically shoot his gun, aimed at the nearest opponent. Though the bullets can only travel in one of eight directions, they deal moderate damage and knockback. He will disappear after awhile, though he can be KO'ed by opponents' attacks. Alternatively, if one of his bullets is reflected back at him, he will be defeated instantly.
Shovel KnightShovel Knight (2014)
		Shovel Knight is the eponymous protagonist of Yacht Club Games' Shovel Knight. He is an adventurer alongside his partner Shield Knight, though after they explore the Tower of Fate, a cursed amulet unleashed evil power and knocked him out. When he awoke, Shield Knight was nowhere to be found, so he list his spirit of adventure and entered a life of solitude. After this, the Enchantress rose to power and had a legion of enemies known as Order of No Quarter. When the Tower of Fate became unsealed, Shovel Knight left his life of solitude to restore peace to the world.When Shovel Knight is summoned, he will walk around the stage and attack opponents using his shovel. His most common attack is digging with it, which sends dirt projectiles that fly at different trajectories as well as pull up items. He can also jump and use his Shovel Drop move to damage opponents he lands on. After awhile, Shovel Knight disappears, though he can be KO'ed by opponents' attacks.	Shovel Knight is the eponymous protagonist of Yacht Club Games' Shovel Knight. He is an adventurer alongside his partner Shield Knight, though after they explore the Tower of Fate, a cursed amulet unleashed evil power and knocked him out. When he awoke, Shield Knight was nowhere to be found, so he list his spirit of adventure and entered a life of solitude. After this, the Enchantress rose to power and had a legion of enemies known as Order of No Quarter. When the Tower of Fate became unsealed, Shovel Knight left his life of solitude to restore peace to the world.When Shovel Knight is summoned, he will walk around the stage and attack opponents using his shovel. His most common attack is digging with it, which sends dirt projectiles that fly at different trajectories as well as pull up items. He can also jump and use his Shovel Drop move to damage opponents he lands on. After awhile, Shovel Knight disappears, though he can be KO'ed by opponents' attacks.
		Shovel Knight is the eponymous protagonist of Yacht Club Games' Shovel Knight. He is an adventurer alongside his partner Shield Knight, though after they explore the Tower of Fate, a cursed amulet unleashed evil power and knocked him out. When he awoke, Shield Knight was nowhere to be found, so he list his spirit of adventure and entered a life of solitude. After this, the Enchantress rose to power and had a legion of enemies known as Order of No Quarter. When the Tower of Fate became unsealed, Shovel Knight left his life of solitude to restore peace to the world.When Shovel Knight is summoned, he will walk around the stage and attack opponents using his shovel. His most common attack is digging with it, which sends dirt projectiles that fly at different trajectories as well as pull up items. He can also jump and use his Shovel Drop move to damage opponents he lands on. After awhile, Shovel Knight disappears, though he can be KO'ed by opponents' attacks.	Shovel Knight is the eponymous protagonist of Yacht Club Games' Shovel Knight. He is an adventurer alongside his partner Shield Knight, though after they explore the Tower of Fate, a cursed amulet unleashed evil power and knocked him out. When he awoke, Shield Knight was nowhere to be found, so he list his spirit of adventure and entered a life of solitude. After this, the Enchantress rose to power and had a legion of enemies known as Order of No Quarter. When the Tower of Fate became unsealed, Shovel Knight left his life of solitude to restore peace to the world.When Shovel Knight is summoned, he will walk around the stage and attack opponents using his shovel. His most common attack is digging with it, which sends dirt projectiles that fly at different trajectories as well as pull up items. He can also jump and use his Shovel Drop move to damage opponents he lands on. After awhile, Shovel Knight disappears, though he can be KO'ed by opponents' attacks.
SilverSonic the Hedgehog (2006)
		Silver is a recurring character in the Sonic series. He is a psychokinetic hedgehog hailing from a doomed future, ruled by Iblis. Mephiles tells Silver that Sonic the Hedgehog was responsible for destroying the future, labeling him as the Iblis Trigger. Silver travels to the present day to stop Sonic, but learns he was tricked by Mephiles so he can combine with Iblis, and they work together afterwards.When summoned, Silver will stay in the background and activate his psychokinetic powers, causing the screen to turn green. All opponents are stopped for a short time; in this state, they cannot move nor can they suffer knockback. Any knockback they suffer in this state will add up until Silver deactivates his powers after a few seconds, launching the damaged opponents away. Silver will disappear afterwards.	Silver is a recurring character in the Sonic series. He is a psychokinetic hedgehog hailing from a doomed future, ruled by Iblis. Mephiles tells Silver that Sonic the Hedgehog was responsible for destroying the future, labeling him as the Iblis Trigger. Silver travels to the present day to stop Sonic, but learns he was tricked by Mephiles so he can combine with Iblis, and they work together afterwards.When summoned, Silver will stay in the background and activate his psychokinetic powers, causing the screen to turn green. All opponents are stopped for a short time; in this state, they cannot move nor can they suffer knockback. Any knockback they suffer in this state will add up until Silver deactivates his powers after a few seconds, launching the damaged opponents away. Silver will disappear afterwards.
		Silver is a recurring character in the Sonic series. He is a psychokinetic hedgehog hailing from a doomed future, ruled by Iblis. Mephiles tells Silver that Sonic the Hedgehog was responsible for destroying the future, labeling him as the Iblis Trigger. Silver travels to the present day to stop Sonic, but learns he was tricked by Mephiles so he can combine with Iblis, and they work together afterwards.When summoned, Silver will stay in the background and activate his psychokinetic powers, causing the screen to turn green. All opponents are stopped for a short time; in this state, they cannot move nor can they suffer knockback. Any knockback they suffer in this state will add up until Silver deactivates his powers after a few seconds, launching the damaged opponents away. Silver will disappear afterwards.	Silver is a recurring character in the Sonic series. He is a psychokinetic hedgehog hailing from a doomed future, ruled by Iblis. Mephiles tells Silver that Sonic the Hedgehog was responsible for destroying the future, labeling him as the Iblis Trigger. Silver travels to the present day to stop Sonic, but learns he was tricked by Mephiles so he can combine with Iblis, and they work together afterwards.When summoned, Silver will stay in the background and activate his psychokinetic powers, causing the screen to turn green. All opponents are stopped for a short time; in this state, they cannot move nor can they suffer knockback. Any knockback they suffer in this state will add up until Silver deactivates his powers after a few seconds, launching the damaged opponents away. Silver will disappear afterwards.
Snake BlockSuper Mario World (1991)
		Snake Blocks are a type of block that appear in the Mario series, first appearing in Super Mario World. They are an array of Used Blocks, and should Mario step on one, they will begin moving. Mario will not be carried by them, so he must manually follow them. Super Mario Maker 2 also introduced a blue variant that travels faster.When a Snake Block is summoned, it will begin moving. It can be controlled by the summoner's directional inputs, allowing it to move in any of the four cardinal directions, though it will change directions automatically if it hits a wall or itself. Throughout the entire duration, the Snake Block has collision, and as such can be used as a platform or used as a wall to prevent opponents from recovering. After awhile, it will disappear.	Snake Blocks are a type of block that appear in the Mario series, first appearing in Super Mario World. They are an array of Used Blocks, and should Mario step on one, they will begin moving. Mario will not be carried by them, so he must manually follow them. Super Mario Maker 2 also introduced a blue variant that travels faster.When a Snake Block is summoned, it will begin moving. It can be controlled by the summoner's directional inputs, allowing it to move in any of the four cardinal directions, though it will change directions automatically if it hits a wall or itself. Throughout the entire duration, the Snake Block has collision, and as such can be used as a platform or used as a wall to prevent opponents from recovering. After awhile, it will disappear.
		Snake Blocks are a type of block that appear in the Mario series, first appearing in Super Mario World. They are an array of Used Blocks, and should Mario step on one, they will begin moving. Mario will not be carried by them, so he must manually follow them. Super Mario Maker 2 also introduced a blue variant that travels faster.When a Snake Block is summoned, it will begin moving. It can be controlled by the summoner's directional inputs, allowing it to move in any of the four cardinal directions, though it will change directions automatically if it hits a wall or itself. Throughout the entire duration, the Snake Block has collision, and as such can be used as a platform or used as a wall to prevent opponents from recovering. After awhile, it will disappear.	Snake Blocks are a type of block that appear in the Mario series, first appearing in Super Mario World. They are an array of Used Blocks, and should Mario step on one, they will begin moving. Mario will not be carried by them, so he must manually follow them. Super Mario Maker 2 also introduced a blue variant that travels faster.When a Snake Block is summoned, it will begin moving. It can be controlled by the summoner's directional inputs, allowing it to move in any of the four cardinal directions, though it will change directions automatically if it hits a wall or itself. Throughout the entire duration, the Snake Block has collision, and as such can be used as a platform or used as a wall to prevent opponents from recovering. After awhile, it will disappear.
Snow GolemMinecraft (2011)
		Snow Golems are utility mobs that appear in Minecraft. It is created by stacking two snow blocks, then placing a pumpkin head on top of it. It can also work if built sideways or upside-down as long as the pumpkin head is placed last. Snow Golems will move around, and will melt in certain biomes or when exposed to rain or water, taking constant damage. They attack hostile mos by throwing snowballs at them, which only do damage to certain mobs like Blazes and Wolves, but can still knock them away.Snow Golems will move slowly around the stage when summoned. If an opponent is nearby, it will throw a snowball at them in an arc. It deals no damage, but will freeze the opponent if it hits, leaving them vulnerable. It may also keep throwing snowballs, keeping the opponent frozen. The Snow Golem will disappear after a short time, though it can be KO'ed by opponents' attacks.	Snow Golems are utility mobs that appear in Minecraft. It is created by stacking two snow blocks, then placing a pumpkin head on top of it. It can also work if built sideways or upside-down as long as the pumpkin head is placed last. Snow Golems will move around, and will melt in certain biomes or when exposed to rain or water, taking constant damage. They attack hostile mos by throwing snowballs at them, which only do damage to certain mobs like Blazes and Wolves, but can still knock them away.Snow Golems will move slowly around the stage when summoned. If an opponent is nearby, it will throw a snowball at them in an arc. It deals no damage, but will freeze the opponent if it hits, leaving them vulnerable. It may also keep throwing snowballs, keeping the opponent frozen. The Snow Golem will disappear after a short time, though it can be KO'ed by opponents' attacks.
		Snow Golems are utility mobs that appear in Minecraft. It is created by stacking two snow blocks, then placing a pumpkin head on top of it. It can also work if built sideways or upside-down as long as the pumpkin head is placed last. Snow Golems will move around, and will melt in certain biomes or when exposed to rain or water, taking constant damage. They attack hostile mos by throwing snowballs at them, which only do damage to certain mobs like Blazes and Wolves, but can still knock them away.Snow Golems will move slowly around the stage when summoned. If an opponent is nearby, it will throw a snowball at them in an arc. It deals no damage, but will freeze the opponent if it hits, leaving them vulnerable. It may also keep throwing snowballs, keeping the opponent frozen. The Snow Golem will disappear after a short time, though it can be KO'ed by opponents' attacks.	Snow Golems are utility mobs that appear in Minecraft. It is created by stacking two snow blocks, then placing a pumpkin head on top of it. It can also work if built sideways or upside-down as long as the pumpkin head is placed last. Snow Golems will move around, and will melt in certain biomes or when exposed to rain or water, taking constant damage. They attack hostile mos by throwing snowballs at them, which only do damage to certain mobs like Blazes and Wolves, but can still knock them away.Snow Golems will move slowly around the stage when summoned. If an opponent is nearby, it will throw a snowball at them in an arc. It deals no damage, but will freeze the opponent if it hits, leaving them vulnerable. It may also keep throwing snowballs, keeping the opponent frozen. The Snow Golem will disappear after a short time, though it can be KO'ed by opponents' attacks.
SpringtronARMS (2017)
		Springtron is one of the playable characters in ARMS, though he was an unplayable boss before he was added as a fighter. He was built from stolen blueprints from Mechanica in a failed attempt to find her weakness. He fights near identical to Spring Man, but has some moves of his own.When Springtron is summoned, he will attack by punching opponents with his Toaster ARMS, which deal heavy fire damage. He can also attack with a flurry of punches, damaging opponents multiple times before launching them. He will disappear after awhile, though he can be defeated with opponents' attacks.	Springtron is one of the playable characters in ARMS, though he was an unplayable boss before he was added as a fighter. He was built from stolen blueprints from Mechanica in a failed attempt to find her weakness. He fights near identical to Spring Man, but has some moves of his own.When Springtron is summoned, he will attack by punching opponents with his Toaster ARMS, which deal heavy fire damage. He can also attack with a flurry of punches, damaging opponents multiple times before launching them. He will disappear after awhile, though he can be defeated with opponents' attacks.
		Springtron is one of the playable characters in ARMS, though he was an unplayable boss before he was added as a fighter. He was built from stolen blueprints from Mechanica in a failed attempt to find her weakness. He fights near identical to Spring Man, but has some moves of his own.When Springtron is summoned, he will attack by punching opponents with his Toaster ARMS, which deal heavy fire damage. He can also attack with a flurry of punches, damaging opponents multiple times before launching them. He will disappear after awhile, though he can be defeated with opponents' attacks.	Springtron is one of the playable characters in ARMS, though he was an unplayable boss before he was added as a fighter. He was built from stolen blueprints from Mechanica in a failed attempt to find her weakness. He fights near identical to Spring Man, but has some moves of his own.When Springtron is summoned, he will attack by punching opponents with his Toaster ARMS, which deal heavy fire damage. He can also attack with a flurry of punches, damaging opponents multiple times before launching them. He will disappear after awhile, though he can be defeated with opponents' attacks.
Starlght GlimmerMy Little Pony: Friendship is Magic (2010)
		Starlight Glimmer is a recurring character and former antagonist in My Little Pony: Friendship is Magic. She is a pink unicorn who thought originally that cutie marks ended friendships, and vowed to stop them by enslaving her village. However, after being taught right from wrong by Twilight Sparkle, she became her student and started taking friendship lessons with her, making a friend with Trixie in the process.When Starlight Glimmer is summoned, she will use her magic to take two random players and reverse the character they are playing as for a short time. She disappears immediately after.	Starlight Glimmer is a recurring character and former antagonist in My Little Pony: Friendship is Magic. She is a pink unicorn who thought originally that cutie marks ended friendships, and vowed to stop them by enslaving her village. However, after being taught right from wrong by Twilight Sparkle, she became her student and started taking friendship lessons with her, making a friend with Trixie in the process.When Starlight Glimmer is summoned, she will use her magic to take two random players and reverse the character they are playing as for a short time. She disappears immediately after.
		Starlight Glimmer is a recurring character and former antagonist in My Little Pony: Friendship is Magic. She is a pink unicorn who thought originally that cutie marks ended friendships, and vowed to stop them by enslaving her village. However, after being taught right from wrong by Twilight Sparkle, she became her student and started taking friendship lessons with her, making a friend with Trixie in the process.When Starlight Glimmer is summoned, she will use her magic to take two random players and reverse the character they are playing as for a short time. She disappears immediately after.	Starlight Glimmer is a recurring character and former antagonist in My Little Pony: Friendship is Magic. She is a pink unicorn who thought originally that cutie marks ended friendships, and vowed to stop them by enslaving her village. However, after being taught right from wrong by Twilight Sparkle, she became her student and started taking friendship lessons with her, making a friend with Trixie in the process.When Starlight Glimmer is summoned, she will use her magic to take two random players and reverse the character they are playing as for a short time. She disappears immediately after.
StarmanMOTHER (1989)
		Starmen are enemies that appear in the MOTHER series, and can sometimes be bosses. They are creatures that serve Giygas, and are among the most common soldiers in his army.When Starman is summoned, it will teleport around the stage and either use PK Beam γ to fire a single beam aimed at an opponent or PK Beam Ω to fire several beams in random directions. In either case, the beams it fires will inflict paralysis on opponents. After awhile, it will disappear, but it can be KO'ed by opponents' attacks.	Starmen are enemies that appear in the MOTHER series, and can sometimes be bosses. They are creatures that serve Giygas, and are among the most common soldiers in his army.When Starman is summoned, it will teleport around the stage and either use PK Beam γ to fire a single beam aimed at an opponent or PK Beam Ω to fire several beams in random directions. In either case, the beams it fires will inflict paralysis on opponents. After awhile, it will disappear, but it can be KO'ed by opponents' attacks.
		Starmen are enemies that appear in the MOTHER series, and can sometimes be bosses. They are creatures that serve Giygas, and are among the most common soldiers in his army.When Starman is summoned, it will teleport around the stage and either use PK Beam γ to fire a single beam aimed at an opponent or PK Beam Ω to fire several beams in random directions. In either case, the beams it fires will inflict paralysis on opponents. After awhile, it will disappear, but it can be KO'ed by opponents' attacks.	Starmen are enemies that appear in the MOTHER series, and can sometimes be bosses. They are creatures that serve Giygas, and are among the most common soldiers in his army.When Starman is summoned, it will teleport around the stage and either use PK Beam γ to fire a single beam aimed at an opponent or PK Beam Ω to fire several beams in random directions. In either case, the beams it fires will inflict paralysis on opponents. After awhile, it will disappear, but it can be KO'ed by opponents' attacks.
SukaponJoy Mech Fight (1993)
		Sukapon is the main character of the Joy Mech Fight series. It was created by Dr. Little Emon and Dr. Ivan Walnuts; Dr. Walnuts intended to use him to rule the world, though Dr. Emons used Sukapon to destroy his robots. Sukapon is the most basic character in the game, and is really only used for newcomers or players looking for a challenge.When Sukapon is summoned, it will move around the stage by spinning with its arms raised, as well as jump while flailing its arms around. Sukapon's attacks include its signature Tondeker, where it throws a copy of its head at opponents, Close Grab where it grabs an opponent and throws them backward, and Sukapon Roll where it performs a cartwheel to damage opponents it hits. Sukapon can also block attacks with its fists. It will disappear after awhile, but it can be defeated by opponents' attacks.	Sukapon is the main character of the Joy Mech Fight series. It was created by Dr. Little Emon and Dr. Ivan Walnuts; Dr. Walnuts intended to use him to rule the world, though Dr. Emons used Sukapon to destroy his robots. Sukapon is the most basic character in the game, and is really only used for newcomers or players looking for a challenge.When Sukapon is summoned, it will move around the stage by spinning with its arms raised, as well as jump while flailing its arms around. Sukapon's attacks include its signature Tondeker, where it throws a copy of its head at opponents, Close Grab where it grabs an opponent and throws them backward, and Sukapon Roll where it performs a cartwheel to damage opponents it hits. Sukapon can also block attacks with its fists. It will disappear after awhile, but it can be defeated by opponents' attacks.
		Sukapon is the main character of the Joy Mech Fight series. It was created by Dr. Little Emon and Dr. Ivan Walnuts; Dr. Walnuts intended to use him to rule the world, though Dr. Emons used Sukapon to destroy his robots. Sukapon is the most basic character in the game, and is really only used for newcomers or players looking for a challenge.When Sukapon is summoned, it will move around the stage by spinning with its arms raised, as well as jump while flailing its arms around. Sukapon's attacks include its signature Tondeker, where it throws a copy of its head at opponents, Close Grab where it grabs an opponent and throws them backward, and Sukapon Roll where it performs a cartwheel to damage opponents it hits. Sukapon can also block attacks with its fists. It will disappear after awhile, but it can be defeated by opponents' attacks.	Sukapon is the main character of the Joy Mech Fight series. It was created by Dr. Little Emon and Dr. Ivan Walnuts; Dr. Walnuts intended to use him to rule the world, though Dr. Emons used Sukapon to destroy his robots. Sukapon is the most basic character in the game, and is really only used for newcomers or players looking for a challenge.When Sukapon is summoned, it will move around the stage by spinning with its arms raised, as well as jump while flailing its arms around. Sukapon's attacks include its signature Tondeker, where it throws a copy of its head at opponents, Close Grab where it grabs an opponent and throws them backward, and Sukapon Roll where it performs a cartwheel to damage opponents it hits. Sukapon can also block attacks with its fists. It will disappear after awhile, but it can be defeated by opponents' attacks.
Swooping SnitchbugPikmin (2001)
		Swooping Snitchbugs are large, legless insects that appear as enemies in the Pikmin series. As members of the Scarpanid family, they have unique antennae that double as wings. They will fly around and swoop down to pick up Pikmin or a captain, planting them into the ground.When a Swooping Snitchbug is summoned, it will begin flying around the stage swiftly. It will swoop down on nearby fighters and pick them up with their arms before throwing them upward or downward, the latter of which can meteor smash opponents. It will disappear after awhile, though it can be KO'ed by opponents' attacks.	Swooping Snitchbugs are large, legless insects that appear as enemies in the Pikmin series. As members of the Scarpanid family, they have unique antennae that double as wings. They will fly around and swoop down to pick up Pikmin or a captain, planting them into the ground.When a Swooping Snitchbug is summoned, it will begin flying around the stage swiftly. It will swoop down on nearby fighters and pick them up with their arms before throwing them upward or downward, the latter of which can meteor smash opponents. It will disappear after awhile, though it can be KO'ed by opponents' attacks.
		Swooping Snitchbugs are large, legless insects that appear as enemies in the Pikmin series. As members of the Scarpanid family, they have unique antennae that double as wings. They will fly around and swoop down to pick up Pikmin or a captain, planting them into the ground.When a Swooping Snitchbug is summoned, it will begin flying around the stage swiftly. It will swoop down on nearby fighters and pick them up with their arms before throwing them upward or downward, the latter of which can meteor smash opponents. It will disappear after awhile, though it can be KO'ed by opponents' attacks.	Swooping Snitchbugs are large, legless insects that appear as enemies in the Pikmin series. As members of the Scarpanid family, they have unique antennae that double as wings. They will fly around and swoop down to pick up Pikmin or a captain, planting them into the ground.When a Swooping Snitchbug is summoned, it will begin flying around the stage swiftly. It will swoop down on nearby fighters and pick them up with their arms before throwing them upward or downward, the latter of which can meteor smash opponents. It will disappear after awhile, though it can be KO'ed by opponents' attacks.
T-RexSuper Mario Odyssey (2017)
		T-Rexes are enemies that appear in Super Mario Odyssey that Mario can control with Cappy. It is based on the real-life Tyrannosaurus rex (albeit slightly outdated due to its lack of a feathered coat) and has realistic textures unlike any other enemy in the game. It's typically invincible and when Captured by Mario, it can destroy all enemies and obstacles. Due to its immense size however, Cappy can only take control of it for limited time.When the T-Rex is summoned, it will roar before stomping around the stage. Its stomps can damage and bury opponents, and it can also attack by lunging forward and biting or swinging its tail. The T-Rex can also jump, creating a shockwave upon landing. It will disappear after awhile, though the T-Rex can also be defeated by opponents' attacks.	T-Rexes are enemies that appear in Super Mario Odyssey that Mario can control with Cappy. It is based on the real-life Tyrannosaurus rex (albeit slightly outdated due to its lack of a feathered coat) and has realistic textures unlike any other enemy in the game. It's typically invincible and when Captured by Mario, it can destroy all enemies and obstacles. Due to its immense size however, Cappy can only take control of it for limited time.When the T-Rex is summoned, it will roar before stomping around the stage. Its stomps can damage and bury opponents, and it can also attack by lunging forward and biting or swinging its tail. The T-Rex can also jump, creating a shockwave upon landing. It will disappear after awhile, though the T-Rex can also be defeated by opponents' attacks.
		T-Rexes are enemies that appear in Super Mario Odyssey that Mario can control with Cappy. It is based on the real-life Tyrannosaurus rex (albeit slightly outdated due to its lack of a feathered coat) and has realistic textures unlike any other enemy in the game. It's typically invincible and when Captured by Mario, it can destroy all enemies and obstacles. Due to its immense size however, Cappy can only take control of it for limited time.When the T-Rex is summoned, it will roar before stomping around the stage. Its stomps can damage and bury opponents, and it can also attack by lunging forward and biting or swinging its tail. The T-Rex can also jump, creating a shockwave upon landing. It will disappear after awhile, though the T-Rex can also be defeated by opponents' attacks.	T-Rexes are enemies that appear in Super Mario Odyssey that Mario can control with Cappy. It is based on the real-life Tyrannosaurus rex (albeit slightly outdated due to its lack of a feathered coat) and has realistic textures unlike any other enemy in the game. It's typically invincible and when Captured by Mario, it can destroy all enemies and obstacles. Due to its immense size however, Cappy can only take control of it for limited time.When the T-Rex is summoned, it will roar before stomping around the stage. Its stomps can damage and bury opponents, and it can also attack by lunging forward and biting or swinging its tail. The T-Rex can also jump, creating a shockwave upon landing. It will disappear after awhile, though the T-Rex can also be defeated by opponents' attacks.
TakamaruThe Mysterious Mursame Castle (1986)
		Takamaru is the main protagonist of The Mysterious Mursame Castle. He is an apprentice samurai who must protect Edo Japan and four neighboring towns from an evil alien menace in the titular Mursame Castle. Armed only with a katana and his wit, he sets out to free the people from the aliens' influence.When summoned, Takamaru will make fast leaps around the stage, throwing Windmill Swords in a "+" or "X" shape that travel quickly and deal damage. When near an opponent, he will throw a flurry of repeated slashes, damaging opponents multiple times before launching them. He will disappear after awhile, but can be defeated by opponents' attacks.	Takamaru is the main protagonist of The Mysterious Mursame Castle. He is an apprentice samurai who must protect Edo Japan and four neighboring towns from an evil alien menace in the titular Mursame Castle. Armed only with a katana and his wit, he sets out to free the people from the aliens' influence.When summoned, Takamaru will make fast leaps around the stage, throwing Windmill Swords in a "+" or "X" shape that travel quickly and deal damage. When near an opponent, he will throw a flurry of repeated slashes, damaging opponents multiple times before launching them. He will disappear after awhile, but can be defeated by opponents' attacks.
		Takamaru is the main protagonist of The Mysterious Mursame Castle. He is an apprentice samurai who must protect Edo Japan and four neighboring towns from an evil alien menace in the titular Mursame Castle. Armed only with a katana and his wit, he sets out to free the people from the aliens' influence.When summoned, Takamaru will make fast leaps around the stage, throwing Windmill Swords in a "+" or "X" shape that travel quickly and deal damage. When near an opponent, he will throw a flurry of repeated slashes, damaging opponents multiple times before launching them. He will disappear after awhile, but can be defeated by opponents' attacks.	Takamaru is the main protagonist of The Mysterious Mursame Castle. He is an apprentice samurai who must protect Edo Japan and four neighboring towns from an evil alien menace in the titular Mursame Castle. Armed only with a katana and his wit, he sets out to free the people from the aliens' influence.When summoned, Takamaru will make fast leaps around the stage, throwing Windmill Swords in a "+" or "X" shape that travel quickly and deal damage. When near an opponent, he will throw a flurry of repeated slashes, damaging opponents multiple times before launching them. He will disappear after awhile, but can be defeated by opponents' attacks.
ThwompSuper Mario Bros. 3 (1989)
		Thwomps are sentient rock creatures that appear as common enemies in the Mario series, often being stationed in fortresses and castles. Their attack patter typically revolves around smashing on the ground when Mario is nearby. As such, he must tread carefully wthen a Thwomp is nearby. Typically, they are invincible.When summoned, the Thwomp will rise into the air and stay there. If an opponent is nearby, it will fall down to try and smash the opponents before rising back into the air. This move can bury and meteor smash opponents. Additionally, the Thwomp can be used as a platform by the summoner, but its spikes will damage opponents that touch them. After awhile, it will disappear.	Thwomps are sentient rock creatures that appear as common enemies in the Mario series, often being stationed in fortresses and castles. Their attack patter typically revolves around smashing on the ground when Mario is nearby. As such, he must tread carefully wthen a Thwomp is nearby. Typically, they are invincible.When summoned, the Thwomp will rise into the air and stay there. If an opponent is nearby, it will fall down to try and smash the opponents before rising back into the air. This move can bury and meteor smash opponents. Additionally, the Thwomp can be used as a platform by the summoner, but its spikes will damage opponents that touch them. After awhile, it will disappear.
		Thwomps are sentient rock creatures that appear as common enemies in the Mario series, often being stationed in fortresses and castles. Their attack patter typically revolves around smashing on the ground when Mario is nearby. As such, he must tread carefully wthen a Thwomp is nearby. Typically, they are invincible.When summoned, the Thwomp will rise into the air and stay there. If an opponent is nearby, it will fall down to try and smash the opponents before rising back into the air. This move can bury and meteor smash opponents. Additionally, the Thwomp can be used as a platform by the summoner, but its spikes will damage opponents that touch them. After awhile, it will disappear.	Thwomps are sentient rock creatures that appear as common enemies in the Mario series, often being stationed in fortresses and castles. Their attack patter typically revolves around smashing on the ground when Mario is nearby. As such, he must tread carefully wthen a Thwomp is nearby. Typically, they are invincible.When summoned, the Thwomp will rise into the air and stay there. If an opponent is nearby, it will fall down to try and smash the opponents before rising back into the air. This move can bury and meteor smash opponents. Additionally, the Thwomp can be used as a platform by the summoner, but its spikes will damage opponents that touch them. After awhile, it will disappear.
TikiFire Emblem: Shadow Dragon and the Blade of Light (1990)
		Tiki is a recurring character in the Fire Emblem series, first appearing in the first game, Fire Emblem: Shadow Dragon and the Bade of Light. She is a manakete, a race of dragonkin able to shapeshft between humanoid and dragon forms, and belongs to the Divine Dragons, the most powerful manakete clan. She is the daughter of Naga, the clan ruler, and ends up becoming a close friend of Marth on his adventure. She later meets his descendants, Lucina and Chrom, in Fire Emblem Awakening.When Tiki is summoned, she will quickly turn into her dragon form. In this state, she will fly around the stage and breath large streams of fire aimed at the opponents, which deal incredible damage and knockback. After awhile, she will disappear.	Tiki is a recurring character in the Fire Emblem series, first appearing in the first game, Fire Emblem: Shadow Dragon and the Bade of Light. She is a manakete, a race of dragonkin able to shapeshft between humanoid and dragon forms, and belongs to the Divine Dragons, the most powerful manakete clan. She is the daughter of Naga, the clan ruler, and ends up becoming a close friend of Marth on his adventure. She later meets his descendants, Lucina and Chrom, in Fire Emblem Awakening.When Tiki is summoned, she will quickly turn into her dragon form. In this state, she will fly around the stage and breath large streams of fire aimed at the opponents, which deal incredible damage and knockback. After awhile, she will disappear.
		Tiki is a recurring character in the Fire Emblem series, first appearing in the first game, Fire Emblem: Shadow Dragon and the Bade of Light. She is a manakete, a race of dragonkin able to shapeshft between humanoid and dragon forms, and belongs to the Divine Dragons, the most powerful manakete clan. She is the daughter of Naga, the clan ruler, and ends up becoming a close friend of Marth on his adventure. She later meets his descendants, Lucina and Chrom, in Fire Emblem Awakening.When Tiki is summoned, she will quickly turn into her dragon form. In this state, she will fly around the stage and breath large streams of fire aimed at the opponents, which deal incredible damage and knockback. After awhile, she will disappear.	Tiki is a recurring character in the Fire Emblem series, first appearing in the first game, Fire Emblem: Shadow Dragon and the Bade of Light. She is a manakete, a race of dragonkin able to shapeshft between humanoid and dragon forms, and belongs to the Divine Dragons, the most powerful manakete clan. She is the daughter of Naga, the clan ruler, and ends up becoming a close friend of Marth on his adventure. She later meets his descendants, Lucina and Chrom, in Fire Emblem Awakening.When Tiki is summoned, she will quickly turn into her dragon form. In this state, she will fly around the stage and breath large streams of fire aimed at the opponents, which deal incredible damage and knockback. After awhile, she will disappear.
TingleThe Legend of Zelda: Majora's Mask (2000)
		Tingle is a recurring character in the The Legend of Zelda series, and often considered one of the series' oddest characters. Resembling a small, middle-aged man in a green suit, he boasts that he is the reincarnation of a fairy. His role changes between games, though he also starred in his own titles, such as the RPG titles Freshly-Picked Tingle's Rosy Rupeeland and Ripened Tingle's Balloon Trip of Love.When summoned, Tingle will chant "Tingle! Tingle! Kooloo-limpah!", causing a random effect to take place on the stage, disappearing once they wear off. These effects can include:
*Tingle throws flowers in the air, causing the camera to zoom in and follow on the player that summoned him.
*Tingle throws hammers in the air, causing a bunch of Hammers and Golden Hammers to spawn.
*Tingle throws banana peels in the air, causing all opponents to slip constantly when they land on the ground or try to move.
*Tingle throws Superspicy Curry in the air, causing all fighters to breath fire as if they used a Superspicy Curry.
*Tingle floats away with a plethora of balloons. Has no effect in battle.	Tingle is a recurring character in the The Legend of Zelda series, and often considered one of the series' oddest characters. Resembling a small, middle-aged man in a green suit, he boasts that he is the reincarnation of a fairy. His role changes between games, though he also starred in his own titles, such as the RPG titles Freshly-Picked Tingle's Rosy Rupeeland and Ripened Tingle's Balloon Trip of Love.When summoned, Tingle will chant "Tingle! Tingle! Kooloo-limpah!", causing a random effect to take place on the stage, disappearing once they wear off. These effects can include:
*Tingle throws flowers in the air, causing the camera to zoom in and follow on the player that summoned him.
*Tingle throws hammers in the air, causing a bunch of Hammers and Golden Hammers to spawn.
*Tingle throws banana peels in the air, causing all opponents to slip constantly when they land on the ground or try to move.
*Tingle throws Superspicy Curry in the air, causing all fighters to breath fire as if they used a Superspicy Curry.
*Tingle floats away with a plethora of balloons. Has no effect in battle.
		Tingle is a recurring character in the The Legend of Zelda series, and often considered one of the series' oddest characters. Resembling a small, middle-aged man in a green suit, he boasts that he is the reincarnation of a fairy. His role changes between games, though he also starred in his own titles, such as the RPG titles Freshly-Picked Tingle's Rosy Rupeeland and Ripened Tingle's Balloon Trip of Love.When summoned, Tingle will chant "Tingle! Tingle! Kooloo-limpah!", causing a random effect to take place on the stage, disappearing once they wear off. These effects can include:
*Tingle throws flowers in the air, causing the camera to zoom in and follow on the player that summoned him.
*Tingle throws hammers in the air, causing a bunch of Hammers and Golden Hammers to spawn.
*Tingle throws banana peels in the air, causing all opponents to slip constantly when they land on the ground or try to move.
*Tingle throws Superspicy Curry in the air, causing all fighters to breath fire as if they used a Superspicy Curry.
*Tingle floats away with a plethora of balloons. Has no effect in battle.	Tingle is a recurring character in the The Legend of Zelda series, and often considered one of the series' oddest characters. Resembling a small, middle-aged man in a green suit, he boasts that he is the reincarnation of a fairy. His role changes between games, though he also starred in his own titles, such as the RPG titles Freshly-Picked Tingle's Rosy Rupeeland and Ripened Tingle's Balloon Trip of Love.When summoned, Tingle will chant "Tingle! Tingle! Kooloo-limpah!", causing a random effect to take place on the stage, disappearing once they wear off. These effects can include:
*Tingle throws flowers in the air, causing the camera to zoom in and follow on the player that summoned him.
*Tingle throws hammers in the air, causing a bunch of Hammers and Golden Hammers to spawn.
*Tingle throws banana peels in the air, causing all opponents to slip constantly when they land on the ground or try to move.
*Tingle throws Superspicy Curry in the air, causing all fighters to breath fire as if they used a Superspicy Curry.
*Tingle floats away with a plethora of balloons. Has no effect in battle.
TrixieMy Little Pony: Friendship is Magic (2010)
		Trixie is a recurring character and former antagonist in My Little Pony: Friendship is Magic. She is a blue unicorn and a travelling showmare, specializing in illusions and other related magic. She has a large ego to the point where she talks in third person, as well as referring to herself as "The Great and Powerful Trixie". She has a rivalry with Twilight Sparkle, though it became much more playful and friendly as time went on.When Trixie is summoned, she will run around and attack with several magic illusions, including flinging around playing cards, transforming opponents into teacups for a short time to leave them vulnerable, and flipping her cape to push opponents away and reflect projectiles. After awhile, she will disappear, though she can be KO'ed by opponents' attacks.	Trixie is a recurring character and former antagonist in My Little Pony: Friendship is Magic. She is a blue unicorn and a travelling showmare, specializing in illusions and other related magic. She has a large ego to the point where she talks in third person, as well as referring to herself as "The Great and Powerful Trixie". She has a rivalry with Twilight Sparkle, though it became much more playful and friendly as time went on.When Trixie is summoned, she will run around and attack with several magic illusions, including flinging around playing cards, transforming opponents into teacups for a short time to leave them vulnerable, and flipping her cape to push opponents away and reflect projectiles. After awhile, she will disappear, though she can be KO'ed by opponents' attacks.
		Trixie is a recurring character and former antagonist in My Little Pony: Friendship is Magic. She is a blue unicorn and a travelling showmare, specializing in illusions and other related magic. She has a large ego to the point where she talks in third person, as well as referring to herself as "The Great and Powerful Trixie". She has a rivalry with Twilight Sparkle, though it became much more playful and friendly as time went on.When Trixie is summoned, she will run around and attack with several magic illusions, including flinging around playing cards, transforming opponents into teacups for a short time to leave them vulnerable, and flipping her cape to push opponents away and reflect projectiles. After awhile, she will disappear, though she can be KO'ed by opponents' attacks.	Trixie is a recurring character and former antagonist in My Little Pony: Friendship is Magic. She is a blue unicorn and a travelling showmare, specializing in illusions and other related magic. She has a large ego to the point where she talks in third person, as well as referring to herself as "The Great and Powerful Trixie". She has a rivalry with Twilight Sparkle, though it became much more playful and friendly as time went on.When Trixie is summoned, she will run around and attack with several magic illusions, including flinging around playing cards, transforming opponents into teacups for a short time to leave them vulnerable, and flipping her cape to push opponents away and reflect projectiles. After awhile, she will disappear, though she can be KO'ed by opponents' attacks.
VinceArt Academy (2009)
		Vince is an elderly artist that appears in the Art Academy series. He serves as a tutor, teaching players how to paint. His appearance is based on Leonardo da Vinci, though his name is a reference to Vincent van Gogh.When Vince is summoned, he will start painting on his canvas. This causes detailed paintings of various objects, from vegetables to statues to animals, to cover the opponents and obstruct them from view. Opponents behind the paintings will also suffer three times the amount of damage from attacks. After awhile, Vince will disappear.	Vince is an elderly artist that appears in the Art Academy series. He serves as a tutor, teaching players how to paint. His appearance is based on Leonardo da Vinci, though his name is a reference to Vincent van Gogh.When Vince is summoned, he will start painting on his canvas. This causes detailed paintings of various objects, from vegetables to statues to animals, to cover the opponents and obstruct them from view. Opponents behind the paintings will also suffer three times the amount of damage from attacks. After awhile, Vince will disappear.
		Vince is an elderly artist that appears in the Art Academy series. He serves as a tutor, teaching players how to paint. His appearance is based on Leonardo da Vinci, though his name is a reference to Vincent van Gogh.When Vince is summoned, he will start painting on his canvas. This causes detailed paintings of various objects, from vegetables to statues to animals, to cover the opponents and obstruct them from view. Opponents behind the paintings will also suffer three times the amount of damage from attacks. After awhile, Vince will disappear.	Vince is an elderly artist that appears in the Art Academy series. He serves as a tutor, teaching players how to paint. His appearance is based on Leonardo da Vinci, though his name is a reference to Vincent van Gogh.When Vince is summoned, he will start painting on his canvas. This causes detailed paintings of various objects, from vegetables to statues to animals, to cover the opponents and obstruct them from view. Opponents behind the paintings will also suffer three times the amount of damage from attacks. After awhile, Vince will disappear.
Urban ChampionUrban Champion (1984)
		Urban Champion refers to the main player character in the NES fighting game Urban Champion. The goal of the game was to knock the opponent into a manhole, using light and heavy punches. Occasionally, police cars would drive by, and the fighters would stop until they passed by.When Urban Champion is summoned, he appears in his NES sprite and will walk around the stage. If he is nearby an opponent, he will either throw a light punch or heavy punch, damaging them. After awhile, he will disappear, but can be KO'ed by opponents' attacks.	Urban Champion refers to the main player character in the NES fighting game Urban Champion. The goal of the game was to knock the opponent into a manhole, using light and heavy punches. Occasionally, police cars would drive by, and the fighters would stop until they passed by.When Urban Champion is summoned, he appears in his NES sprite and will walk around the stage. If he is nearby an opponent, he will either throw a light punch or heavy punch, damaging them. After awhile, he will disappear, but can be KO'ed by opponents' attacks.
		Urban Champion refers to the main player character in the NES fighting game Urban Champion. The goal of the game was to knock the opponent into a manhole, using light and heavy punches. Occasionally, police cars would drive by, and the fighters would stop until they passed by.When Urban Champion is summoned, he appears in his NES sprite and will walk around the stage. If he is nearby an opponent, he will either throw a light punch or heavy punch, damaging them. After awhile, he will disappear, but can be KO'ed by opponents' attacks.	Urban Champion refers to the main player character in the NES fighting game Urban Champion. The goal of the game was to knock the opponent into a manhole, using light and heavy punches. Occasionally, police cars would drive by, and the fighters would stop until they passed by.When Urban Champion is summoned, he appears in his NES sprite and will walk around the stage. If he is nearby an opponent, he will either throw a light punch or heavy punch, damaging them. After awhile, he will disappear, but can be KO'ed by opponents' attacks.
Werner WermanCuphead (2017)
		Werner Werman is one of the bosses that Cuphead must battle in Cuphead, battled in the level Murine Corps in Inkwell Isle Three. He is a mouse that controls a vehicle made out of a soup can, and attacks with projectiles such as bombs and soda caps. In the final phase of the battle, he is eaten by a cat, and it must be battled instead. Once defeated, the cat is revealed to be a robot controlled by Werner Werman all along.When Werner Werman is summoned, he acts similar to the first phase of his boss fight, where he hides in his soup can vehicle and fires bombs, which will fly in arcs and explode on impact. He can also charge at opponents, damaging them if he hits them. He will disappear after awhile, though he can be defeated by opponents' attacks.	Werner Werman is one of the bosses that Cuphead must battle in Cuphead, battled in the level Murine Corps in Inkwell Isle Three. He is a mouse that controls a vehicle made out of a soup can, and attacks with projectiles such as bombs and soda caps. In the final phase of the battle, he is eaten by a cat, and it must be battled instead. Once defeated, the cat is revealed to be a robot controlled by Werner Werman all along.When Werner Werman is summoned, he acts similar to the first phase of his boss fight, where he hides in his soup can vehicle and fires bombs, which will fly in arcs and explode on impact. He can also charge at opponents, damaging them if he hits them. He will disappear after awhile, though he can be defeated by opponents' attacks.
		Werner Werman is one of the bosses that Cuphead must battle in Cuphead, battled in the level Murine Corps in Inkwell Isle Three. He is a mouse that controls a vehicle made out of a soup can, and attacks with projectiles such as bombs and soda caps. In the final phase of the battle, he is eaten by a cat, and it must be battled instead. Once defeated, the cat is revealed to be a robot controlled by Werner Werman all along.When Werner Werman is summoned, he acts similar to the first phase of his boss fight, where he hides in his soup can vehicle and fires bombs, which will fly in arcs and explode on impact. He can also charge at opponents, damaging them if he hits them. He will disappear after awhile, though he can be defeated by opponents' attacks.	Werner Werman is one of the bosses that Cuphead must battle in Cuphead, battled in the level Murine Corps in Inkwell Isle Three. He is a mouse that controls a vehicle made out of a soup can, and attacks with projectiles such as bombs and soda caps. In the final phase of the battle, he is eaten by a cat, and it must be battled instead. Once defeated, the cat is revealed to be a robot controlled by Werner Werman all along.When Werner Werman is summoned, he acts similar to the first phase of his boss fight, where he hides in his soup can vehicle and fires bombs, which will fly in arcs and explode on impact. He can also charge at opponents, damaging them if he hits them. He will disappear after awhile, though he can be defeated by opponents' attacks.
Wily CapsuleMega Man 4 (1991)
		The Wily Capsule is a compact flying vehicle that Dr. Wily uses in the Mega Man series, often using it for the final battle. Though it first appeared in Mega Man 4, it is most notable in Mega Man 7, being notoriously difficult. It's appearance in Super Smash Bros. is based off of the latter game.When the Wily Capsule is summoned, it will fly around the stage and teleport. It has a variety of attacks, such as firing energy spheres that travel in an awkward path, firing large energy beams downward the cause a shockwave on contact, and flying into opponents while spinning its spikes to damage them. It will disappear after awhile, but it can be defeated by opponents' attacks.	The Wily Capsule is a compact flying vehicle that Dr. Wily uses in the Mega Man series, often using it for the final battle. Though it first appeared in Mega Man 4, it is most notable in Mega Man 7, being notoriously difficult. It's appearance in Super Smash Bros. is based off of the latter game.When the Wily Capsule is summoned, it will fly around the stage and teleport. It has a variety of attacks, such as firing energy spheres that travel in an awkward path, firing large energy beams downward the cause a shockwave on contact, and flying into opponents while spinning its spikes to damage them. It will disappear after awhile, but it can be defeated by opponents' attacks.
		The Wily Capsule is a compact flying vehicle that Dr. Wily uses in the Mega Man series, often using it for the final battle. Though it first appeared in Mega Man 4, it is most notable in Mega Man 7, being notoriously difficult. It's appearance in Super Smash Bros. is based off of the latter game.When the Wily Capsule is summoned, it will fly around the stage and teleport. It has a variety of attacks, such as firing energy spheres that travel in an awkward path, firing large energy beams downward the cause a shockwave on contact, and flying into opponents while spinning its spikes to damage them. It will disappear after awhile, but it can be defeated by opponents' attacks.	The Wily Capsule is a compact flying vehicle that Dr. Wily uses in the Mega Man series, often using it for the final battle. Though it first appeared in Mega Man 4, it is most notable in Mega Man 7, being notoriously difficult. It's appearance in Super Smash Bros. is based off of the latter game.When the Wily Capsule is summoned, it will fly around the stage and teleport. It has a variety of attacks, such as firing energy spheres that travel in an awkward path, firing large energy beams downward the cause a shockwave on contact, and flying into opponents while spinning its spikes to damage them. It will disappear after awhile, but it can be defeated by opponents' attacks.
Yooka & LayleeYooka-Laylee (2017)
		Yooka & Laylee are a duo consisting of a chameleon and a bat respectively, who are the main characters of Yooka-Laylee. While Yooka is nice and easygoing, Laylee is a snarky wisecracker, and always barks insults and orders. Despite their differences, they make a good duo. While renovating their shipwreck home, they find a book that so happens to be the One Book, which has the power to rewrite the universe. It and the golden Pagies are stolen by Capital B, and they go on an adventure to get them back.When summoned, Yooka and Laylee will run around the stage, using various abilities from their game. This ranges from the Buddy Roll, where Laylee rolls on Yooka like a ball as they bowl over opponents, the Slup Shot where Yooka uses his tongue to eat and spit out opponents, the Lizard Leap where Yooka uses his atil to jump upward and damage opponents, and the Sonar Shot where Laylee shoots out a sonar shockwave that stuns nearby opponents. They will disappear after awhiel, though they can be KO'ed by opponents' attacks.	Yooka & Laylee are a duo consisting of a chameleon and a bat respectively, who are the main characters of Yooka-Laylee. While Yooka is nice and easygoing, Laylee is a snarky wisecracker, and always barks insults and orders. Despite their differences, they make a good duo. While renovating their shipwreck home, they find a book that so happens to be the One Book, which has the power to rewrite the universe. It and the golden Pagies are stolen by Capital B, and they go on an adventure to get them back.When summoned, Yooka and Laylee will run around the stage, using various abilities from their game. This ranges from the Buddy Roll, where Laylee rolls on Yooka like a ball as they bowl over opponents, the Slup Shot where Yooka uses his tongue to eat and spit out opponents, the Lizard Leap where Yooka uses his atil to jump upward and damage opponents, and the Sonar Shot where Laylee shoots out a sonar shockwave that stuns nearby opponents. They will disappear after awhiel, though they can be KO'ed by opponents' attacks.
		Yooka & Laylee are a duo consisting of a chameleon and a bat respectively, who are the main characters of Yooka-Laylee. While Yooka is nice and easygoing, Laylee is a snarky wisecracker, and always barks insults and orders. Despite their differences, they make a good duo. While renovating their shipwreck home, they find a book that so happens to be the One Book, which has the power to rewrite the universe. It and the golden Pagies are stolen by Capital B, and they go on an adventure to get them back.When summoned, Yooka and Laylee will run around the stage, using various abilities from their game. This ranges from the Buddy Roll, where Laylee rolls on Yooka like a ball as they bowl over opponents, the Slup Shot where Yooka uses his tongue to eat and spit out opponents, the Lizard Leap where Yooka uses his atil to jump upward and damage opponents, and the Sonar Shot where Laylee shoots out a sonar shockwave that stuns nearby opponents. They will disappear after awhiel, though they can be KO'ed by opponents' attacks.	Yooka & Laylee are a duo consisting of a chameleon and a bat respectively, who are the main characters of Yooka-Laylee. While Yooka is nice and easygoing, Laylee is a snarky wisecracker, and always barks insults and orders. Despite their differences, they make a good duo. While renovating their shipwreck home, they find a book that so happens to be the One Book, which has the power to rewrite the universe. It and the golden Pagies are stolen by Capital B, and they go on an adventure to get them back.When summoned, Yooka and Laylee will run around the stage, using various abilities from their game. This ranges from the Buddy Roll, where Laylee rolls on Yooka like a ball as they bowl over opponents, the Slup Shot where Yooka uses his tongue to eat and spit out opponents, the Lizard Leap where Yooka uses his atil to jump upward and damage opponents, and the Sonar Shot where Laylee shoots out a sonar shockwave that stuns nearby opponents. They will disappear after awhiel, though they can be KO'ed by opponents' attacks.
ZeroMega Man X (1993)
		Zero is one of the main characters in the Mega Man X series, being the greatest and final creation of Dr. Wily. He is X's best friend and ally, and is a skilled Maverick Hunter. A die-hard warrior, Zero does not hesitate to take action when trouble arises, though behind his cold and emotionless attitude lies a withered soul.When summoned, Zero will move swiftly around the stage. If he's near an opponent, he will use his signature Z-Saber to slash opponents, damaging them. He can also use his Zero Buster to launch a slow-moving but high-damaging energy projectile. He will disappear after a short time, but can be defeated by opponents' attacks.	Zero is one of the main characters in the Mega Man X series, being the greatest and final creation of Dr. Wily. He is X's best friend and ally, and is a skilled Maverick Hunter. A die-hard warrior, Zero does not hesitate to take action when trouble arises, though behind his cold and emotionless attitude lies a withered soul.When summoned, Zero will move swiftly around the stage. If he's near an opponent, he will use his signature Z-Saber to slash opponents, damaging them. He can also use his Zero Buster to launch a slow-moving but high-damaging energy projectile. He will disappear after a short time, but can be defeated by opponents' attacks.
		Zero is one of the main characters in the Mega Man X series, being the greatest and final creation of Dr. Wily. He is X's best friend and ally, and is a skilled Maverick Hunter. A die-hard warrior, Zero does not hesitate to take action when trouble arises, though behind his cold and emotionless attitude lies a withered soul.When summoned, Zero will move swiftly around the stage. If he's near an opponent, he will use his signature Z-Saber to slash opponents, damaging them. He can also use his Zero Buster to launch a slow-moving but high-damaging energy projectile. He will disappear after a short time, but can be defeated by opponents' attacks.	Zero is one of the main characters in the Mega Man X series, being the greatest and final creation of Dr. Wily. He is X's best friend and ally, and is a skilled Maverick Hunter. A die-hard warrior, Zero does not hesitate to take action when trouble arises, though behind his cold and emotionless attitude lies a withered soul.When summoned, Zero will move swiftly around the stage. If he's near an opponent, he will use his signature Z-Saber to slash opponents, damaging them. He can also use his Zero Buster to launch a slow-moving but high-damaging energy projectile. He will disappear after a short time, but can be defeated by opponents' attacks.
Zeus GuySuper Mario World 2: Yoshi's Island (1995)
		Zeus Guys are Shy Guy enemies that appear as semi-common enemies in Super Mario World 2: Yoshi's Island. They will slowly inch toward Yoshi and try to attack with balls of energy that they throw. They cannot be swallowed, and jumping or throwing a Yoshi Egg at them will only stun them, so they are best avoided.When summoned, the Zeus Guy will slowly tread across the stage, attacking nearby opponents with hooks and roundhouse kicks. It will also fire balls of energy from its hands, which will deal heavy damage and knockback. After awhile, it will disappear, though it can be KO'ed with opponents' attacks.	Zeus Guys are Shy Guy enemies that appear as semi-common enemies in Super Mario World 2: Yoshi's Island. They will slowly inch toward Yoshi and try to attack with balls of energy that they throw. They cannot be swallowed, and jumping or throwing a Yoshi Egg at them will only stun them, so they are best avoided.When summoned, the Zeus Guy will slowly tread across the stage, attacking nearby opponents with hooks and roundhouse kicks. It will also fire balls of energy from its hands, which will deal heavy damage and knockback. After awhile, it will disappear, though it can be KO'ed with opponents' attacks.
		Zeus Guys are Shy Guy enemies that appear as semi-common enemies in Super Mario World 2: Yoshi's Island. They will slowly inch toward Yoshi and try to attack with balls of energy that they throw. They cannot be swallowed, and jumping or throwing a Yoshi Egg at them will only stun them, so they are best avoided.When summoned, the Zeus Guy will slowly tread across the stage, attacking nearby opponents with hooks and roundhouse kicks. It will also fire balls of energy from its hands, which will deal heavy damage and knockback. After awhile, it will disappear, though it can be KO'ed with opponents' attacks.	Zeus Guys are Shy Guy enemies that appear as semi-common enemies in Super Mario World 2: Yoshi's Island. They will slowly inch toward Yoshi and try to attack with balls of energy that they throw. They cannot be swallowed, and jumping or throwing a Yoshi Egg at them will only stun them, so they are best avoided.When summoned, the Zeus Guy will slowly tread across the stage, attacking nearby opponents with hooks and roundhouse kicks. It will also fire balls of energy from its hands, which will deal heavy damage and knockback. After awhile, it will disappear, though it can be KO'ed with opponents' attacks.
===Pok Ball Summons===
AbomasnowPokmon Diamond and Pokmon Pearl (2006)
		Abomasnow is a Grass / Ice dual-type Frost Tree Pokmon introduced in Generation IV. It evolves from Snover. Abomansow lives in snowy mountains and only appears when the snow flowers bloom. It is also able to create blizzards to hide itself.When summoned, Abomansow can use one of two moves; Ice Punch and Blizzard, both being damage-dealing Ice-type moves introduced in Generation I. Ice Punch sees Abomansow slide forward while throwing an ice-enhanced punch, freezing any opponents it hits. Meanwhile, Blizzard has it surround itself in an icy vortex, damaging opponents multiple times before freezing and launching the. After awhile, Abomasnow will didappear.	Abomasnow is a Grass / Ice dual-type Frost Tree Pokmon introduced in Generation IV. It evolves from Snover. Abomansow lives in snowy mountains and only appears when the snow flowers bloom. It is also able to create blizzards to hide itself.When summoned, Abomansow can use one of two moves; Ice Punch and Blizzard, both being damage-dealing Ice-type moves introduced in Generation I. Ice Punch sees Abomansow slide forward while throwing an ice-enhanced punch, freezing any opponents it hits. Meanwhile, Blizzard has it surround itself in an icy vortex, damaging opponents multiple times before freezing and launching the. After awhile, Abomasnow will didappear.
		Abomasnow is a Grass / Ice dual-type Frost Tree Pokmon introduced in Generation IV. It evolves from Snover. Abomansow lives in snowy mountains and only appears when the snow flowers bloom. It is also able to create blizzards to hide itself.When summoned, Abomansow can use one of two moves; Ice Punch and Blizzard, both being damage-dealing Ice-type moves introduced in Generation I. Ice Punch sees Abomansow slide forward while throwing an ice-enhanced punch, freezing any opponents it hits. Meanwhile, Blizzard has it surround itself in an icy vortex, damaging opponents multiple times before freezing and launching the. After awhile, Abomasnow will didappear.	Abomasnow is a Grass / Ice dual-type Frost Tree Pokmon introduced in Generation IV. It evolves from Snover. Abomansow lives in snowy mountains and only appears when the snow flowers bloom. It is also able to create blizzards to hide itself.When summoned, Abomansow can use one of two moves; Ice Punch and Blizzard, both being damage-dealing Ice-type moves introduced in Generation I. Ice Punch sees Abomansow slide forward while throwing an ice-enhanced punch, freezing any opponents it hits. Meanwhile, Blizzard has it surround itself in an icy vortex, damaging opponents multiple times before freezing and launching the. After awhile, Abomasnow will didappear.
AbraPokmon Red and Pokmon Green (1996)
		Abra is a Psychic-type Psi Pokmon introduced in Generation I. It evolves into Kadabra, which evolves into Alakazam. Abra can sense danger with a telepathic radar, and when it does, it teleports to a safer location. Due to its strain of telepathic powers, Abra sleeps 18 hours a day.When Abra is summoned, it will float around the stage aimlessly. Periodically, it will use Teleport, a non-damaging Psychic-type move introduced in Generation I, where it will teleport to a random area of the stage. If it is nearby any opponents, items, or projectiles, those will be teleported to its new location as well. After awhile, Abra will disappear.	Abra is a Psychic-type Psi Pokmon introduced in Generation I. It evolves into Kadabra, which evolves into Alakazam. Abra can sense danger with a telepathic radar, and when it does, it teleports to a safer location. Due to its strain of telepathic powers, Abra sleeps 18 hours a day.When Abra is summoned, it will float around the stage aimlessly. Periodically, it will use Teleport, a non-damaging Psychic-type move introduced in Generation I, where it will teleport to a random area of the stage. If it is nearby any opponents, items, or projectiles, those will be teleported to its new location as well. After awhile, Abra will disappear.
		Abra is a Psychic-type Psi Pokmon introduced in Generation I. It evolves into Kadabra, which evolves into Alakazam. Abra can sense danger with a telepathic radar, and when it does, it teleports to a safer location. Due to its strain of telepathic powers, Abra sleeps 18 hours a day.When Abra is summoned, it will float around the stage aimlessly. Periodically, it will use Teleport, a non-damaging Psychic-type move introduced in Generation I, where it will teleport to a random area of the stage. If it is nearby any opponents, items, or projectiles, those will be teleported to its new location as well. After awhile, Abra will disappear.	Abra is a Psychic-type Psi Pokmon introduced in Generation I. It evolves into Kadabra, which evolves into Alakazam. Abra can sense danger with a telepathic radar, and when it does, it teleports to a safer location. Due to its strain of telepathic powers, Abra sleeps 18 hours a day.When Abra is summoned, it will float around the stage aimlessly. Periodically, it will use Teleport, a non-damaging Psychic-type move introduced in Generation I, where it will teleport to a random area of the stage. If it is nearby any opponents, items, or projectiles, those will be teleported to its new location as well. After awhile, Abra will disappear.
Alolan ExeggutorPokmon Sun and Pokmon Moon (2016)
		Alolan Exeggutor is a Grass / Dragon dual-type Coconut Pokmon introduced in Generation VII. It evolves from Exeggcute. It is the regional form of Exeggutor, indigenous to Alola. Due to the abundance of sunlight in the region, Alolan Exeggutor grows almost fives times its normal height, resembling a palm tree. At over 35 feet, it is the tallest Pokmon to be recorded.When summoned, Alolan Exeggutor doesn't use any move in particular; instead it stays in place and occasionally moves around. Its body acts as a wall that players and projectiles cannot pass through, and is difficult to climb over. After awhile, it will disappear.	Alolan Exeggutor is a Grass / Dragon dual-type Coconut Pokmon introduced in Generation VII. It evolves from Exeggcute. It is the regional form of Exeggutor, indigenous to Alola. Due to the abundance of sunlight in the region, Alolan Exeggutor grows almost fives times its normal height, resembling a palm tree. At over 35 feet, it is the tallest Pokmon to be recorded.When summoned, Alolan Exeggutor doesn't use any move in particular; instead it stays in place and occasionally moves around. Its body acts as a wall that players and projectiles cannot pass through, and is difficult to climb over. After awhile, it will disappear.
		Alolan Exeggutor is a Grass / Dragon dual-type Coconut Pokmon introduced in Generation VII. It evolves from Exeggcute. It is the regional form of Exeggutor, indigenous to Alola. Due to the abundance of sunlight in the region, Alolan Exeggutor grows almost fives times its normal height, resembling a palm tree. At over 35 feet, it is the tallest Pokmon to be recorded.When summoned, Alolan Exeggutor doesn't use any move in particular; instead it stays in place and occasionally moves around. Its body acts as a wall that players and projectiles cannot pass through, and is difficult to climb over. After awhile, it will disappear.	Alolan Exeggutor is a Grass / Dragon dual-type Coconut Pokmon introduced in Generation VII. It evolves from Exeggcute. It is the regional form of Exeggutor, indigenous to Alola. Due to the abundance of sunlight in the region, Alolan Exeggutor grows almost fives times its normal height, resembling a palm tree. At over 35 feet, it is the tallest Pokmon to be recorded.When summoned, Alolan Exeggutor doesn't use any move in particular; instead it stays in place and occasionally moves around. Its body acts as a wall that players and projectiles cannot pass through, and is difficult to climb over. After awhile, it will disappear.
Alolan RaichuPokmon Sun and Pokmon Moon (2016)
		Alolan Raichu is an Electric / Psychic dual-type Mouse Pokmon introduced in Generation VII. It evolves from Pikachu, and is the final form of Pichu. It is the regional form of Raichu, indigenous to Alola. By collecting psychic power in its tail, it can ride around on it like a surfboard. Raichu's transformation into Alolan Raichu is a mystery, though people suggest it may be because it ate too many fluffy pancakes.When summoned, Alolan Raichu will use Stoked Sparksurfer, a damage-dealing Electric-type Z-Move introduced in Generation VII. It rides around the stage on its tail, targeting opponents. If it touches them, it shocks them with electricity, inflicting paralysis on them before dealing knockback. After awhile, it will disappear.	Alolan Raichu is an Electric / Psychic dual-type Mouse Pokmon introduced in Generation VII. It evolves from Pikachu, and is the final form of Pichu. It is the regional form of Raichu, indigenous to Alola. By collecting psychic power in its tail, it can ride around on it like a surfboard. Raichu's transformation into Alolan Raichu is a mystery, though people suggest it may be because it ate too many fluffy pancakes.When summoned, Alolan Raichu will use Stoked Sparksurfer, a damage-dealing Electric-type Z-Move introduced in Generation VII. It rides around the stage on its tail, targeting opponents. If it touches them, it shocks them with electricity, inflicting paralysis on them before dealing knockback. After awhile, it will disappear.
		Alolan Raichu is an Electric / Psychic dual-type Mouse Pokmon introduced in Generation VII. It evolves from Pikachu, and is the final form of Pichu. It is the regional form of Raichu, indigenous to Alola. By collecting psychic power in its tail, it can ride around on it like a surfboard. Raichu's transformation into Alolan Raichu is a mystery, though people suggest it may be because it ate too many fluffy pancakes.When summoned, Alolan Raichu will use Stoked Sparksurfer, a damage-dealing Electric-type Z-Move introduced in Generation VII. It rides around the stage on its tail, targeting opponents. If it touches them, it shocks them with electricity, inflicting paralysis on them before dealing knockback. After awhile, it will disappear.	Alolan Raichu is an Electric / Psychic dual-type Mouse Pokmon introduced in Generation VII. It evolves from Pikachu, and is the final form of Pichu. It is the regional form of Raichu, indigenous to Alola. By collecting psychic power in its tail, it can ride around on it like a surfboard. Raichu's transformation into Alolan Raichu is a mystery, though people suggest it may be because it ate too many fluffy pancakes.When summoned, Alolan Raichu will use Stoked Sparksurfer, a damage-dealing Electric-type Z-Move introduced in Generation VII. It rides around the stage on its tail, targeting opponents. If it touches them, it shocks them with electricity, inflicting paralysis on them before dealing knockback. After awhile, it will disappear.
Alolan VulpixPokmon Sun and Pokmon Moon (2016)
		Alolan Vulpix is an Ice-type Fox Pokmon introduced in Generation VII. It evolves into Alolan Ninetales. It is the regional form of Vulpix, indigenous to Alola. It can expel breath as cold as -58 °F. While not suited to warm environments, its tail can produce ice to cool surrounding temperatures if needed.When summoned, Alolan Vulpix will walk and jump around the stage. If an opponent is nearby, it will use Icy Wind, a damage-dealing Ice-type move introduced in Generation II. It expels icy breath from its mouth, damaging opponents multiple times and freezing them. After awhile, it will disappear.	Alolan Vulpix is an Ice-type Fox Pokmon introduced in Generation VII. It evolves into Alolan Ninetales. It is the regional form of Vulpix, indigenous to Alola. It can expel breath as cold as -58 °F. While not suited to warm environments, its tail can produce ice to cool surrounding temperatures if needed.When summoned, Alolan Vulpix will walk and jump around the stage. If an opponent is nearby, it will use Icy Wind, a damage-dealing Ice-type move introduced in Generation II. It expels icy breath from its mouth, damaging opponents multiple times and freezing them. After awhile, it will disappear.
		Alolan Vulpix is an Ice-type Fox Pokmon introduced in Generation VII. It evolves into Alolan Ninetales. It is the regional form of Vulpix, indigenous to Alola. It can expel breath as cold as -58 °F. While not suited to warm environments, its tail can produce ice to cool surrounding temperatures if needed.When summoned, Alolan Vulpix will walk and jump around the stage. If an opponent is nearby, it will use Icy Wind, a damage-dealing Ice-type move introduced in Generation II. It expels icy breath from its mouth, damaging opponents multiple times and freezing them. After awhile, it will disappear.	Alolan Vulpix is an Ice-type Fox Pokmon introduced in Generation VII. It evolves into Alolan Ninetales. It is the regional form of Vulpix, indigenous to Alola. It can expel breath as cold as -58 °F. While not suited to warm environments, its tail can produce ice to cool surrounding temperatures if needed.When summoned, Alolan Vulpix will walk and jump around the stage. If an opponent is nearby, it will use Icy Wind, a damage-dealing Ice-type move introduced in Generation II. It expels icy breath from its mouth, damaging opponents multiple times and freezing them. After awhile, it will disappear.
ArceusPokmon Diamond and Pokmon Pearl (2006)
		Arceus is a Normal-type Alpha Legendary Pokmon introduced in Generation IV. It is not known to evolve into or from any other Pokmon. Arceus is thought to have created the Sinnoh region, as well as the entire Pokmon world. Because of this, it may be the longest-living Pokmon species. It is quite protective over its creation, saving the planet from cataclysms in ancient times.When summoned, Arceus will use Gravity, a non-damaging Psychic-type move introduced in Generation IV. It will stomp on the ground, causing all opponents to be meteor smashed. After doing this a few times, Arceus will disappear.	Arceus is a Normal-type Alpha Legendary Pokmon introduced in Generation IV. It is not known to evolve into or from any other Pokmon. Arceus is thought to have created the Sinnoh region, as well as the entire Pokmon world. Because of this, it may be the longest-living Pokmon species. It is quite protective over its creation, saving the planet from cataclysms in ancient times.When summoned, Arceus will use Gravity, a non-damaging Psychic-type move introduced in Generation IV. It will stomp on the ground, causing all opponents to be meteor smashed. After doing this a few times, Arceus will disappear.
		Arceus is a Normal-type Alpha Legendary Pokmon introduced in Generation IV. It is not known to evolve into or from any other Pokmon. Arceus is thought to have created the Sinnoh region, as well as the entire Pokmon world. Because of this, it may be the longest-living Pokmon species. It is quite protective over its creation, saving the planet from cataclysms in ancient times.When summoned, Arceus will use Gravity, a non-damaging Psychic-type move introduced in Generation IV. It will stomp on the ground, causing all opponents to be meteor smashed. After doing this a few times, Arceus will disappear.	Arceus is a Normal-type Alpha Legendary Pokmon introduced in Generation IV. It is not known to evolve into or from any other Pokmon. Arceus is thought to have created the Sinnoh region, as well as the entire Pokmon world. Because of this, it may be the longest-living Pokmon species. It is quite protective over its creation, saving the planet from cataclysms in ancient times.When summoned, Arceus will use Gravity, a non-damaging Psychic-type move introduced in Generation IV. It will stomp on the ground, causing all opponents to be meteor smashed. After doing this a few times, Arceus will disappear.
BewearPok<on Sun and Pokmon Moon (2016)
		Bewear is a Normal / Fighting dual-type Strong Arm Pokmon introduced in Generation VII. It evolves from Stufful. While it may look harmless, Bewear is actually one of the most dangerous Pokmon in Alola. Travellers must take care to not approach it carelessly, even if it is simply swinging its arms in a friendly manner. It shows affection by hugging, though their hugs have incredible force and have been known to suffocate trainers.When summoned, Bewear will move and jump around the stage slowly. However, if an opponent is nearby, it will use Hammer Arm, a damage-dealing Fighting-type move introduced in Generation IV, to throw a powerful uppercut that deals heavy damage and knockback. After awhile, it will disappear.	Bewear is a Normal / Fighting dual-type Strong Arm Pokmon introduced in Generation VII. It evolves from Stufful. While it may look harmless, Bewear is actually one of the most dangerous Pokmon in Alola. Travellers must take care to not approach it carelessly, even if it is simply swinging its arms in a friendly manner. It shows affection by hugging, though their hugs have incredible force and have been known to suffocate trainers.When summoned, Bewear will move and jump around the stage slowly. However, if an opponent is nearby, it will use Hammer Arm, a damage-dealing Fighting-type move introduced in Generation IV, to throw a powerful uppercut that deals heavy damage and knockback. After awhile, it will disappear.
		Bewear is a Normal / Fighting dual-type Strong Arm Pokmon introduced in Generation VII. It evolves from Stufful. While it may look harmless, Bewear is actually one of the most dangerous Pokmon in Alola. Travellers must take care to not approach it carelessly, even if it is simply swinging its arms in a friendly manner. It shows affection by hugging, though their hugs have incredible force and have been known to suffocate trainers.When summoned, Bewear will move and jump around the stage slowly. However, if an opponent is nearby, it will use Hammer Arm, a damage-dealing Fighting-type move introduced in Generation IV, to throw a powerful uppercut that deals heavy damage and knockback. After awhile, it will disappear.	Bewear is a Normal / Fighting dual-type Strong Arm Pokmon introduced in Generation VII. It evolves from Stufful. While it may look harmless, Bewear is actually one of the most dangerous Pokmon in Alola. Travellers must take care to not approach it carelessly, even if it is simply swinging its arms in a friendly manner. It shows affection by hugging, though their hugs have incredible force and have been known to suffocate trainers.When summoned, Bewear will move and jump around the stage slowly. However, if an opponent is nearby, it will use Hammer Arm, a damage-dealing Fighting-type move introduced in Generation IV, to throw a powerful uppercut that deals heavy damage and knockback. After awhile, it will disappear.
BonslyPomon Diamond and Pokmon Pearl (2006)
		Bonsly is a Rock-type Bonsai Pokmon introduced in generation IV. It evolves into Sudowoodo. It mimics a bonsai tree, and is often mistaken as such. It has a habit of crying, though due to excess moisture within its body rather than sadness. It will die if it has too much moisture in its body.When Bonsai is summoned, it will simply walk around the stage, not actively attacking anyone. However, fighters can pick it up and throw it at opponents, allowing it to use Tackle, a damage-dealing Normal-type move introduced in Generation I, where it slams into the opponent and damages them. It will disappear after awhile.	Bonsly is a Rock-type Bonsai Pokmon introduced in generation IV. It evolves into Sudowoodo. It mimics a bonsai tree, and is often mistaken as such. It has a habit of crying, though due to excess moisture within its body rather than sadness. It will die if it has too much moisture in its body.When Bonsai is summoned, it will simply walk around the stage, not actively attacking anyone. However, fighters can pick it up and throw it at opponents, allowing it to use Tackle, a damage-dealing Normal-type move introduced in Generation I, where it slams into the opponent and damages them. It will disappear after awhile.
		Bonsly is a Rock-type Bonsai Pokmon introduced in generation IV. It evolves into Sudowoodo. It mimics a bonsai tree, and is often mistaken as such. It has a habit of crying, though due to excess moisture within its body rather than sadness. It will die if it has too much moisture in its body.When Bonsai is summoned, it will simply walk around the stage, not actively attacking anyone. However, fighters can pick it up and throw it at opponents, allowing it to use Tackle, a damage-dealing Normal-type move introduced in Generation I, where it slams into the opponent and damages them. It will disappear after awhile.	Bonsly is a Rock-type Bonsai Pokmon introduced in generation IV. It evolves into Sudowoodo. It mimics a bonsai tree, and is often mistaken as such. It has a habit of crying, though due to excess moisture within its body rather than sadness. It will die if it has too much moisture in its body.When Bonsai is summoned, it will simply walk around the stage, not actively attacking anyone. However, fighters can pick it up and throw it at opponents, allowing it to use Tackle, a damage-dealing Normal-type move introduced in Generation I, where it slams into the opponent and damages them. It will disappear after awhile.
CelebiPokmon Gold and Pokmon Silver (2016)
		Celebi is a Psychic / Grass dual-type Time Travel Legendary Pokmon introduced in Generation II. It is not known to evolve into or from any known Pokmon. It is known in legend as the "Voice of the Forest". It has the ability to travel through time, and plant life flourishes wherever it has been. Celebi will only show itself in areas at times of peace.When Celebi is summoned, it will use Fly, a damage-dealing Flying-type move introduced in Generation I. It won't attack anyone and disappears as soon as it flies off-screen, but it will drop a Trophy that players can pick up.	Celebi is a Psychic / Grass dual-type Time Travel Legendary Pokmon introduced in Generation II. It is not known to evolve into or from any known Pokmon. It is known in legend as the "Voice of the Forest". It has the ability to travel through time, and plant life flourishes wherever it has been. Celebi will only show itself in areas at times of peace.When Celebi is summoned, it will use Fly, a damage-dealing Flying-type move introduced in Generation I. It won't attack anyone and disappears as soon as it flies off-screen, but it will drop a Trophy that players can pick up.
		Celebi is a Psychic / Grass dual-type Time Travel Legendary Pokmon introduced in Generation II. It is not known to evolve into or from any known Pokmon. It is known in legend as the "Voice of the Forest". It has the ability to travel through time, and plant life flourishes wherever it has been. Celebi will only show itself in areas at times of peace.When Celebi is summoned, it will use Fly, a damage-dealing Flying-type move introduced in Generation I. It won't attack anyone and disappears as soon as it flies off-screen, but it will drop a Trophy that players can pick up.	Celebi is a Psychic / Grass dual-type Time Travel Legendary Pokmon introduced in Generation II. It is not known to evolve into or from any known Pokmon. It is known in legend as the "Voice of the Forest". It has the ability to travel through time, and plant life flourishes wherever it has been. Celebi will only show itself in areas at times of peace.When Celebi is summoned, it will use Fly, a damage-dealing Flying-type move introduced in Generation I. It won't attack anyone and disappears as soon as it flies off-screen, but it will drop a Trophy that players can pick up.
ChatotPokmon Diamond and Pokmon Pearl (2006)
		Chatot is a Normal / Flying dual-type Music Note Pokmon introduced in Generation IV. It is not known to evolve into or from any other Pokmon. Chatot's tongue is similar to a human's, allowing it to imitate human speech. It is also able to mimic the cries of other Pokmon, which it uses for self-defense.When summoned, Chatot will fly side to side across the stage and use Chatter, a damage-dealing Flying-type move introduced in Generation IV. It creates a sound wave of music notes, damaging any opponents in the radius. It repeats this a few times before disappearing.	Chatot is a Normal / Flying dual-type Music Note Pokmon introduced in Generation IV. It is not known to evolve into or from any other Pokmon. Chatot's tongue is similar to a human's, allowing it to imitate human speech. It is also able to mimic the cries of other Pokmon, which it uses for self-defense.When summoned, Chatot will fly side to side across the stage and use Chatter, a damage-dealing Flying-type move introduced in Generation IV. It creates a sound wave of music notes, damaging any opponents in the radius. It repeats this a few times before disappearing.
		Chatot is a Normal / Flying dual-type Music Note Pokmon introduced in Generation IV. It is not known to evolve into or from any other Pokmon. Chatot's tongue is similar to a human's, allowing it to imitate human speech. It is also able to mimic the cries of other Pokmon, which it uses for self-defense.When summoned, Chatot will fly side to side across the stage and use Chatter, a damage-dealing Flying-type move introduced in Generation IV. It creates a sound wave of music notes, damaging any opponents in the radius. It repeats this a few times before disappearing.	Chatot is a Normal / Flying dual-type Music Note Pokmon introduced in Generation IV. It is not known to evolve into or from any other Pokmon. Chatot's tongue is similar to a human's, allowing it to imitate human speech. It is also able to mimic the cries of other Pokmon, which it uses for self-defense.When summoned, Chatot will fly side to side across the stage and use Chatter, a damage-dealing Flying-type move introduced in Generation IV. It creates a sound wave of music notes, damaging any opponents in the radius. It repeats this a few times before disappearing.
ChespinPokmon X and Pokmon Y (2013)
		Chespin is a Grass-type Spiny Nut Pokmon introduced in Generation VI, and is one of the Kalos starter Pokmon. It evolves into Quilladin, which evolves into Chesnaught. Despite having a curious nature that tends to get itself into trouble, it has a positive outlook on life and does not worry about small details.When Chespin is summoned, it will remain in place and use Seed Bomb, a damage-dealing Grass-type move introduced in Generation IV. It will toss seeds outward, exploding on impact and damaging opponents caught in the blast radius. After repeating this a few times, it will disappear.	Chespin is a Grass-type Spiny Nut Pokmon introduced in Generation VI, and is one of the Kalos starter Pokmon. It evolves into Quilladin, which evolves into Chesnaught. Despite having a curious nature that tends to get itself into trouble, it has a positive outlook on life and does not worry about small details.When Chespin is summoned, it will remain in place and use Seed Bomb, a damage-dealing Grass-type move introduced in Generation IV. It will toss seeds outward, exploding on impact and damaging opponents caught in the blast radius. After repeating this a few times, it will disappear.
		Chespin is a Grass-type Spiny Nut Pokmon introduced in Generation VI, and is one of the Kalos starter Pokmon. It evolves into Quilladin, which evolves into Chesnaught. Despite having a curious nature that tends to get itself into trouble, it has a positive outlook on life and does not worry about small details.When Chespin is summoned, it will remain in place and use Seed Bomb, a damage-dealing Grass-type move introduced in Generation IV. It will toss seeds outward, exploding on impact and damaging opponents caught in the blast radius. After repeating this a few times, it will disappear.	Chespin is a Grass-type Spiny Nut Pokmon introduced in Generation VI, and is one of the Kalos starter Pokmon. It evolves into Quilladin, which evolves into Chesnaught. Despite having a curious nature that tends to get itself into trouble, it has a positive outlook on life and does not worry about small details.When Chespin is summoned, it will remain in place and use Seed Bomb, a damage-dealing Grass-type move introduced in Generation IV. It will toss seeds outward, exploding on impact and damaging opponents caught in the blast radius. After repeating this a few times, it will disappear.
CorsolaPokmon Gold and Pokmon Silver (1999)
		Corsola is a Water / Rock dual-type Coral Pokmon introduced in Generation II. It is not known to evolve into or from any other Pokmon. It requires clean water to live, and typically lives in warm, shallow waters. The growths on its back will disintegrate in a dirty habitat, but will naturally shed and regrow in a clean environment. Its horn is a prized material, often used for jewelry.Corsola doesn't use any particular attack when summoned, instead it sits in place where it can be picked up and thrown like an item, damaging opponents it hits. However, if an opponent picks it up, Corsola will use Brine, a damage-dealing Water-type move introduced in Generation IV and cause an explosion of water around itself, dealing heavy damage and knockback to the opponent. After awhile, it will disappear.	Corsola is a Water / Rock dual-type Coral Pokmon introduced in Generation II. It is not known to evolve into or from any other Pokmon. It requires clean water to live, and typically lives in warm, shallow waters. The growths on its back will disintegrate in a dirty habitat, but will naturally shed and regrow in a clean environment. Its horn is a prized material, often used for jewelry.Corsola doesn't use any particular attack when summoned, instead it sits in place where it can be picked up and thrown like an item, damaging opponents it hits. However, if an opponent picks it up, Corsola will use Brine, a damage-dealing Water-type move introduced in Generation IV and cause an explosion of water around itself, dealing heavy damage and knockback to the opponent. After awhile, it will disappear.
		Corsola is a Water / Rock dual-type Coral Pokmon introduced in Generation II. It is not known to evolve into or from any other Pokmon. It requires clean water to live, and typically lives in warm, shallow waters. The growths on its back will disintegrate in a dirty habitat, but will naturally shed and regrow in a clean environment. Its horn is a prized material, often used for jewelry.Corsola doesn't use any particular attack when summoned, instead it sits in place where it can be picked up and thrown like an item, damaging opponents it hits. However, if an opponent picks it up, Corsola will use Brine, a damage-dealing Water-type move introduced in Generation IV and cause an explosion of water around itself, dealing heavy damage and knockback to the opponent. After awhile, it will disappear.	Corsola is a Water / Rock dual-type Coral Pokmon introduced in Generation II. It is not known to evolve into or from any other Pokmon. It requires clean water to live, and typically lives in warm, shallow waters. The growths on its back will disintegrate in a dirty habitat, but will naturally shed and regrow in a clean environment. Its horn is a prized material, often used for jewelry.Corsola doesn't use any particular attack when summoned, instead it sits in place where it can be picked up and thrown like an item, damaging opponents it hits. However, if an opponent picks it up, Corsola will use Brine, a damage-dealing Water-type move introduced in Generation IV and cause an explosion of water around itself, dealing heavy damage and knockback to the opponent. After awhile, it will disappear.
DarkraiPomon Diamond and Pokmon Pearl (2010)
		Darkrai is a Dark-type Pitch-Black Legendary Pokmon introduced in Generation IV. It is not known to evolve into or from any other Pokmon. It is known to inhabit dreams and cause never-ending nightmares to its victims. However, this is more of a defense mechanism rather than outright malice. Darkrai can become a shadow and escape danger easily. Alongside Cresselia, it is a member of the Lunar Duo.When summoned, Darkrai will use Dark Void, a non-damaging Dark-type move introduced in Generation IV. It launches a purple projectile at opponents, which morphs into a void. It doesn't deal damage, but it does have vacuumboxes that drag opponents and items into it, as well as putting whoever is caught to sleep. It disappears after this.	Darkrai is a Dark-type Pitch-Black Legendary Pokmon introduced in Generation IV. It is not known to evolve into or from any other Pokmon. It is known to inhabit dreams and cause never-ending nightmares to its victims. However, this is more of a defense mechanism rather than outright malice. Darkrai can become a shadow and escape danger easily. Alongside Cresselia, it is a member of the Lunar Duo.When summoned, Darkrai will use Dark Void, a non-damaging Dark-type move introduced in Generation IV. It launches a purple projectile at opponents, which morphs into a void. It doesn't deal damage, but it does have vacuumboxes that drag opponents and items into it, as well as putting whoever is caught to sleep. It disappears after this.
		Darkrai is a Dark-type Pitch-Black Legendary Pokmon introduced in Generation IV. It is not known to evolve into or from any other Pokmon. It is known to inhabit dreams and cause never-ending nightmares to its victims. However, this is more of a defense mechanism rather than outright malice. Darkrai can become a shadow and escape danger easily. Alongside Cresselia, it is a member of the Lunar Duo.When summoned, Darkrai will use Dark Void, a non-damaging Dark-type move introduced in Generation IV. It launches a purple projectile at opponents, which morphs into a void. It doesn't deal damage, but it does have vacuumboxes that drag opponents and items into it, as well as putting whoever is caught to sleep. It disappears after this.	Darkrai is a Dark-type Pitch-Black Legendary Pokmon introduced in Generation IV. It is not known to evolve into or from any other Pokmon. It is known to inhabit dreams and cause never-ending nightmares to its victims. However, this is more of a defense mechanism rather than outright malice. Darkrai can become a shadow and escape danger easily. Alongside Cresselia, it is a member of the Lunar Duo.When summoned, Darkrai will use Dark Void, a non-damaging Dark-type move introduced in Generation IV. It launches a purple projectile at opponents, which morphs into a void. It doesn't deal damage, but it does have vacuumboxes that drag opponents and items into it, as well as putting whoever is caught to sleep. It disappears after this.
DedennePokmon X and Pokmon Y (2013)
		Dedenne is an Electric / Fairy dual-type Antenna Pokmon introduced in Generation VI. It is not known to evolve into or from any other Pokmon. Its upper whiskers act as antennae, allowing it to send and receive electric waves, while the lower whiskers are organs that can fire electricity. Dedenne absorbs electricity from buildings by plugging its tail into outlets.When summoned, Dedenne will use Discharge, a damage-dealing Electric-type move introduced in Generation IV. It discharges four beams of electricity from its body which rotate around it, passing through platforms. Opponents hit by these beams will be inflicted with paralysis before being launched. After awhile, it will disappear.	Dedenne is an Electric / Fairy dual-type Antenna Pokmon introduced in Generation VI. It is not known to evolve into or from any other Pokmon. Its upper whiskers act as antennae, allowing it to send and receive electric waves, while the lower whiskers are organs that can fire electricity. Dedenne absorbs electricity from buildings by plugging its tail into outlets.When summoned, Dedenne will use Discharge, a damage-dealing Electric-type move introduced in Generation IV. It discharges four beams of electricity from its body which rotate around it, passing through platforms. Opponents hit by these beams will be inflicted with paralysis before being launched. After awhile, it will disappear.
		Dedenne is an Electric / Fairy dual-type Antenna Pokmon introduced in Generation VI. It is not known to evolve into or from any other Pokmon. Its upper whiskers act as antennae, allowing it to send and receive electric waves, while the lower whiskers are organs that can fire electricity. Dedenne absorbs electricity from buildings by plugging its tail into outlets.When summoned, Dedenne will use Discharge, a damage-dealing Electric-type move introduced in Generation IV. It discharges four beams of electricity from its body which rotate around it, passing through platforms. Opponents hit by these beams will be inflicted with paralysis before being launched. After awhile, it will disappear.	Dedenne is an Electric / Fairy dual-type Antenna Pokmon introduced in Generation VI. It is not known to evolve into or from any other Pokmon. Its upper whiskers act as antennae, allowing it to send and receive electric waves, while the lower whiskers are organs that can fire electricity. Dedenne absorbs electricity from buildings by plugging its tail into outlets.When summoned, Dedenne will use Discharge, a damage-dealing Electric-type move introduced in Generation IV. It discharges four beams of electricity from its body which rotate around it, passing through platforms. Opponents hit by these beams will be inflicted with paralysis before being launched. After awhile, it will disappear.
DelibirdPokmon Gold and Pokmon Silver (1996)
		Delibird is an Ice / Flying dual-type Delivery Pokmon introduced in Generation II. It is not known to evolve into or from any other Pokmon. It carries its food bundled up in its tail. It will normally feed its chicks, but will also share its food with stranded humans in the mountain regions.Delibird will use Present, a damage-dealing Normal-type move introduced in Generation II, when summoned. It will throw food in front of itself, which can be used by all fighters to heal themselves, though the summoner only needs to touch the food to use it. However, it can also drop bombs that explode immediately, damaging all fighters in the blast radius, including the summoner. After awhile, it will disappear.	Delibird is an Ice / Flying dual-type Delivery Pokmon introduced in Generation II. It is not known to evolve into or from any other Pokmon. It carries its food bundled up in its tail. It will normally feed its chicks, but will also share its food with stranded humans in the mountain regions.Delibird will use Present, a damage-dealing Normal-type move introduced in Generation II, when summoned. It will throw food in front of itself, which can be used by all fighters to heal themselves, though the summoner only needs to touch the food to use it. However, it can also drop bombs that explode immediately, damaging all fighters in the blast radius, including the summoner. After awhile, it will disappear.
		Delibird is an Ice / Flying dual-type Delivery Pokmon introduced in Generation II. It is not known to evolve into or from any other Pokmon. It carries its food bundled up in its tail. It will normally feed its chicks, but will also share its food with stranded humans in the mountain regions.Delibird will use Present, a damage-dealing Normal-type move introduced in Generation II, when summoned. It will throw food in front of itself, which can be used by all fighters to heal themselves, though the summoner only needs to touch the food to use it. However, it can also drop bombs that explode immediately, damaging all fighters in the blast radius, including the summoner. After awhile, it will disappear.	Delibird is an Ice / Flying dual-type Delivery Pokmon introduced in Generation II. It is not known to evolve into or from any other Pokmon. It carries its food bundled up in its tail. It will normally feed its chicks, but will also share its food with stranded humans in the mountain regions.Delibird will use Present, a damage-dealing Normal-type move introduced in Generation II, when summoned. It will throw food in front of itself, which can be used by all fighters to heal themselves, though the summoner only needs to touch the food to use it. However, it can also drop bombs that explode immediately, damaging all fighters in the blast radius, including the summoner. After awhile, it will disappear.
DittoPokmon Red and Pokmon Green (1996)
		Ditto is a Normal-type Transform Pokmon introduced in Generation I. It is not known to evolve into or from any other Pokmon. Ditto has the ability to transform into an exact replica of any physical object, including Pokmons' forms and abilities. However, if it tries to transform into something based on memory, it may get some of the details wrong.When summoned, Ditto will use Transform, a non-damaging Normal-type move introduced in Generation I. Its body changes into a purple copy of one of the opponents, and it proceeds to battle alongside its summoner as if it was a teammate. After awhile, it will revert back to its normal form and disappear, though it can be defeated if an opponent manages to damage it enough to knock it into a blast zone.	Ditto is a Normal-type Transform Pokmon introduced in Generation I. It is not known to evolve into or from any other Pokmon. Ditto has the ability to transform into an exact replica of any physical object, including Pokmons' forms and abilities. However, if it tries to transform into something based on memory, it may get some of the details wrong.When summoned, Ditto will use Transform, a non-damaging Normal-type move introduced in Generation I. Its body changes into a purple copy of one of the opponents, and it proceeds to battle alongside its summoner as if it was a teammate. After awhile, it will revert back to its normal form and disappear, though it can be defeated if an opponent manages to damage it enough to knock it into a blast zone.
		Ditto is a Normal-type Transform Pokmon introduced in Generation I. It is not known to evolve into or from any other Pokmon. Ditto has the ability to transform into an exact replica of any physical object, including Pokmons' forms and abilities. However, if it tries to transform into something based on memory, it may get some of the details wrong.When summoned, Ditto will use Transform, a non-damaging Normal-type move introduced in Generation I. Its body changes into a purple copy of one of the opponents, and it proceeds to battle alongside its summoner as if it was a teammate. After awhile, it will revert back to its normal form and disappear, though it can be defeated if an opponent manages to damage it enough to knock it into a blast zone.	Ditto is a Normal-type Transform Pokmon introduced in Generation I. It is not known to evolve into or from any other Pokmon. Ditto has the ability to transform into an exact replica of any physical object, including Pokmons' forms and abilities. However, if it tries to transform into something based on memory, it may get some of the details wrong.When summoned, Ditto will use Transform, a non-damaging Normal-type move introduced in Generation I. Its body changes into a purple copy of one of the opponents, and it proceeds to battle alongside its summoner as if it was a teammate. After awhile, it will revert back to its normal form and disappear, though it can be defeated if an opponent manages to damage it enough to knock it into a blast zone.
EeveePokmon Red and Pokmon Green (1996)
		Eevee is a Normal-type Evolution Pokmon introduced in Generation I. It is unique in that it has several different evolutions, determined by its habitats or the items it holds. This can be attributed to its irregularly-shaped DNA, allowing it to adapt to its surroundings.When summoned, Eevee will begin using Tackle, a Normal-type move introduced in Generation I. It runs toward a nearby opponent and headbutts them, damaging them. It will disappear after a short time.	Eevee is a Normal-type Evolution Pokmon introduced in Generation I. It is unique in that it has several different evolutions, determined by its habitats or the items it holds. This can be attributed to its irregularly-shaped DNA, allowing it to adapt to its surroundings.When summoned, Eevee will begin using Tackle, a Normal-type move introduced in Generation I. It runs toward a nearby opponent and headbutts them, damaging them. It will disappear after a short time.
		Eevee is a Normal-type Evolution Pokmon introduced in Generation I. It is unique in that it has several different evolutions, determined by its habitats or the items it holds. This can be attributed to its irregularly-shaped DNA, allowing it to adapt to its surroundings.When summoned, Eevee will begin using Tackle, a Normal-type move introduced in Generation I. It runs toward a nearby opponent and headbutts them, damaging them. It will disappear after a short time.	Eevee is a Normal-type Evolution Pokmon introduced in Generation I. It is unique in that it has several different evolutions, determined by its habitats or the items it holds. This can be attributed to its irregularly-shaped DNA, allowing it to adapt to its surroundings.When summoned, Eevee will begin using Tackle, a Normal-type move introduced in Generation I. It runs toward a nearby opponent and headbutts them, damaging them. It will disappear after a short time.
ElectrodePokmon Red and Pokmon Green (1996)
		Electrode is an Electric-type Ball Pokmon introduced in Generation I. It evolves from Voltorb. It tends to live in power plats where fresh electricity is being produced, which it consumes. The more electricity Electrode consumes, the faster it moves. It explodes in response to even the smallest stimulation.When Electrode is summoned, it will stay in place in begin flashing. After a short time, it uses Explosion, a damage-dealing Normal-type move introduced in Generation I, where it self destructs and deals massive damage and knockback to any opponents in the blast radius. There is a chance where Electrode will burn out, and won't explode for longer. When this happens, it can be picked up and thrown as an item, where it will explode on impact.	Electrode is an Electric-type Ball Pokmon introduced in Generation I. It evolves from Voltorb. It tends to live in power plats where fresh electricity is being produced, which it consumes. The more electricity Electrode consumes, the faster it moves. It explodes in response to even the smallest stimulation.When Electrode is summoned, it will stay in place in begin flashing. After a short time, it uses Explosion, a damage-dealing Normal-type move introduced in Generation I, where it self destructs and deals massive damage and knockback to any opponents in the blast radius. There is a chance where Electrode will burn out, and won't explode for longer. When this happens, it can be picked up and thrown as an item, where it will explode on impact.
		Electrode is an Electric-type Ball Pokmon introduced in Generation I. It evolves from Voltorb. It tends to live in power plats where fresh electricity is being produced, which it consumes. The more electricity Electrode consumes, the faster it moves. It explodes in response to even the smallest stimulation.When Electrode is summoned, it will stay in place in begin flashing. After a short time, it uses Explosion, a damage-dealing Normal-type move introduced in Generation I, where it self destructs and deals massive damage and knockback to any opponents in the blast radius. There is a chance where Electrode will burn out, and won't explode for longer. When this happens, it can be picked up and thrown as an item, where it will explode on impact.	Electrode is an Electric-type Ball Pokmon introduced in Generation I. It evolves from Voltorb. It tends to live in power plats where fresh electricity is being produced, which it consumes. The more electricity Electrode consumes, the faster it moves. It explodes in response to even the smallest stimulation.When Electrode is summoned, it will stay in place in begin flashing. After a short time, it uses Explosion, a damage-dealing Normal-type move introduced in Generation I, where it self destructs and deals massive damage and knockback to any opponents in the blast radius. There is a chance where Electrode will burn out, and won't explode for longer. When this happens, it can be picked up and thrown as an item, where it will explode on impact.
FennekinPokmon X and Pokmon Y (2013)
		Fennekin is a Fire-type Fox Pokmon introduced in Generation VI, and one of the Kalos starter Pokmon. It evolves into Braixen, which evolves into Delphox. Hot air is vented from its ears, which can reach up to 390 degrees, and it uses this ability to intimidate opponents. Fennekin chews on twigs, which give it energy.When summoned, Fennekin will use Incinerate, a damage-dealing Fire-type move introduced in Generation V. It spits a fireball in either direction, which hits the ground and turns into a pillar of flames, which damages opponents multiple times. It repeats this a few times before it disappears.	Fennekin is a Fire-type Fox Pokmon introduced in Generation VI, and one of the Kalos starter Pokmon. It evolves into Braixen, which evolves into Delphox. Hot air is vented from its ears, which can reach up to 390 degrees, and it uses this ability to intimidate opponents. Fennekin chews on twigs, which give it energy.When summoned, Fennekin will use Incinerate, a damage-dealing Fire-type move introduced in Generation V. It spits a fireball in either direction, which hits the ground and turns into a pillar of flames, which damages opponents multiple times. It repeats this a few times before it disappears.
		Fennekin is a Fire-type Fox Pokmon introduced in Generation VI, and one of the Kalos starter Pokmon. It evolves into Braixen, which evolves into Delphox. Hot air is vented from its ears, which can reach up to 390 degrees, and it uses this ability to intimidate opponents. Fennekin chews on twigs, which give it energy.When summoned, Fennekin will use Incinerate, a damage-dealing Fire-type move introduced in Generation V. It spits a fireball in either direction, which hits the ground and turns into a pillar of flames, which damages opponents multiple times. It repeats this a few times before it disappears.	Fennekin is a Fire-type Fox Pokmon introduced in Generation VI, and one of the Kalos starter Pokmon. It evolves into Braixen, which evolves into Delphox. Hot air is vented from its ears, which can reach up to 390 degrees, and it uses this ability to intimidate opponents. Fennekin chews on twigs, which give it energy.When summoned, Fennekin will use Incinerate, a damage-dealing Fire-type move introduced in Generation V. It spits a fireball in either direction, which hits the ground and turns into a pillar of flames, which damages opponents multiple times. It repeats this a few times before it disappears.
FletchlingPokmon X and Pokmon Y (2013)
		Fletchling is a Normal / Flying dual-type Tiny Robin Pokmon introduced in Generation VI. It evolves into Flechinder, which evolves into Talonflame. They are said to be very friendly and are known for their beautiful songs. In spite of this however, they are very territorial, and are relentless in battle.When Fletchling is summoned, it will hop around the stage and use Peck, a damage-dealing Flying-type move introduced in Generation I, to damage opponents. After awhile, it will disappear.	Fletchling is a Normal / Flying dual-type Tiny Robin Pokmon introduced in Generation VI. It evolves into Flechinder, which evolves into Talonflame. They are said to be very friendly and are known for their beautiful songs. In spite of this however, they are very territorial, and are relentless in battle.When Fletchling is summoned, it will hop around the stage and use Peck, a damage-dealing Flying-type move introduced in Generation I, to damage opponents. After awhile, it will disappear.
		Fletchling is a Normal / Flying dual-type Tiny Robin Pokmon introduced in Generation VI. It evolves into Flechinder, which evolves into Talonflame. They are said to be very friendly and are known for their beautiful songs. In spite of this however, they are very territorial, and are relentless in battle.When Fletchling is summoned, it will hop around the stage and use Peck, a damage-dealing Flying-type move introduced in Generation I, to damage opponents. After awhile, it will disappear.	Fletchling is a Normal / Flying dual-type Tiny Robin Pokmon introduced in Generation VI. It evolves into Flechinder, which evolves into Talonflame. They are said to be very friendly and are known for their beautiful songs. In spite of this however, they are very territorial, and are relentless in battle.When Fletchling is summoned, it will hop around the stage and use Peck, a damage-dealing Flying-type move introduced in Generation I, to damage opponents. After awhile, it will disappear.
Galarian PonytaPokmon Sword and Pokmon Shield (2019)
		Galarian Ponyta is a Psychic-type Unique Horn Pokmon introduced in Generation VIII. It evolves into Galarian Rapidash. It is the regional form of Ponyta, indigenous to Galar. It is able to store life energy in its mane, which becomes more colorful if there is more energy to use. Its horn has healing powers, and is able to heal any wounds by rubbing its horn on them.When Galarian Ponyta is summoned, it will use Dazzling Gleam, a damage-dealing Fairy-type move introduced in Generation VI. It emits bright flashes of light from its horn, damaging and launching opponents in the radius. It stays in place and does this a few times before disappearing.	Galarian Ponyta is a Psychic-type Unique Horn Pokmon introduced in Generation VIII. It evolves into Galarian Rapidash. It is the regional form of Ponyta, indigenous to Galar. It is able to store life energy in its mane, which becomes more colorful if there is more energy to use. Its horn has healing powers, and is able to heal any wounds by rubbing its horn on them.When Galarian Ponyta is summoned, it will use Dazzling Gleam, a damage-dealing Fairy-type move introduced in Generation VI. It emits bright flashes of light from its horn, damaging and launching opponents in the radius. It stays in place and does this a few times before disappearing.
		Galarian Ponyta is a Psychic-type Unique Horn Pokmon introduced in Generation VIII. It evolves into Galarian Rapidash. It is the regional form of Ponyta, indigenous to Galar. It is able to store life energy in its mane, which becomes more colorful if there is more energy to use. Its horn has healing powers, and is able to heal any wounds by rubbing its horn on them.When Galarian Ponyta is summoned, it will use Dazzling Gleam, a damage-dealing Fairy-type move introduced in Generation VI. It emits bright flashes of light from its horn, damaging and launching opponents in the radius. It stays in place and does this a few times before disappearing.	Galarian Ponyta is a Psychic-type Unique Horn Pokmon introduced in Generation VIII. It evolves into Galarian Rapidash. It is the regional form of Ponyta, indigenous to Galar. It is able to store life energy in its mane, which becomes more colorful if there is more energy to use. Its horn has healing powers, and is able to heal any wounds by rubbing its horn on them.When Galarian Ponyta is summoned, it will use Dazzling Gleam, a damage-dealing Fairy-type move introduced in Generation VI. It emits bright flashes of light from its horn, damaging and launching opponents in the radius. It stays in place and does this a few times before disappearing.
GogoatPokmon X and Pokmon Y (2013)
		Gogoat is a Grass-type Mount Pokmon introduced in Generation VI. It evolves from Skiddo. Gogoat is said to have empathetic capabilities and sense the feelings of whoever grips its horns. It does this by feeling changes in the grip, and this ability allows it to move as if it and its rider were one being.When summoned, Gogoat will use Take Down, a damage-dealing Normal-type move introduced in Generation I. It will charge around the stage with its horns, damaging opponents it hits. Its back also acts as a platform that the summoner and opponents can use, allowing them to ride on Gogoat as it moves. After awhile, it will disappear.	Gogoat is a Grass-type Mount Pokmon introduced in Generation VI. It evolves from Skiddo. Gogoat is said to have empathetic capabilities and sense the feelings of whoever grips its horns. It does this by feeling changes in the grip, and this ability allows it to move as if it and its rider were one being.When summoned, Gogoat will use Take Down, a damage-dealing Normal-type move introduced in Generation I. It will charge around the stage with its horns, damaging opponents it hits. Its back also acts as a platform that the summoner and opponents can use, allowing them to ride on Gogoat as it moves. After awhile, it will disappear.
		Gogoat is a Grass-type Mount Pokmon introduced in Generation VI. It evolves from Skiddo. Gogoat is said to have empathetic capabilities and sense the feelings of whoever grips its horns. It does this by feeling changes in the grip, and this ability allows it to move as if it and its rider were one being.When summoned, Gogoat will use Take Down, a damage-dealing Normal-type move introduced in Generation I. It will charge around the stage with its horns, damaging opponents it hits. Its back also acts as a platform that the summoner and opponents can use, allowing them to ride on Gogoat as it moves. After awhile, it will disappear.	Gogoat is a Grass-type Mount Pokmon introduced in Generation VI. It evolves from Skiddo. Gogoat is said to have empathetic capabilities and sense the feelings of whoever grips its horns. It does this by feeling changes in the grip, and this ability allows it to move as if it and its rider were one being.When summoned, Gogoat will use Take Down, a damage-dealing Normal-type move introduced in Generation I. It will charge around the stage with its horns, damaging opponents it hits. Its back also acts as a platform that the summoner and opponents can use, allowing them to ride on Gogoat as it moves. After awhile, it will disappear.
GoldeenPokmon Red and Pokmon Green (1996)
		Goldeen is a Water-type Goldfish Pokmon introduced in Generation I. It evolves into Seaking. It has a wild temperament, and will use its horn to smash its way to freedom if kept in an aquarium. Humans swimming near Goldeen must exercise caution left it ram them.When Golden is summoned, it will use Splash, a non-damaging Normal-type move introduced in Generation I. It will not affect the battle at all, and will simply bounce along the ground aimlessly. However, if it bounces into a body of water, it will stay there for a short time and reemerge as Seaking. It will float around the stage and use Horn Attack, a damage-dealing Normal-type move introduced in Generation I, to skewer opponents with its horn and launch them. After awhile, it will disappear.	Goldeen is a Water-type Goldfish Pokmon introduced in Generation I. It evolves into Seaking. It has a wild temperament, and will use its horn to smash its way to freedom if kept in an aquarium. Humans swimming near Goldeen must exercise caution left it ram them.When Golden is summoned, it will use Splash, a non-damaging Normal-type move introduced in Generation I. It will not affect the battle at all, and will simply bounce along the ground aimlessly. However, if it bounces into a body of water, it will stay there for a short time and reemerge as Seaking. It will float around the stage and use Horn Attack, a damage-dealing Normal-type move introduced in Generation I, to skewer opponents with its horn and launch them. After awhile, it will disappear.
		Goldeen is a Water-type Goldfish Pokmon introduced in Generation I. It evolves into Seaking. It has a wild temperament, and will use its horn to smash its way to freedom if kept in an aquarium. Humans swimming near Goldeen must exercise caution left it ram them.When Golden is summoned, it will use Splash, a non-damaging Normal-type move introduced in Generation I. It will not affect the battle at all, and will simply bounce along the ground aimlessly. However, if it bounces into a body of water, it will stay there for a short time and reemerge as Seaking. It will float around the stage and use Horn Attack, a damage-dealing Normal-type move introduced in Generation I, to skewer opponents with its horn and launch them. After awhile, it will disappear.	Goldeen is a Water-type Goldfish Pokmon introduced in Generation I. It evolves into Seaking. It has a wild temperament, and will use its horn to smash its way to freedom if kept in an aquarium. Humans swimming near Goldeen must exercise caution left it ram them.When Golden is summoned, it will use Splash, a non-damaging Normal-type move introduced in Generation I. It will not affect the battle at all, and will simply bounce along the ground aimlessly. However, if it bounces into a body of water, it will stay there for a short time and reemerge as Seaking. It will float around the stage and use Horn Attack, a damage-dealing Normal-type move introduced in Generation I, to skewer opponents with its horn and launch them. After awhile, it will disappear.
GrookeyPokmon Sword and Pokmon Shield (2019)
		Grookey is a Grass-type Chimp Pokmon introduced in Generation VIII, and is one of the Galar starter Pokmon. It evolves into Thwackey, which evolves into Rillaboom. It is described to be very mischievous, and has an endless bound of curiosity. It has a habit of climbing up walls and trees.When summoned, Grookey will move and jump around the stage, as well as climbing up any walls. If it is close to an opponent, it will use Grass Knot, a damage-dealing Grass-type move introduced in Generation IV. It pounds the ground with a stick, causing grass to grow around it, damaging any nearby opponents. After awhile, it will disappear.	Grookey is a Grass-type Chimp Pokmon introduced in Generation VIII, and is one of the Galar starter Pokmon. It evolves into Thwackey, which evolves into Rillaboom. It is described to be very mischievous, and has an endless bound of curiosity. It has a habit of climbing up walls and trees.When summoned, Grookey will move and jump around the stage, as well as climbing up any walls. If it is close to an opponent, it will use Grass Knot, a damage-dealing Grass-type move introduced in Generation IV. It pounds the ground with a stick, causing grass to grow around it, damaging any nearby opponents. After awhile, it will disappear.
		Grookey is a Grass-type Chimp Pokmon introduced in Generation VIII, and is one of the Galar starter Pokmon. It evolves into Thwackey, which evolves into Rillaboom. It is described to be very mischievous, and has an endless bound of curiosity. It has a habit of climbing up walls and trees.When summoned, Grookey will move and jump around the stage, as well as climbing up any walls. If it is close to an opponent, it will use Grass Knot, a damage-dealing Grass-type move introduced in Generation IV. It pounds the ground with a stick, causing grass to grow around it, damaging any nearby opponents. After awhile, it will disappear.	Grookey is a Grass-type Chimp Pokmon introduced in Generation VIII, and is one of the Galar starter Pokmon. It evolves into Thwackey, which evolves into Rillaboom. It is described to be very mischievous, and has an endless bound of curiosity. It has a habit of climbing up walls and trees.When summoned, Grookey will move and jump around the stage, as well as climbing up any walls. If it is close to an opponent, it will use Grass Knot, a damage-dealing Grass-type move introduced in Generation IV. It pounds the ground with a stick, causing grass to grow around it, damaging any nearby opponents. After awhile, it will disappear.
GroudonPokmon Ruby and Pokmon Sapphire (2002)
		Groudon is a Ground-type Continent Legendary Pokmon introduced in Generation III. It is not known to evolve into or from any other Pokmon. It is an immensely powerful Pokmon, having the power to summon droughts and cause volcanic eruptions. Alongside Kyogre and Rayquaza, it is apart of the Weather Trio. If it encounters its rival Kyogre, the two will have a cataclysmic battle.When Groudon is summoned, it will use Overheat, a damage-dealing Fire-type move introduced in Generation III. The screen becomes bright orange, heating up and gradually damaging all opponents. Additionally, opponents who touch Groudon directly will suffer massive damage and knockback. While using Overheat, it will walk around and sometimes jump. After awhile, it disappears.	Groudon is a Ground-type Continent Legendary Pokmon introduced in Generation III. It is not known to evolve into or from any other Pokmon. It is an immensely powerful Pokmon, having the power to summon droughts and cause volcanic eruptions. Alongside Kyogre and Rayquaza, it is apart of the Weather Trio. If it encounters its rival Kyogre, the two will have a cataclysmic battle.When Groudon is summoned, it will use Overheat, a damage-dealing Fire-type move introduced in Generation III. The screen becomes bright orange, heating up and gradually damaging all opponents. Additionally, opponents who touch Groudon directly will suffer massive damage and knockback. While using Overheat, it will walk around and sometimes jump. After awhile, it disappears.
		Groudon is a Ground-type Continent Legendary Pokmon introduced in Generation III. It is not known to evolve into or from any other Pokmon. It is an immensely powerful Pokmon, having the power to summon droughts and cause volcanic eruptions. Alongside Kyogre and Rayquaza, it is apart of the Weather Trio. If it encounters its rival Kyogre, the two will have a cataclysmic battle.When Groudon is summoned, it will use Overheat, a damage-dealing Fire-type move introduced in Generation III. The screen becomes bright orange, heating up and gradually damaging all opponents. Additionally, opponents who touch Groudon directly will suffer massive damage and knockback. While using Overheat, it will walk around and sometimes jump. After awhile, it disappears.	Groudon is a Ground-type Continent Legendary Pokmon introduced in Generation III. It is not known to evolve into or from any other Pokmon. It is an immensely powerful Pokmon, having the power to summon droughts and cause volcanic eruptions. Alongside Kyogre and Rayquaza, it is apart of the Weather Trio. If it encounters its rival Kyogre, the two will have a cataclysmic battle.When Groudon is summoned, it will use Overheat, a damage-dealing Fire-type move introduced in Generation III. The screen becomes bright orange, heating up and gradually damaging all opponents. Additionally, opponents who touch Groudon directly will suffer massive damage and knockback. While using Overheat, it will walk around and sometimes jump. After awhile, it disappears.
GulpinPokmon Ruby and Pokmon Sapphire (2002)
		Gulpin is a Poison-type Stomach Pokmon introduced in Generation III. It evolves into Swalot. Since its stomach comprises most of its body, Gulpin can swallow almost anything as big as itself, and its unique stomach acid allows it to digest almost anything. While digesting, vile gasses are expelled.When summoned, Gulpin will stay in place. However, if an opponent approaches it, it will use Swallow, a damage-dealing Normal-type move introduced in Generation III, opening its mouth and swallowing them. This will deal constant, gradual damage to the opponent until Gulpin spits them out, though opponents can escape quicker via button mashing. It will disappear after awhile.	Gulpin is a Poison-type Stomach Pokmon introduced in Generation III. It evolves into Swalot. Since its stomach comprises most of its body, Gulpin can swallow almost anything as big as itself, and its unique stomach acid allows it to digest almost anything. While digesting, vile gasses are expelled.When summoned, Gulpin will stay in place. However, if an opponent approaches it, it will use Swallow, a damage-dealing Normal-type move introduced in Generation III, opening its mouth and swallowing them. This will deal constant, gradual damage to the opponent until Gulpin spits them out, though opponents can escape quicker via button mashing. It will disappear after awhile.
		Gulpin is a Poison-type Stomach Pokmon introduced in Generation III. It evolves into Swalot. Since its stomach comprises most of its body, Gulpin can swallow almost anything as big as itself, and its unique stomach acid allows it to digest almost anything. While digesting, vile gasses are expelled.When summoned, Gulpin will stay in place. However, if an opponent approaches it, it will use Swallow, a damage-dealing Normal-type move introduced in Generation III, opening its mouth and swallowing them. This will deal constant, gradual damage to the opponent until Gulpin spits them out, though opponents can escape quicker via button mashing. It will disappear after awhile.	Gulpin is a Poison-type Stomach Pokmon introduced in Generation III. It evolves into Swalot. Since its stomach comprises most of its body, Gulpin can swallow almost anything as big as itself, and its unique stomach acid allows it to digest almost anything. While digesting, vile gasses are expelled.When summoned, Gulpin will stay in place. However, if an opponent approaches it, it will use Swallow, a damage-dealing Normal-type move introduced in Generation III, opening its mouth and swallowing them. This will deal constant, gradual damage to the opponent until Gulpin spits them out, though opponents can escape quicker via button mashing. It will disappear after awhile.
HitmonleePokmon Red and Pokmon Green (1994)
		Hitmonlee is a Fighting-type Kicking Pokmon introduced in Generation I. It evolves from Tyrogue, being one of its final forms alongside Hitmonchan and Hitmontop. Hitmonlee's legs contract and stretch freely like coiled springs, allowing it to run in great strides and have greater range with its kicks. Its unrivaled sense of balance allows it to kick from any position.When summoned, Hitmonlee will use High Jump Kick, a damage-dealing Fighting-type move introduced in Generation I. It will leap in an arc at an opponent while throwing a sex kick, dealing heavy damage and knockback if it lands. After this, it will disappear.	Hitmonlee is a Fighting-type Kicking Pokmon introduced in Generation I. It evolves from Tyrogue, being one of its final forms alongside Hitmonchan and Hitmontop. Hitmonlee's legs contract and stretch freely like coiled springs, allowing it to run in great strides and have greater range with its kicks. Its unrivaled sense of balance allows it to kick from any position.When summoned, Hitmonlee will use High Jump Kick, a damage-dealing Fighting-type move introduced in Generation I. It will leap in an arc at an opponent while throwing a sex kick, dealing heavy damage and knockback if it lands. After this, it will disappear.
		Hitmonlee is a Fighting-type Kicking Pokmon introduced in Generation I. It evolves from Tyrogue, being one of its final forms alongside Hitmonchan and Hitmontop. Hitmonlee's legs contract and stretch freely like coiled springs, allowing it to run in great strides and have greater range with its kicks. Its unrivaled sense of balance allows it to kick from any position.When summoned, Hitmonlee will use High Jump Kick, a damage-dealing Fighting-type move introduced in Generation I. It will leap in an arc at an opponent while throwing a sex kick, dealing heavy damage and knockback if it lands. After this, it will disappear.	Hitmonlee is a Fighting-type Kicking Pokmon introduced in Generation I. It evolves from Tyrogue, being one of its final forms alongside Hitmonchan and Hitmontop. Hitmonlee's legs contract and stretch freely like coiled springs, allowing it to run in great strides and have greater range with its kicks. Its unrivaled sense of balance allows it to kick from any position.When summoned, Hitmonlee will use High Jump Kick, a damage-dealing Fighting-type move introduced in Generation I. It will leap in an arc at an opponent while throwing a sex kick, dealing heavy damage and knockback if it lands. After this, it will disappear.
InkayPokmon X and Pokmon Y (2013)
		Inkay is a Dark / Psychic dual-type Revolving Pokmon introduced in Generation VI. It evolves into Malamar. Those who stare at the lights on Inkay's body will become dazed and lose their will to battle, allowing it to escape. It can also use these lights to attract pray before ensnaring them and keeping them trapped in its tentacles.When Inkay is summoned, it will periodically use Topsy-Turvy, a non-damaging Dark-type move introduced in Generation VI. It turns upside-down and slams on the ground with its head, causing a "squish" sound that causes all ground-bound opponents to slip, making them vulnerable. It will repeat this a few times before disappearing.	Inkay is a Dark / Psychic dual-type Revolving Pokmon introduced in Generation VI. It evolves into Malamar. Those who stare at the lights on Inkay's body will become dazed and lose their will to battle, allowing it to escape. It can also use these lights to attract pray before ensnaring them and keeping them trapped in its tentacles.When Inkay is summoned, it will periodically use Topsy-Turvy, a non-damaging Dark-type move introduced in Generation VI. It turns upside-down and slams on the ground with its head, causing a "squish" sound that causes all ground-bound opponents to slip, making them vulnerable. It will repeat this a few times before disappearing.
		Inkay is a Dark / Psychic dual-type Revolving Pokmon introduced in Generation VI. It evolves into Malamar. Those who stare at the lights on Inkay's body will become dazed and lose their will to battle, allowing it to escape. It can also use these lights to attract pray before ensnaring them and keeping them trapped in its tentacles.When Inkay is summoned, it will periodically use Topsy-Turvy, a non-damaging Dark-type move introduced in Generation VI. It turns upside-down and slams on the ground with its head, causing a "squish" sound that causes all ground-bound opponents to slip, making them vulnerable. It will repeat this a few times before disappearing.	Inkay is a Dark / Psychic dual-type Revolving Pokmon introduced in Generation VI. It evolves into Malamar. Those who stare at the lights on Inkay's body will become dazed and lose their will to battle, allowing it to escape. It can also use these lights to attract pray before ensnaring them and keeping them trapped in its tentacles.When Inkay is summoned, it will periodically use Topsy-Turvy, a non-damaging Dark-type move introduced in Generation VI. It turns upside-down and slams on the ground with its head, causing a "squish" sound that causes all ground-bound opponents to slip, making them vulnerable. It will repeat this a few times before disappearing.
KlinkPokmon Black and Pokmon White (2010)
		Klink is a Steel-type Gear Pokmon introduced in Generation V. It evolves into Klang, which evolves into Klinklang. It consists of two conjoined bodies, and generates its life energy by spinning. Once two bodies have joined together, they cannot join with any others or they will be separated.When Klink is summoned, it will fly into a random opponent and use Gear Grind, a damage-dealing Steel-type move introduced in Generation V. The two bodies will spin against each other with the opponent in between them, damaging them multiple times for massive damage. After this, it will disappear.	Klink is a Steel-type Gear Pokmon introduced in Generation V. It evolves into Klang, which evolves into Klinklang. It consists of two conjoined bodies, and generates its life energy by spinning. Once two bodies have joined together, they cannot join with any others or they will be separated.When Klink is summoned, it will fly into a random opponent and use Gear Grind, a damage-dealing Steel-type move introduced in Generation V. The two bodies will spin against each other with the opponent in between them, damaging them multiple times for massive damage. After this, it will disappear.
		Klink is a Steel-type Gear Pokmon introduced in Generation V. It evolves into Klang, which evolves into Klinklang. It consists of two conjoined bodies, and generates its life energy by spinning. Once two bodies have joined together, they cannot join with any others or they will be separated.When Klink is summoned, it will fly into a random opponent and use Gear Grind, a damage-dealing Steel-type move introduced in Generation V. The two bodies will spin against each other with the opponent in between them, damaging them multiple times for massive damage. After this, it will disappear.	Klink is a Steel-type Gear Pokmon introduced in Generation V. It evolves into Klang, which evolves into Klinklang. It consists of two conjoined bodies, and generates its life energy by spinning. Once two bodies have joined together, they cannot join with any others or they will be separated.When Klink is summoned, it will fly into a random opponent and use Gear Grind, a damage-dealing Steel-type move introduced in Generation V. The two bodies will spin against each other with the opponent in between them, damaging them multiple times for massive damage. After this, it will disappear.
KoffingPokmon Red and Pokmon Green (1996)
		Koffing is a Poison-type Poison Gas Pokmon introduced in Generation I. It evolves into Weezing. It produces gas within its body by mixing toxins with garbage. These gases are malodorous, and can cause teary eyes, coughs, and sniffles to those around it. These gases are also lighter than air, allowing it to hover.When summoned, Koffing will use Poison Gas, a non-dealing Poison-type move introduced in Generation I. It expels gases from its body, forming a cloud around itself. Opponents within the cloud will take damage from it. After awhile, it will disappear.	Koffing is a Poison-type Poison Gas Pokmon introduced in Generation I. It evolves into Weezing. It produces gas within its body by mixing toxins with garbage. These gases are malodorous, and can cause teary eyes, coughs, and sniffles to those around it. These gases are also lighter than air, allowing it to hover.When summoned, Koffing will use Poison Gas, a non-dealing Poison-type move introduced in Generation I. It expels gases from its body, forming a cloud around itself. Opponents within the cloud will take damage from it. After awhile, it will disappear.
		Koffing is a Poison-type Poison Gas Pokmon introduced in Generation I. It evolves into Weezing. It produces gas within its body by mixing toxins with garbage. These gases are malodorous, and can cause teary eyes, coughs, and sniffles to those around it. These gases are also lighter than air, allowing it to hover.When summoned, Koffing will use Poison Gas, a non-dealing Poison-type move introduced in Generation I. It expels gases from its body, forming a cloud around itself. Opponents within the cloud will take damage from it. After awhile, it will disappear.	Koffing is a Poison-type Poison Gas Pokmon introduced in Generation I. It evolves into Weezing. It produces gas within its body by mixing toxins with garbage. These gases are malodorous, and can cause teary eyes, coughs, and sniffles to those around it. These gases are also lighter than air, allowing it to hover.When summoned, Koffing will use Poison Gas, a non-dealing Poison-type move introduced in Generation I. It expels gases from its body, forming a cloud around itself. Opponents within the cloud will take damage from it. After awhile, it will disappear.
KyogrePokmon Ruby and Pokmon Sapphire (2002)
		Kyogre is a Water-type Sea Basin Legendary Pokmon introduced in Generation III. It is not known to evolve into or from any other Pokmon. Kyogre has the power to control water and rain, and has said to have expanded the seas and quenched areas plagued with drought. Alongside Groudon and Rayquaza, it is apart of the Weather Trio. If it encounters its rival Groudon, the two will have a cataclysmic battle.When Kyogre is summoned, it will float in front of opponents and use Hydro Pump, a damage-dealing Water-type move introduced in Generation I. It will squirt jets of water from its mouth, which don't deal damage but will push opponents away. The push is strong enough that it may shove opponents into the blast zone. After awhile, it will disappear.	Kyogre is a Water-type Sea Basin Legendary Pokmon introduced in Generation III. It is not known to evolve into or from any other Pokmon. Kyogre has the power to control water and rain, and has said to have expanded the seas and quenched areas plagued with drought. Alongside Groudon and Rayquaza, it is apart of the Weather Trio. If it encounters its rival Groudon, the two will have a cataclysmic battle.When Kyogre is summoned, it will float in front of opponents and use Hydro Pump, a damage-dealing Water-type move introduced in Generation I. It will squirt jets of water from its mouth, which don't deal damage but will push opponents away. The push is strong enough that it may shove opponents into the blast zone. After awhile, it will disappear.
		Kyogre is a Water-type Sea Basin Legendary Pokmon introduced in Generation III. It is not known to evolve into or from any other Pokmon. Kyogre has the power to control water and rain, and has said to have expanded the seas and quenched areas plagued with drought. Alongside Groudon and Rayquaza, it is apart of the Weather Trio. If it encounters its rival Groudon, the two will have a cataclysmic battle.When Kyogre is summoned, it will float in front of opponents and use Hydro Pump, a damage-dealing Water-type move introduced in Generation I. It will squirt jets of water from its mouth, which don't deal damage but will push opponents away. The push is strong enough that it may shove opponents into the blast zone. After awhile, it will disappear.	Kyogre is a Water-type Sea Basin Legendary Pokmon introduced in Generation III. It is not known to evolve into or from any other Pokmon. Kyogre has the power to control water and rain, and has said to have expanded the seas and quenched areas plagued with drought. Alongside Groudon and Rayquaza, it is apart of the Weather Trio. If it encounters its rival Groudon, the two will have a cataclysmic battle.When Kyogre is summoned, it will float in front of opponents and use Hydro Pump, a damage-dealing Water-type move introduced in Generation I. It will squirt jets of water from its mouth, which don't deal damage but will push opponents away. The push is strong enough that it may shove opponents into the blast zone. After awhile, it will disappear.
Latias & LatiosPokmon Ruby and Pokmon Sapphire (2002)
		Latias & Latios are Psychic / Dragon dual-type Legendary Eon Pokmon introduced in Generation III. Though neither are known to evolve into or from any other known Pokmon, both are considered the Eon Duo, with Latias being female-only and Latios being male-only. Both are known for flying faster than a jet, and can achieve such as speed by tucking their arms.Either Latias or Latios will be summoned from the Pok Ball and fly off-screen, though whichever one appears has no effect on gameplay. Both of them will use Steel Wing, a damage-dealing Steel-type move introduced in Generation II, where they will take turns flying across the screen, damaging opponents they hit. They also create windboxes as they move, pushing nearby opponents they miss in their direction. After awhile, they will stop and disappear.	Latias & Latios are Psychic / Dragon dual-type Legendary Eon Pokmon introduced in Generation III. Though neither are known to evolve into or from any other known Pokmon, both are considered the Eon Duo, with Latias being female-only and Latios being male-only. Both are known for flying faster than a jet, and can achieve such as speed by tucking their arms.Either Latias or Latios will be summoned from the Pok Ball and fly off-screen, though whichever one appears has no effect on gameplay. Both of them will use Steel Wing, a damage-dealing Steel-type move introduced in Generation II, where they will take turns flying across the screen, damaging opponents they hit. They also create windboxes as they move, pushing nearby opponents they miss in their direction. After awhile, they will stop and disappear.
		Latias & Latios are Psychic / Dragon dual-type Legendary Eon Pokmon introduced in Generation III. Though neither are known to evolve into or from any other known Pokmon, both are considered the Eon Duo, with Latias being female-only and Latios being male-only. Both are known for flying faster than a jet, and can achieve such as speed by tucking their arms.Either Latias or Latios will be summoned from the Pok Ball and fly off-screen, though whichever one appears has no effect on gameplay. Both of them will use Steel Wing, a damage-dealing Steel-type move introduced in Generation II, where they will take turns flying across the screen, damaging opponents they hit. They also create windboxes as they move, pushing nearby opponents they miss in their direction. After awhile, they will stop and disappear.	Latias & Latios are Psychic / Dragon dual-type Legendary Eon Pokmon introduced in Generation III. Though neither are known to evolve into or from any other known Pokmon, both are considered the Eon Duo, with Latias being female-only and Latios being male-only. Both are known for flying faster than a jet, and can achieve such as speed by tucking their arms.Either Latias or Latios will be summoned from the Pok Ball and fly off-screen, though whichever one appears has no effect on gameplay. Both of them will use Steel Wing, a damage-dealing Steel-type move introduced in Generation II, where they will take turns flying across the screen, damaging opponents they hit. They also create windboxes as they move, pushing nearby opponents they miss in their direction. After awhile, they will stop and disappear.
LoudredPokmon Ruby and Pokmon Sapphire (2002)
		Loudred is a Normal-type Big Voice Pokmon introduced in Generation III. It evolves from Whismur and evolves into Exploud. It has the ability to shout at high volumes by inhaling and exhaling with its powerful stomach muscles. These shouts have enough force to topple trees over, but it will be temporarily deaf after shouting.When summoned, Loudred will use Screech, a non-damaging Normal-type move introduced in Generation I. It will inhale and exhale, sending sound waves of incredible force forward. Opponents caught in these sound waves will be stunned, leaving them vulnerable. Loudred quickly disappears afterwards.	Loudred is a Normal-type Big Voice Pokmon introduced in Generation III. It evolves from Whismur and evolves into Exploud. It has the ability to shout at high volumes by inhaling and exhaling with its powerful stomach muscles. These shouts have enough force to topple trees over, but it will be temporarily deaf after shouting.When summoned, Loudred will use Screech, a non-damaging Normal-type move introduced in Generation I. It will inhale and exhale, sending sound waves of incredible force forward. Opponents caught in these sound waves will be stunned, leaving them vulnerable. Loudred quickly disappears afterwards.
		Loudred is a Normal-type Big Voice Pokmon introduced in Generation III. It evolves from Whismur and evolves into Exploud. It has the ability to shout at high volumes by inhaling and exhaling with its powerful stomach muscles. These shouts have enough force to topple trees over, but it will be temporarily deaf after shouting.When summoned, Loudred will use Screech, a non-damaging Normal-type move introduced in Generation I. It will inhale and exhale, sending sound waves of incredible force forward. Opponents caught in these sound waves will be stunned, leaving them vulnerable. Loudred quickly disappears afterwards.	Loudred is a Normal-type Big Voice Pokmon introduced in Generation III. It evolves from Whismur and evolves into Exploud. It has the ability to shout at high volumes by inhaling and exhaling with its powerful stomach muscles. These shouts have enough force to topple trees over, but it will be temporarily deaf after shouting.When summoned, Loudred will use Screech, a non-damaging Normal-type move introduced in Generation I. It will inhale and exhale, sending sound waves of incredible force forward. Opponents caught in these sound waves will be stunned, leaving them vulnerable. Loudred quickly disappears afterwards.
LunalaPokmon Sun and Pokmon Moon (2016)
		Lunala is a Ghost / Psychic dual-type Moone Legendary Pokmon introduced in Generation VII. It evolves from Cosmoem and is one of the final forms of Cosmog, the other being Solgaleo. It constantly absorbs light, which it converts into energy. It is known as "the beast that calls the moon", and has been honored as an emissary for the moon. Lunala also has the ability to create Ultra Wormholes to travel to and from Ultra Space.When summoned, Lunala will fly into the background and use Moongeist Beam, a damage-dealing Ghost-type move introduced in Generation VII. It will fire a beam of light onto the stage, heavily damaging opponents caught in it. It repeats this a few times before it disappears.	Lunala is a Ghost / Psychic dual-type Moone Legendary Pokmon introduced in Generation VII. It evolves from Cosmoem and is one of the final forms of Cosmog, the other being Solgaleo. It constantly absorbs light, which it converts into energy. It is known as "the beast that calls the moon", and has been honored as an emissary for the moon. Lunala also has the ability to create Ultra Wormholes to travel to and from Ultra Space.When summoned, Lunala will fly into the background and use Moongeist Beam, a damage-dealing Ghost-type move introduced in Generation VII. It will fire a beam of light onto the stage, heavily damaging opponents caught in it. It repeats this a few times before it disappears.
		Lunala is a Ghost / Psychic dual-type Moone Legendary Pokmon introduced in Generation VII. It evolves from Cosmoem and is one of the final forms of Cosmog, the other being Solgaleo. It constantly absorbs light, which it converts into energy. It is known as "the beast that calls the moon", and has been honored as an emissary for the moon. Lunala also has the ability to create Ultra Wormholes to travel to and from Ultra Space.When summoned, Lunala will fly into the background and use Moongeist Beam, a damage-dealing Ghost-type move introduced in Generation VII. It will fire a beam of light onto the stage, heavily damaging opponents caught in it. It repeats this a few times before it disappears.	Lunala is a Ghost / Psychic dual-type Moone Legendary Pokmon introduced in Generation VII. It evolves from Cosmoem and is one of the final forms of Cosmog, the other being Solgaleo. It constantly absorbs light, which it converts into energy. It is known as "the beast that calls the moon", and has been honored as an emissary for the moon. Lunala also has the ability to create Ultra Wormholes to travel to and from Ultra Space.When summoned, Lunala will fly into the background and use Moongeist Beam, a damage-dealing Ghost-type move introduced in Generation VII. It will fire a beam of light onto the stage, heavily damaging opponents caught in it. It repeats this a few times before it disappears.
MarillPokmon Gold and Pokmon Silver (1999)
		Marill is a Water / Fairy dual-type Aqua Mouse Pokmon introduced in Generation II. It evolves from Azurill and evolves into Azumarill. Thanks to its water-repellent fur, Marill is able to swim in strong water currents. It feeds of aquatic plants in addition to fishing for food.When summoned, Marill will use Tackle, a damage-dealing Normal-type move introduced in Generation I. It runs around the stage aimlessly, slapping any opponents that get in its way, dealing light damage and knockback. It can fall off platforms, but will not fall off the stage. It will disappear after awhile.	Marill is a Water / Fairy dual-type Aqua Mouse Pokmon introduced in Generation II. It evolves from Azurill and evolves into Azumarill. Thanks to its water-repellent fur, Marill is able to swim in strong water currents. It feeds of aquatic plants in addition to fishing for food.When summoned, Marill will use Tackle, a damage-dealing Normal-type move introduced in Generation I. It runs around the stage aimlessly, slapping any opponents that get in its way, dealing light damage and knockback. It can fall off platforms, but will not fall off the stage. It will disappear after awhile.
		Marill is a Water / Fairy dual-type Aqua Mouse Pokmon introduced in Generation II. It evolves from Azurill and evolves into Azumarill. Thanks to its water-repellent fur, Marill is able to swim in strong water currents. It feeds of aquatic plants in addition to fishing for food.When summoned, Marill will use Tackle, a damage-dealing Normal-type move introduced in Generation I. It runs around the stage aimlessly, slapping any opponents that get in its way, dealing light damage and knockback. It can fall off platforms, but will not fall off the stage. It will disappear after awhile.	Marill is a Water / Fairy dual-type Aqua Mouse Pokmon introduced in Generation II. It evolves from Azurill and evolves into Azumarill. Thanks to its water-repellent fur, Marill is able to swim in strong water currents. It feeds of aquatic plants in addition to fishing for food.When summoned, Marill will use Tackle, a damage-dealing Normal-type move introduced in Generation I. It runs around the stage aimlessly, slapping any opponents that get in its way, dealing light damage and knockback. It can fall off platforms, but will not fall off the stage. It will disappear after awhile.
MarshadowPokmon Ultra Sun and Pokmon Ultra Moon (2017)
		Marshadow is a Fighting / Ghost dual-type Gloomdweller Legendary Pokmon introduced in Generation VII. It is not known to evolve into or from any other known Pokmon. Very few people have seen it, so its existence is the stuff of myths and legends. It will cautiously sink into the shadows when someone is approaching while observing its surroundings. While hiding in the shadows of others, it can understand their feelings and copy their abilities.When summoned, Marshadow will sink into the shadows and move along the stage. If an opponent touches these shadows, they will become stunned. When this happens, Marshadow reappears and uses Spectral Thief, a damage-dealing Ghost-type move introduced in Generation VII, by striking them with dark shadows before launching them. After awhile, it disappears, though it will hit opponents at least once before doing so.	Marshadow is a Fighting / Ghost dual-type Gloomdweller Legendary Pokmon introduced in Generation VII. It is not known to evolve into or from any other known Pokmon. Very few people have seen it, so its existence is the stuff of myths and legends. It will cautiously sink into the shadows when someone is approaching while observing its surroundings. While hiding in the shadows of others, it can understand their feelings and copy their abilities.When summoned, Marshadow will sink into the shadows and move along the stage. If an opponent touches these shadows, they will become stunned. When this happens, Marshadow reappears and uses Spectral Thief, a damage-dealing Ghost-type move introduced in Generation VII, by striking them with dark shadows before launching them. After awhile, it disappears, though it will hit opponents at least once before doing so.
		Marshadow is a Fighting / Ghost dual-type Gloomdweller Legendary Pokmon introduced in Generation VII. It is not known to evolve into or from any other known Pokmon. Very few people have seen it, so its existence is the stuff of myths and legends. It will cautiously sink into the shadows when someone is approaching while observing its surroundings. While hiding in the shadows of others, it can understand their feelings and copy their abilities.When summoned, Marshadow will sink into the shadows and move along the stage. If an opponent touches these shadows, they will become stunned. When this happens, Marshadow reappears and uses Spectral Thief, a damage-dealing Ghost-type move introduced in Generation VII, by striking them with dark shadows before launching them. After awhile, it disappears, though it will hit opponents at least once before doing so.	Marshadow is a Fighting / Ghost dual-type Gloomdweller Legendary Pokmon introduced in Generation VII. It is not known to evolve into or from any other known Pokmon. Very few people have seen it, so its existence is the stuff of myths and legends. It will cautiously sink into the shadows when someone is approaching while observing its surroundings. While hiding in the shadows of others, it can understand their feelings and copy their abilities.When summoned, Marshadow will sink into the shadows and move along the stage. If an opponent touches these shadows, they will become stunned. When this happens, Marshadow reappears and uses Spectral Thief, a damage-dealing Ghost-type move introduced in Generation VII, by striking them with dark shadows before launching them. After awhile, it disappears, though it will hit opponents at least once before doing so.
MetagrossPokmon Ruby and Pokmon Sapphire (2002)
		Metagross is a Steel / Psychic dual-type Iron Leg Pokmon introduced in Generation III. It evolves from Metang and is the final form of Beldum. Metagross is the result of two Metang fused together. This gives it four brains, which makes it smarter than a supercomputer. Metagross will use this intelligence to analyze the opponent during battle.When summoned, Metagross will use Earthquake, a damage-dealing Ground-type move introduced in Generation I. It stomps the ground with one of its feet, causing tremors that damage all ground-bound opponents nearby. Otherwise, simply being near Metagross will bury opponents. After awhile, it will disappear.	Metagross is a Steel / Psychic dual-type Iron Leg Pokmon introduced in Generation III. It evolves from Metang and is the final form of Beldum. Metagross is the result of two Metang fused together. This gives it four brains, which makes it smarter than a supercomputer. Metagross will use this intelligence to analyze the opponent during battle.When summoned, Metagross will use Earthquake, a damage-dealing Ground-type move introduced in Generation I. It stomps the ground with one of its feet, causing tremors that damage all ground-bound opponents nearby. Otherwise, simply being near Metagross will bury opponents. After awhile, it will disappear.
		Metagross is a Steel / Psychic dual-type Iron Leg Pokmon introduced in Generation III. It evolves from Metang and is the final form of Beldum. Metagross is the result of two Metang fused together. This gives it four brains, which makes it smarter than a supercomputer. Metagross will use this intelligence to analyze the opponent during battle.When summoned, Metagross will use Earthquake, a damage-dealing Ground-type move introduced in Generation I. It stomps the ground with one of its feet, causing tremors that damage all ground-bound opponents nearby. Otherwise, simply being near Metagross will bury opponents. After awhile, it will disappear.	Metagross is a Steel / Psychic dual-type Iron Leg Pokmon introduced in Generation III. It evolves from Metang and is the final form of Beldum. Metagross is the result of two Metang fused together. This gives it four brains, which makes it smarter than a supercomputer. Metagross will use this intelligence to analyze the opponent during battle.When summoned, Metagross will use Earthquake, a damage-dealing Ground-type move introduced in Generation I. It stomps the ground with one of its feet, causing tremors that damage all ground-bound opponents nearby. Otherwise, simply being near Metagross will bury opponents. After awhile, it will disappear.
MimikyuPokmon Sun and Pokmon Moon (2016)
		Mimikyu is a Ghost / Fairy dual-type Disguise Pokmon introduced in Generation VII. It is not known to evolve into or from any other Pokmon. A lonely Pokmon, Mimikyu is always covered in a disguise. This disguise is modeled after Pikachu because of its popularity, hoping to make friends with people easier. If its disguise is damaged, it will spend all night repairing it and seek revenge, as its true identity could have been exposed.When summoned, Mimikyu will move around the stage. If it comes near an opponent, it will use Let's Snuggle Forever, a damage-dealing Fairy-type Z-Move introduced in Generation VII. It sticks out a hand from under its disguise to grab an opponent and drag them inside. Caught opponents are then damaged heavily from inside the disguise, eventually launching them with Mimikyu disappearing afterwards. If the opponent is at 100% or over, they will be immediately KO'ed.	Mimikyu is a Ghost / Fairy dual-type Disguise Pokmon introduced in Generation VII. It is not known to evolve into or from any other Pokmon. A lonely Pokmon, Mimikyu is always covered in a disguise. This disguise is modeled after Pikachu because of its popularity, hoping to make friends with people easier. If its disguise is damaged, it will spend all night repairing it and seek revenge, as its true identity could have been exposed.When summoned, Mimikyu will move around the stage. If it comes near an opponent, it will use Let's Snuggle Forever, a damage-dealing Fairy-type Z-Move introduced in Generation VII. It sticks out a hand from under its disguise to grab an opponent and drag them inside. Caught opponents are then damaged heavily from inside the disguise, eventually launching them with Mimikyu disappearing afterwards. If the opponent is at 100% or over, they will be immediately KO'ed.
		Mimikyu is a Ghost / Fairy dual-type Disguise Pokmon introduced in Generation VII. It is not known to evolve into or from any other Pokmon. A lonely Pokmon, Mimikyu is always covered in a disguise. This disguise is modeled after Pikachu because of its popularity, hoping to make friends with people easier. If its disguise is damaged, it will spend all night repairing it and seek revenge, as its true identity could have been exposed.When summoned, Mimikyu will move around the stage. If it comes near an opponent, it will use Let's Snuggle Forever, a damage-dealing Fairy-type Z-Move introduced in Generation VII. It sticks out a hand from under its disguise to grab an opponent and drag them inside. Caught opponents are then damaged heavily from inside the disguise, eventually launching them with Mimikyu disappearing afterwards. If the opponent is at 100% or over, they will be immediately KO'ed.	Mimikyu is a Ghost / Fairy dual-type Disguise Pokmon introduced in Generation VII. It is not known to evolve into or from any other Pokmon. A lonely Pokmon, Mimikyu is always covered in a disguise. This disguise is modeled after Pikachu because of its popularity, hoping to make friends with people easier. If its disguise is damaged, it will spend all night repairing it and seek revenge, as its true identity could have been exposed.When summoned, Mimikyu will move around the stage. If it comes near an opponent, it will use Let's Snuggle Forever, a damage-dealing Fairy-type Z-Move introduced in Generation VII. It sticks out a hand from under its disguise to grab an opponent and drag them inside. Caught opponents are then damaged heavily from inside the disguise, eventually launching them with Mimikyu disappearing afterwards. If the opponent is at 100% or over, they will be immediately KO'ed.
MoltresPokmon Red and Pokmon Green (1996)
		Moltres is a Fire / Flying dual-type Legendary Pokmon introduced in Generation I. It is not known to evolve into or from any other Pokmon. Moltres sheds embers whenever it flaps its wings, creating a brilliant flash of flames. It can also heal itself by dipping into magma in an active volcano. Along with Zapdos and Articuno, it is one of the three Legendary Birds of the Kanto region.When summoned, Moltres will use Fly, a damage-dealing Flying-type move introduced in Generation I, and float upward above the upper blast zone. Although it is only present for a short time, the fire it expels will deal massive damage and knockback to any opponents that touch it.	Moltres is a Fire / Flying dual-type Legendary Pokmon introduced in Generation I. It is not known to evolve into or from any other Pokmon. Moltres sheds embers whenever it flaps its wings, creating a brilliant flash of flames. It can also heal itself by dipping into magma in an active volcano. Along with Zapdos and Articuno, it is one of the three Legendary Birds of the Kanto region.When summoned, Moltres will use Fly, a damage-dealing Flying-type move introduced in Generation I, and float upward above the upper blast zone. Although it is only present for a short time, the fire it expels will deal massive damage and knockback to any opponents that touch it.
		Moltres is a Fire / Flying dual-type Legendary Pokmon introduced in Generation I. It is not known to evolve into or from any other Pokmon. Moltres sheds embers whenever it flaps its wings, creating a brilliant flash of flames. It can also heal itself by dipping into magma in an active volcano. Along with Zapdos and Articuno, it is one of the three Legendary Birds of the Kanto region.When summoned, Moltres will use Fly, a damage-dealing Flying-type move introduced in Generation I, and float upward above the upper blast zone. Although it is only present for a short time, the fire it expels will deal massive damage and knockback to any opponents that touch it.	Moltres is a Fire / Flying dual-type Legendary Pokmon introduced in Generation I. It is not known to evolve into or from any other Pokmon. Moltres sheds embers whenever it flaps its wings, creating a brilliant flash of flames. It can also heal itself by dipping into magma in an active volcano. Along with Zapdos and Articuno, it is one of the three Legendary Birds of the Kanto region.When summoned, Moltres will use Fly, a damage-dealing Flying-type move introduced in Generation I, and float upward above the upper blast zone. Although it is only present for a short time, the fire it expels will deal massive damage and knockback to any opponents that touch it.
MunchlaxPokmon Diamond and Pokmon Pearl (2006)
		Munchlax is a Normal-type Big Eater Baby Pokmon introduced in Generation IV. It evolves into Snorlax. It is hyperactive and doesn't mind running from place to place looking for food. Munchlax's stomach allows it to eat nearly anything, even rotten food, and it is indifferent to flavor.When Munchlax is summoned, it will simply walk and jump around the stage. However, if an item spawns, it will run to it and eat it before anyone else can use it. It disappears after a short time.	Munchlax is a Normal-type Big Eater Baby Pokmon introduced in Generation IV. It evolves into Snorlax. It is hyperactive and doesn't mind running from place to place looking for food. Munchlax's stomach allows it to eat nearly anything, even rotten food, and it is indifferent to flavor.When Munchlax is summoned, it will simply walk and jump around the stage. However, if an item spawns, it will run to it and eat it before anyone else can use it. It disappears after a short time.
		Munchlax is a Normal-type Big Eater Baby Pokmon introduced in Generation IV. It evolves into Snorlax. It is hyperactive and doesn't mind running from place to place looking for food. Munchlax's stomach allows it to eat nearly anything, even rotten food, and it is indifferent to flavor.When Munchlax is summoned, it will simply walk and jump around the stage. However, if an item spawns, it will run to it and eat it before anyone else can use it. It disappears after a short time.	Munchlax is a Normal-type Big Eater Baby Pokmon introduced in Generation IV. It evolves into Snorlax. It is hyperactive and doesn't mind running from place to place looking for food. Munchlax's stomach allows it to eat nearly anything, even rotten food, and it is indifferent to flavor.When Munchlax is summoned, it will simply walk and jump around the stage. However, if an item spawns, it will run to it and eat it before anyone else can use it. It disappears after a short time.
Porygon2Pokmon Gold and Pokmon Silver (1999)
		Porygon2 is a Normal-type Virtual Pokmon introduced in Generation II. It evolves from Porygon and evolves into Porygon-Z. As its name implies, it is an upgrade over the original Porygon, made to work in space. However, its inability to fly makes its performance in space limited. It has artificial intelligence, and is capable of learning new behaviors and as such will sometimes perform motions or express behaviors not in its coding.When Porygon2 is summoned, it uses Tackle, a damage-dealing Normal-type move introduced in Generation I; it rushes forward at incredible speed before disappearing. Opponents hit by Porygon2 while it is dashing will suffer massive damage and knockback.	Porygon2 is a Normal-type Virtual Pokmon introduced in Generation II. It evolves from Porygon and evolves into Porygon-Z. As its name implies, it is an upgrade over the original Porygon, made to work in space. However, its inability to fly makes its performance in space limited. It has artificial intelligence, and is capable of learning new behaviors and as such will sometimes perform motions or express behaviors not in its coding.When Porygon2 is summoned, it uses Tackle, a damage-dealing Normal-type move introduced in Generation I; it rushes forward at incredible speed before disappearing. Opponents hit by Porygon2 while it is dashing will suffer massive damage and knockback.
		Porygon2 is a Normal-type Virtual Pokmon introduced in Generation II. It evolves from Porygon and evolves into Porygon-Z. As its name implies, it is an upgrade over the original Porygon, made to work in space. However, its inability to fly makes its performance in space limited. It has artificial intelligence, and is capable of learning new behaviors and as such will sometimes perform motions or express behaviors not in its coding.When Porygon2 is summoned, it uses Tackle, a damage-dealing Normal-type move introduced in Generation I; it rushes forward at incredible speed before disappearing. Opponents hit by Porygon2 while it is dashing will suffer massive damage and knockback.	Porygon2 is a Normal-type Virtual Pokmon introduced in Generation II. It evolves from Porygon and evolves into Porygon-Z. As its name implies, it is an upgrade over the original Porygon, made to work in space. However, its inability to fly makes its performance in space limited. It has artificial intelligence, and is capable of learning new behaviors and as such will sometimes perform motions or express behaviors not in its coding.When Porygon2 is summoned, it uses Tackle, a damage-dealing Normal-type move introduced in Generation I; it rushes forward at incredible speed before disappearing. Opponents hit by Porygon2 while it is dashing will suffer massive damage and knockback.
PyukumukuPokmon Sun and Pokmon Moon (2016)
		Pukumuku is a Water-type Sea Cucumber Pokmon introduced in Generation VII. It is not known to evolve into or from any other Pokmon. It tends to stay in one spot, and will even return to it when moved. If all the food in its favorite spot is eaten, it will stay there to the point of starvation before finding a new place. If stepped on, it will reveal white, hand-like organs for self-defense, and particularly hates having its mouth and spikes touched.When summoned, Pyukumuku will stay stationary. If an opponent is nearby, it will use Counter, a damage-dealing Fighting-type move introduced in Generation I, by revealing its hand-like organs and punching them. Pyukumuku can also be picked up and thrown as an item, allowing it to get closer to opponents and attack them. After awhile, it will disappear.	Pukumuku is a Water-type Sea Cucumber Pokmon introduced in Generation VII. It is not known to evolve into or from any other Pokmon. It tends to stay in one spot, and will even return to it when moved. If all the food in its favorite spot is eaten, it will stay there to the point of starvation before finding a new place. If stepped on, it will reveal white, hand-like organs for self-defense, and particularly hates having its mouth and spikes touched.When summoned, Pyukumuku will stay stationary. If an opponent is nearby, it will use Counter, a damage-dealing Fighting-type move introduced in Generation I, by revealing its hand-like organs and punching them. Pyukumuku can also be picked up and thrown as an item, allowing it to get closer to opponents and attack them. After awhile, it will disappear.
		Pukumuku is a Water-type Sea Cucumber Pokmon introduced in Generation VII. It is not known to evolve into or from any other Pokmon. It tends to stay in one spot, and will even return to it when moved. If all the food in its favorite spot is eaten, it will stay there to the point of starvation before finding a new place. If stepped on, it will reveal white, hand-like organs for self-defense, and particularly hates having its mouth and spikes touched.When summoned, Pyukumuku will stay stationary. If an opponent is nearby, it will use Counter, a damage-dealing Fighting-type move introduced in Generation I, by revealing its hand-like organs and punching them. Pyukumuku can also be picked up and thrown as an item, allowing it to get closer to opponents and attack them. After awhile, it will disappear.	Pukumuku is a Water-type Sea Cucumber Pokmon introduced in Generation VII. It is not known to evolve into or from any other Pokmon. It tends to stay in one spot, and will even return to it when moved. If all the food in its favorite spot is eaten, it will stay there to the point of starvation before finding a new place. If stepped on, it will reveal white, hand-like organs for self-defense, and particularly hates having its mouth and spikes touched.When summoned, Pyukumuku will stay stationary. If an opponent is nearby, it will use Counter, a damage-dealing Fighting-type move introduced in Generation I, by revealing its hand-like organs and punching them. Pyukumuku can also be picked up and thrown as an item, allowing it to get closer to opponents and attack them. After awhile, it will disappear.
ScorbunnyPokmon Sword and Pokmon Shield (2019)
		Scorbunny is a Fire-type Rabbit Pokmon introduced in Generation VIII, and is one of the Galar starter Pokmon. It evolves into Raboot, which evolves into Cinderace. It is extremely energetic, and is always running about. It can discharge fire energy around its body, which allows it to keep moving.When summoned, Scorbunny will use Heat Crash, a damage-dealing Fire-type move introduced in Generation V. It ignites itself in flames and rushes forward, dealing heavy damage to any opponents it hits. It will disappear after this.	Scorbunny is a Fire-type Rabbit Pokmon introduced in Generation VIII, and is one of the Galar starter Pokmon. It evolves into Raboot, which evolves into Cinderace. It is extremely energetic, and is always running about. It can discharge fire energy around its body, which allows it to keep moving.When summoned, Scorbunny will use Heat Crash, a damage-dealing Fire-type move introduced in Generation V. It ignites itself in flames and rushes forward, dealing heavy damage to any opponents it hits. It will disappear after this.
		Scorbunny is a Fire-type Rabbit Pokmon introduced in Generation VIII, and is one of the Galar starter Pokmon. It evolves into Raboot, which evolves into Cinderace. It is extremely energetic, and is always running about. It can discharge fire energy around its body, which allows it to keep moving.When summoned, Scorbunny will use Heat Crash, a damage-dealing Fire-type move introduced in Generation V. It ignites itself in flames and rushes forward, dealing heavy damage to any opponents it hits. It will disappear after this.	Scorbunny is a Fire-type Rabbit Pokmon introduced in Generation VIII, and is one of the Galar starter Pokmon. It evolves into Raboot, which evolves into Cinderace. It is extremely energetic, and is always running about. It can discharge fire energy around its body, which allows it to keep moving.When summoned, Scorbunny will use Heat Crash, a damage-dealing Fire-type move introduced in Generation V. It ignites itself in flames and rushes forward, dealing heavy damage to any opponents it hits. It will disappear after this.
SeedotPokmon Ruby and Pokmon Sapphire (2003)
		Seedot is a Grass-type Acorn Pokmon introduced in Generation III. It evolves into Nuzleaf, which evolves into Shiftry. While hanging from trees, it absorbs moisture and nutrients from them until it becomes too heavy and falls on the ground. Seedot also polishes itself with leaves daily.When summoned, Seedot will march around the stage and use Bullet Seed, a multi-strike Grass-type move introduced in Generation III. It fires seed projectiles forward in volleys of five, which damage opponents multiple times before launching them. After awhile, Seedot disappears.	Seedot is a Grass-type Acorn Pokmon introduced in Generation III. It evolves into Nuzleaf, which evolves into Shiftry. While hanging from trees, it absorbs moisture and nutrients from them until it becomes too heavy and falls on the ground. Seedot also polishes itself with leaves daily.When summoned, Seedot will march around the stage and use Bullet Seed, a multi-strike Grass-type move introduced in Generation III. It fires seed projectiles forward in volleys of five, which damage opponents multiple times before launching them. After awhile, Seedot disappears.
		Seedot is a Grass-type Acorn Pokmon introduced in Generation III. It evolves into Nuzleaf, which evolves into Shiftry. While hanging from trees, it absorbs moisture and nutrients from them until it becomes too heavy and falls on the ground. Seedot also polishes itself with leaves daily.When summoned, Seedot will march around the stage and use Bullet Seed, a multi-strike Grass-type move introduced in Generation III. It fires seed projectiles forward in volleys of five, which damage opponents multiple times before launching them. After awhile, Seedot disappears.	Seedot is a Grass-type Acorn Pokmon introduced in Generation III. It evolves into Nuzleaf, which evolves into Shiftry. While hanging from trees, it absorbs moisture and nutrients from them until it becomes too heavy and falls on the ground. Seedot also polishes itself with leaves daily.When summoned, Seedot will march around the stage and use Bullet Seed, a multi-strike Grass-type move introduced in Generation III. It fires seed projectiles forward in volleys of five, which damage opponents multiple times before launching them. After awhile, Seedot disappears.
SmoochumPokmon Gold and Pokmon Silver (1999)
		Smoochum is an Ice / Psychic dual-type Kiss Pokmon introduced in Generation II. It evolves into Jynx. It is very active and runs about, but sometimes falls over. Smoochum is very cautious about its appearance, and will check its reflection whenever it canto make sure it isn't dirty.When summoned, Smoochum will begin walking around the stage. If it comes near an opponent, it will use Sweet Kiss, a Fairy-type move introduced in Generation VI. It locks its lips onto the opponent and begins kissing them, dealing gradual damage before releasing. Fighters are able to knock Smoochum off of them sooner by button mashing. After awhile, it will disappear.	Smoochum is an Ice / Psychic dual-type Kiss Pokmon introduced in Generation II. It evolves into Jynx. It is very active and runs about, but sometimes falls over. Smoochum is very cautious about its appearance, and will check its reflection whenever it canto make sure it isn't dirty.When summoned, Smoochum will begin walking around the stage. If it comes near an opponent, it will use Sweet Kiss, a Fairy-type move introduced in Generation VI. It locks its lips onto the opponent and begins kissing them, dealing gradual damage before releasing. Fighters are able to knock Smoochum off of them sooner by button mashing. After awhile, it will disappear.
		Smoochum is an Ice / Psychic dual-type Kiss Pokmon introduced in Generation II. It evolves into Jynx. It is very active and runs about, but sometimes falls over. Smoochum is very cautious about its appearance, and will check its reflection whenever it canto make sure it isn't dirty.When summoned, Smoochum will begin walking around the stage. If it comes near an opponent, it will use Sweet Kiss, a Fairy-type move introduced in Generation VI. It locks its lips onto the opponent and begins kissing them, dealing gradual damage before releasing. Fighters are able to knock Smoochum off of them sooner by button mashing. After awhile, it will disappear.	Smoochum is an Ice / Psychic dual-type Kiss Pokmon introduced in Generation II. It evolves into Jynx. It is very active and runs about, but sometimes falls over. Smoochum is very cautious about its appearance, and will check its reflection whenever it canto make sure it isn't dirty.When summoned, Smoochum will begin walking around the stage. If it comes near an opponent, it will use Sweet Kiss, a Fairy-type move introduced in Generation VI. It locks its lips onto the opponent and begins kissing them, dealing gradual damage before releasing. Fighters are able to knock Smoochum off of them sooner by button mashing. After awhile, it will disappear.
SnorlaxPokmon Red and Pokmon Green (1996)
		Snorlax is a Normal-type Sleeping Pokmon introduced in Generation I. It evolves from Munchlax. It is almost always sleeping, and only wakes up to eat, requiring at least 900 lbs. of food a day. Snorlax has a very strong stomach, which allows it to eat even moldy food without any ill effects. It also has the ability to eat while resting.When Snorlax is summoned, it leaps off-screen, becomes significantly larger, and uses Body Slam, a damage-dealing Normal-type move introduced in Generation I, falling through the stage where it was summoned. Both the initial leap and the fall can damage opponents, though the latter deals significantly more damage and knockback.	Snorlax is a Normal-type Sleeping Pokmon introduced in Generation I. It evolves from Munchlax. It is almost always sleeping, and only wakes up to eat, requiring at least 900 lbs. of food a day. Snorlax has a very strong stomach, which allows it to eat even moldy food without any ill effects. It also has the ability to eat while resting.When Snorlax is summoned, it leaps off-screen, becomes significantly larger, and uses Body Slam, a damage-dealing Normal-type move introduced in Generation I, falling through the stage where it was summoned. Both the initial leap and the fall can damage opponents, though the latter deals significantly more damage and knockback.
		Snorlax is a Normal-type Sleeping Pokmon introduced in Generation I. It evolves from Munchlax. It is almost always sleeping, and only wakes up to eat, requiring at least 900 lbs. of food a day. Snorlax has a very strong stomach, which allows it to eat even moldy food without any ill effects. It also has the ability to eat while resting.When Snorlax is summoned, it leaps off-screen, becomes significantly larger, and uses Body Slam, a damage-dealing Normal-type move introduced in Generation I, falling through the stage where it was summoned. Both the initial leap and the fall can damage opponents, though the latter deals significantly more damage and knockback.	Snorlax is a Normal-type Sleeping Pokmon introduced in Generation I. It evolves from Munchlax. It is almost always sleeping, and only wakes up to eat, requiring at least 900 lbs. of food a day. Snorlax has a very strong stomach, which allows it to eat even moldy food without any ill effects. It also has the ability to eat while resting.When Snorlax is summoned, it leaps off-screen, becomes significantly larger, and uses Body Slam, a damage-dealing Normal-type move introduced in Generation I, falling through the stage where it was summoned. Both the initial leap and the fall can damage opponents, though the latter deals significantly more damage and knockback.
SobblePokmon Sword and Pokmon Shield (2019)
		Sobble is a Water-type Water Lizard Pokmon introduced in Generation VIII, and is one of the Galar starter Pokmon. It evolves into Drizzile, which evolves into Inteleon. It is a timid creature that hides itself within bodies of water. It can spit water at enemies to attack them, and usually does it while hidden.When summoned, Sobble will use Soak, a non-damaging Water-type move introduced in Generation V. It will move around the stage and spit jets of water. These won't damage opponents, but they will push them around the stage. After awhile, it will disappear.	Sobble is a Water-type Water Lizard Pokmon introduced in Generation VIII, and is one of the Galar starter Pokmon. It evolves into Drizzile, which evolves into Inteleon. It is a timid creature that hides itself within bodies of water. It can spit water at enemies to attack them, and usually does it while hidden.When summoned, Sobble will use Soak, a non-damaging Water-type move introduced in Generation V. It will move around the stage and spit jets of water. These won't damage opponents, but they will push them around the stage. After awhile, it will disappear.
		Sobble is a Water-type Water Lizard Pokmon introduced in Generation VIII, and is one of the Galar starter Pokmon. It evolves into Drizzile, which evolves into Inteleon. It is a timid creature that hides itself within bodies of water. It can spit water at enemies to attack them, and usually does it while hidden.When summoned, Sobble will use Soak, a non-damaging Water-type move introduced in Generation V. It will move around the stage and spit jets of water. These won't damage opponents, but they will push them around the stage. After awhile, it will disappear.	Sobble is a Water-type Water Lizard Pokmon introduced in Generation VIII, and is one of the Galar starter Pokmon. It evolves into Drizzile, which evolves into Inteleon. It is a timid creature that hides itself within bodies of water. It can spit water at enemies to attack them, and usually does it while hidden.When summoned, Sobble will use Soak, a non-damaging Water-type move introduced in Generation V. It will move around the stage and spit jets of water. These won't damage opponents, but they will push them around the stage. After awhile, it will disappear.
SolgaleoPokmon Sun and Pokmon Moon (2016)
		Solgaleo is a Psychic Steel dual-type Legendary Sunne Pokmon introduced in Generation VII. It evolves from Cosmoem and is one of the final forms of Cosmog, the other being Lunala. Alongside Lunala and Necrozma, it is a member of the Light Trio. Known as the "beast that devours the sun", it has been long honored in Alola as the emissary of the sun. Solgaleo's body is capable of holding a vast amount of energy and glows when it is active. The intense light it radiates can make nighttime look like midday. It can also create Ultra Wormholes to travel to and from Ultra Space.When Solgaleo is summoned, it will use Sunsteel Strike, a damage-dealing Steel-type move introduced in Generation VII. It turns into its Radiant Sun phase, engulfs itself in fire, and charges directly at an opponent, damaging them if it hits. Solgaleo will then reappear on the stage and use the move again. It repeats this a few times before it disappears.	Solgaleo is a Psychic Steel dual-type Legendary Sunne Pokmon introduced in Generation VII. It evolves from Cosmoem and is one of the final forms of Cosmog, the other being Lunala. Alongside Lunala and Necrozma, it is a member of the Light Trio. Known as the "beast that devours the sun", it has been long honored in Alola as the emissary of the sun. Solgaleo's body is capable of holding a vast amount of energy and glows when it is active. The intense light it radiates can make nighttime look like midday. It can also create Ultra Wormholes to travel to and from Ultra Space.When Solgaleo is summoned, it will use Sunsteel Strike, a damage-dealing Steel-type move introduced in Generation VII. It turns into its Radiant Sun phase, engulfs itself in fire, and charges directly at an opponent, damaging them if it hits. Solgaleo will then reappear on the stage and use the move again. It repeats this a few times before it disappears.
		Solgaleo is a Psychic Steel dual-type Legendary Sunne Pokmon introduced in Generation VII. It evolves from Cosmoem and is one of the final forms of Cosmog, the other being Lunala. Alongside Lunala and Necrozma, it is a member of the Light Trio. Known as the "beast that devours the sun", it has been long honored in Alola as the emissary of the sun. Solgaleo's body is capable of holding a vast amount of energy and glows when it is active. The intense light it radiates can make nighttime look like midday. It can also create Ultra Wormholes to travel to and from Ultra Space.When Solgaleo is summoned, it will use Sunsteel Strike, a damage-dealing Steel-type move introduced in Generation VII. It turns into its Radiant Sun phase, engulfs itself in fire, and charges directly at an opponent, damaging them if it hits. Solgaleo will then reappear on the stage and use the move again. It repeats this a few times before it disappears.	Solgaleo is a Psychic Steel dual-type Legendary Sunne Pokmon introduced in Generation VII. It evolves from Cosmoem and is one of the final forms of Cosmog, the other being Lunala. Alongside Lunala and Necrozma, it is a member of the Light Trio. Known as the "beast that devours the sun", it has been long honored in Alola as the emissary of the sun. Solgaleo's body is capable of holding a vast amount of energy and glows when it is active. The intense light it radiates can make nighttime look like midday. It can also create Ultra Wormholes to travel to and from Ultra Space.When Solgaleo is summoned, it will use Sunsteel Strike, a damage-dealing Steel-type move introduced in Generation VII. It turns into its Radiant Sun phase, engulfs itself in fire, and charges directly at an opponent, damaging them if it hits. Solgaleo will then reappear on the stage and use the move again. It repeats this a few times before it disappears.
StaryuPokmon Red and Pokmon Green (1996)
		Staryu is a Water-type Star Shape Pokmon introduced in Generation I. It evolves into Starmine. When the sun goes down, its core is at its brightest and will begin to flicker. While normally found on the seabed, it will float to the surface at night and align itself with the stars in the night sky, displaying a connection with celestial bodies.When Staryu is summoned, it will float beside a random opponent, following their movements and remaining parallel to them. After awhile, it will use Swift, a damage-dealing Normal-type move introduced in Generation I, to fire star-like projectiles from its core in rapid succession, damaging the opponent. After awhile, it will disappear.	Staryu is a Water-type Star Shape Pokmon introduced in Generation I. It evolves into Starmine. When the sun goes down, its core is at its brightest and will begin to flicker. While normally found on the seabed, it will float to the surface at night and align itself with the stars in the night sky, displaying a connection with celestial bodies.When Staryu is summoned, it will float beside a random opponent, following their movements and remaining parallel to them. After awhile, it will use Swift, a damage-dealing Normal-type move introduced in Generation I, to fire star-like projectiles from its core in rapid succession, damaging the opponent. After awhile, it will disappear.
		Staryu is a Water-type Star Shape Pokmon introduced in Generation I. It evolves into Starmine. When the sun goes down, its core is at its brightest and will begin to flicker. While normally found on the seabed, it will float to the surface at night and align itself with the stars in the night sky, displaying a connection with celestial bodies.When Staryu is summoned, it will float beside a random opponent, following their movements and remaining parallel to them. After awhile, it will use Swift, a damage-dealing Normal-type move introduced in Generation I, to fire star-like projectiles from its core in rapid succession, damaging the opponent. After awhile, it will disappear.	Staryu is a Water-type Star Shape Pokmon introduced in Generation I. It evolves into Starmine. When the sun goes down, its core is at its brightest and will begin to flicker. While normally found on the seabed, it will float to the surface at night and align itself with the stars in the night sky, displaying a connection with celestial bodies.When Staryu is summoned, it will float beside a random opponent, following their movements and remaining parallel to them. After awhile, it will use Swift, a damage-dealing Normal-type move introduced in Generation I, to fire star-like projectiles from its core in rapid succession, damaging the opponent. After awhile, it will disappear.
SunfloraPokmon Gold and Pokmon Silver (1999)
		Sunflora is a Grass-type Sun Pokmon introduced in Generation II. It evolves from Sunkern. Like flowers, Sunflora converts sunlight into energy, and always looks in the direction of the sun. It moves around in a hectic manner during the day, but will stop and close its petals at night.When Sunflora is summoned, it will use Ingrain, a non-damaging Grass-type move introduced in Generation III. It will lay roots into the ground, and begin glowing green. In this state, it will gradually restore its summoner's health. After awhile, it will disappear.	Sunflora is a Grass-type Sun Pokmon introduced in Generation II. It evolves from Sunkern. Like flowers, Sunflora converts sunlight into energy, and always looks in the direction of the sun. It moves around in a hectic manner during the day, but will stop and close its petals at night.When Sunflora is summoned, it will use Ingrain, a non-damaging Grass-type move introduced in Generation III. It will lay roots into the ground, and begin glowing green. In this state, it will gradually restore its summoner's health. After awhile, it will disappear.
		Sunflora is a Grass-type Sun Pokmon introduced in Generation II. It evolves from Sunkern. Like flowers, Sunflora converts sunlight into energy, and always looks in the direction of the sun. It moves around in a hectic manner during the day, but will stop and close its petals at night.When Sunflora is summoned, it will use Ingrain, a non-damaging Grass-type move introduced in Generation III. It will lay roots into the ground, and begin glowing green. In this state, it will gradually restore its summoner's health. After awhile, it will disappear.	Sunflora is a Grass-type Sun Pokmon introduced in Generation II. It evolves from Sunkern. Like flowers, Sunflora converts sunlight into energy, and always looks in the direction of the sun. It moves around in a hectic manner during the day, but will stop and close its petals at night.When Sunflora is summoned, it will use Ingrain, a non-damaging Grass-type move introduced in Generation III. It will lay roots into the ground, and begin glowing green. In this state, it will gradually restore its summoner's health. After awhile, it will disappear.
SwirlixPokmon X and Pokmon Y (2013)
		Swirlix is a Fairy-type Cotton Candy Pokmon introduced in Generation VI. It evolves from Slurpuff. Its feet are rarely ever visible, usually concealed by its thick fur. It only eats sweets, which is why its fur is as sticky as cotton candy.When Swirlix is summoned, it will use Cotton Spore, a non-damaging Grass-type move introduced in Generation III. It creates a pink cloud of spores around itself; any opponents in the cloud will be slowed down, leaving them vulnerable for attack. After awhile, it will disappear.	Swirlix is a Fairy-type Cotton Candy Pokmon introduced in Generation VI. It evolves from Slurpuff. Its feet are rarely ever visible, usually concealed by its thick fur. It only eats sweets, which is why its fur is as sticky as cotton candy.When Swirlix is summoned, it will use Cotton Spore, a non-damaging Grass-type move introduced in Generation III. It creates a pink cloud of spores around itself; any opponents in the cloud will be slowed down, leaving them vulnerable for attack. After awhile, it will disappear.
		Swirlix is a Fairy-type Cotton Candy Pokmon introduced in Generation VI. It evolves from Slurpuff. Its feet are rarely ever visible, usually concealed by its thick fur. It only eats sweets, which is why its fur is as sticky as cotton candy.When Swirlix is summoned, it will use Cotton Spore, a non-damaging Grass-type move introduced in Generation III. It creates a pink cloud of spores around itself; any opponents in the cloud will be slowed down, leaving them vulnerable for attack. After awhile, it will disappear.	Swirlix is a Fairy-type Cotton Candy Pokmon introduced in Generation VI. It evolves from Slurpuff. Its feet are rarely ever visible, usually concealed by its thick fur. It only eats sweets, which is why its fur is as sticky as cotton candy.When Swirlix is summoned, it will use Cotton Spore, a non-damaging Grass-type move introduced in Generation III. It creates a pink cloud of spores around itself; any opponents in the cloud will be slowed down, leaving them vulnerable for attack. After awhile, it will disappear.
Tapu KokoPokmon Sun and Pokmon Moon (2016)
		Tapu Koko is an Electric / Fairy dual-type Land Spirit Legendary Pokmon introduced in Generation VII. It is not known to evolve into or from any other Pokmon. It is one of the guardian deities of the Alola region alongside Tapu Lele, Tapu Bulu, and Tapu Fini. In particular, Tapu Koko is the guardian deity of Melemele Island.When summoned, Tapu Koko will use Electroweb, a damage-dealing Electric-type move introduced in Generation V. It will send beams of electricity in all directions, damaging opponents hit by them and inflicting paralysis. After awhile, it will disappear.	Tapu Koko is an Electric / Fairy dual-type Land Spirit Legendary Pokmon introduced in Generation VII. It is not known to evolve into or from any other Pokmon. It is one of the guardian deities of the Alola region alongside Tapu Lele, Tapu Bulu, and Tapu Fini. In particular, Tapu Koko is the guardian deity of Melemele Island.When summoned, Tapu Koko will use Electroweb, a damage-dealing Electric-type move introduced in Generation V. It will send beams of electricity in all directions, damaging opponents hit by them and inflicting paralysis. After awhile, it will disappear.
		Tapu Koko is an Electric / Fairy dual-type Land Spirit Legendary Pokmon introduced in Generation VII. It is not known to evolve into or from any other Pokmon. It is one of the guardian deities of the Alola region alongside Tapu Lele, Tapu Bulu, and Tapu Fini. In particular, Tapu Koko is the guardian deity of Melemele Island.When summoned, Tapu Koko will use Electroweb, a damage-dealing Electric-type move introduced in Generation V. It will send beams of electricity in all directions, damaging opponents hit by them and inflicting paralysis. After awhile, it will disappear.	Tapu Koko is an Electric / Fairy dual-type Land Spirit Legendary Pokmon introduced in Generation VII. It is not known to evolve into or from any other Pokmon. It is one of the guardian deities of the Alola region alongside Tapu Lele, Tapu Bulu, and Tapu Fini. In particular, Tapu Koko is the guardian deity of Melemele Island.When summoned, Tapu Koko will use Electroweb, a damage-dealing Electric-type move introduced in Generation V. It will send beams of electricity in all directions, damaging opponents hit by them and inflicting paralysis. After awhile, it will disappear.
Throh & SawkPokmon Black and Pokmon White (2010)
		Throh & Sawk are Fighting-type Judo and Karate Pokmon introduced in Generation V. Neither are known to evolve into or from any other Pokmon, though they are considered counterparts of each other. Both of then wear black belts, which increase their power. While Throh travel in packs of five, Sawk stays secluded where it trains alone. Both of these Pokmon are all-male species with no female counterpart.When Throh and Sawk are summoned, they will travel in opposite directions in search of opponents. If one of them grabs one, they are thrown to the center of the stage, where Sawk will continually use Brick Break, a damage-dealing Fighting-type move introduced in Generation III, to attack with chops, while Throh will continually use Body Slam, a damage-dealing Normal-type move introduced in Generation I, to attack with body slams, repeatedly damaging the opponent. Afterwards, both of them use Hammer Arm, a damage-dealing Fighting-type move introduced in Generation IV, to throw a combined uppercut that launches the opponent. Afterward, they disappear.	Throh & Sawk are Fighting-type Judo and Karate Pokmon introduced in Generation V. Neither are known to evolve into or from any other Pokmon, though they are considered counterparts of each other. Both of then wear black belts, which increase their power. While Throh travel in packs of five, Sawk stays secluded where it trains alone. Both of these Pokmon are all-male species with no female counterpart.When Throh and Sawk are summoned, they will travel in opposite directions in search of opponents. If one of them grabs one, they are thrown to the center of the stage, where Sawk will continually use Brick Break, a damage-dealing Fighting-type move introduced in Generation III, to attack with chops, while Throh will continually use Body Slam, a damage-dealing Normal-type move introduced in Generation I, to attack with body slams, repeatedly damaging the opponent. Afterwards, both of them use Hammer Arm, a damage-dealing Fighting-type move introduced in Generation IV, to throw a combined uppercut that launches the opponent. Afterward, they disappear.
		Throh & Sawk are Fighting-type Judo and Karate Pokmon introduced in Generation V. Neither are known to evolve into or from any other Pokmon, though they are considered counterparts of each other. Both of then wear black belts, which increase their power. While Throh travel in packs of five, Sawk stays secluded where it trains alone. Both of these Pokmon are all-male species with no female counterpart.When Throh and Sawk are summoned, they will travel in opposite directions in search of opponents. If one of them grabs one, they are thrown to the center of the stage, where Sawk will continually use Brick Break, a damage-dealing Fighting-type move introduced in Generation III, to attack with chops, while Throh will continually use Body Slam, a damage-dealing Normal-type move introduced in Generation I, to attack with body slams, repeatedly damaging the opponent. Afterwards, both of them use Hammer Arm, a damage-dealing Fighting-type move introduced in Generation IV, to throw a combined uppercut that launches the opponent. Afterward, they disappear.	Throh & Sawk are Fighting-type Judo and Karate Pokmon introduced in Generation V. Neither are known to evolve into or from any other Pokmon, though they are considered counterparts of each other. Both of then wear black belts, which increase their power. While Throh travel in packs of five, Sawk stays secluded where it trains alone. Both of these Pokmon are all-male species with no female counterpart.When Throh and Sawk are summoned, they will travel in opposite directions in search of opponents. If one of them grabs one, they are thrown to the center of the stage, where Sawk will continually use Brick Break, a damage-dealing Fighting-type move introduced in Generation III, to attack with chops, while Throh will continually use Body Slam, a damage-dealing Normal-type move introduced in Generation I, to attack with body slams, repeatedly damaging the opponent. Afterwards, both of them use Hammer Arm, a damage-dealing Fighting-type move introduced in Generation IV, to throw a combined uppercut that launches the opponent. Afterward, they disappear.
TogedemaruPokmon Sun and Pokmon Moon (2016)
		Togedemaru is an Electric / Steel dual-type Roly-Poly Pokmon introduced in Generation VII. It is not known to evolve into or from any other Pokmon. When scared or startled, its spikes stand up involuntarily. On top of its head is a needle-like appendage that it uses to gather and store electricity. Groups of Togedemaru can be seen with these appendages standing up on rainy days to try and get struck by lightning.When summoned, Togedemaru will use Zing Zap, a damage-dealing Electric-type move introduced in Generation VII. It calls down a lightning bolt to strike itself, which sends out a massive wave of electric energy. This will heavily damage opponents in its radius. After this, it will disappear.	Togedemaru is an Electric / Steel dual-type Roly-Poly Pokmon introduced in Generation VII. It is not known to evolve into or from any other Pokmon. When scared or startled, its spikes stand up involuntarily. On top of its head is a needle-like appendage that it uses to gather and store electricity. Groups of Togedemaru can be seen with these appendages standing up on rainy days to try and get struck by lightning.When summoned, Togedemaru will use Zing Zap, a damage-dealing Electric-type move introduced in Generation VII. It calls down a lightning bolt to strike itself, which sends out a massive wave of electric energy. This will heavily damage opponents in its radius. After this, it will disappear.
		Togedemaru is an Electric / Steel dual-type Roly-Poly Pokmon introduced in Generation VII. It is not known to evolve into or from any other Pokmon. When scared or startled, its spikes stand up involuntarily. On top of its head is a needle-like appendage that it uses to gather and store electricity. Groups of Togedemaru can be seen with these appendages standing up on rainy days to try and get struck by lightning.When summoned, Togedemaru will use Zing Zap, a damage-dealing Electric-type move introduced in Generation VII. It calls down a lightning bolt to strike itself, which sends out a massive wave of electric energy. This will heavily damage opponents in its radius. After this, it will disappear.	Togedemaru is an Electric / Steel dual-type Roly-Poly Pokmon introduced in Generation VII. It is not known to evolve into or from any other Pokmon. When scared or startled, its spikes stand up involuntarily. On top of its head is a needle-like appendage that it uses to gather and store electricity. Groups of Togedemaru can be seen with these appendages standing up on rainy days to try and get struck by lightning.When summoned, Togedemaru will use Zing Zap, a damage-dealing Electric-type move introduced in Generation VII. It calls down a lightning bolt to strike itself, which sends out a massive wave of electric energy. This will heavily damage opponents in its radius. After this, it will disappear.
TorchicPokmon Ruby and Pokmon Sapphire (2002)
		Torchic is a Fire-type Chick Pokmon introduced in Generation III, and is one of the Hoenn starter Pokmon. It evolves into Combusken, which evolves into Blaziken. Torchic keeps a flame inside its stomach, which allows it to spit fireballs of over 1800 °F at its foes.When summoned, Torchic will stand in place and use Fire Spin, a damage-dealing Fire-type move introduced in Generation I. It spews flames around its body, damaging any opponents in range multiple times before launching them. After awhile, it will disappear.	Torchic is a Fire-type Chick Pokmon introduced in Generation III, and is one of the Hoenn starter Pokmon. It evolves into Combusken, which evolves into Blaziken. Torchic keeps a flame inside its stomach, which allows it to spit fireballs of over 1800 °F at its foes.When summoned, Torchic will stand in place and use Fire Spin, a damage-dealing Fire-type move introduced in Generation I. It spews flames around its body, damaging any opponents in range multiple times before launching them. After awhile, it will disappear.
		Torchic is a Fire-type Chick Pokmon introduced in Generation III, and is one of the Hoenn starter Pokmon. It evolves into Combusken, which evolves into Blaziken. Torchic keeps a flame inside its stomach, which allows it to spit fireballs of over 1800 °F at its foes.When summoned, Torchic will stand in place and use Fire Spin, a damage-dealing Fire-type move introduced in Generation I. It spews flames around its body, damaging any opponents in range multiple times before launching them. After awhile, it will disappear.	Torchic is a Fire-type Chick Pokmon introduced in Generation III, and is one of the Hoenn starter Pokmon. It evolves into Combusken, which evolves into Blaziken. Torchic keeps a flame inside its stomach, which allows it to spit fireballs of over 1800 °F at its foes.When summoned, Torchic will stand in place and use Fire Spin, a damage-dealing Fire-type move introduced in Generation I. It spews flames around its body, damaging any opponents in range multiple times before launching them. After awhile, it will disappear.
TorracatPokmon Sun and Pokmon Moon (2016)
		Torracat is a Fire-type Fire Cat Pokmon introduced in Generation VII, and is one of the Alola starter Pokmon. It evolves from Litten, and evolves into Incineroar. The bell-like appendage on Torracat's neck is actually a fire sac, and its temperature can rise depending on its emotions, allowing it to breathe fire. Its punches are also capable of bending iron bars with a single strike.When summoned, Torracat will use Heat Crash, a damage-dealing Fire-type move introduced in Generation V. It engulfs itself in flames and launches forward, dealing heavy damage to any opponent it hits. It will repeat this a few times before disappearing.	Torracat is a Fire-type Fire Cat Pokmon introduced in Generation VII, and is one of the Alola starter Pokmon. It evolves from Litten, and evolves into Incineroar. The bell-like appendage on Torracat's neck is actually a fire sac, and its temperature can rise depending on its emotions, allowing it to breathe fire. Its punches are also capable of bending iron bars with a single strike.When summoned, Torracat will use Heat Crash, a damage-dealing Fire-type move introduced in Generation V. It engulfs itself in flames and launches forward, dealing heavy damage to any opponent it hits. It will repeat this a few times before disappearing.
		Torracat is a Fire-type Fire Cat Pokmon introduced in Generation VII, and is one of the Alola starter Pokmon. It evolves from Litten, and evolves into Incineroar. The bell-like appendage on Torracat's neck is actually a fire sac, and its temperature can rise depending on its emotions, allowing it to breathe fire. Its punches are also capable of bending iron bars with a single strike.When summoned, Torracat will use Heat Crash, a damage-dealing Fire-type move introduced in Generation V. It engulfs itself in flames and launches forward, dealing heavy damage to any opponent it hits. It will repeat this a few times before disappearing.	Torracat is a Fire-type Fire Cat Pokmon introduced in Generation VII, and is one of the Alola starter Pokmon. It evolves from Litten, and evolves into Incineroar. The bell-like appendage on Torracat's neck is actually a fire sac, and its temperature can rise depending on its emotions, allowing it to breathe fire. Its punches are also capable of bending iron bars with a single strike.When summoned, Torracat will use Heat Crash, a damage-dealing Fire-type move introduced in Generation V. It engulfs itself in flames and launches forward, dealing heavy damage to any opponent it hits. It will repeat this a few times before disappearing.
UnownPokmon Gold and Pokmon Silver (1999)
		Unown is a Psychic-type Symbol Pokmon introduced in Generation II. It is not known to evolve into or from any other Pokmon. It has 28 different derivative shapes, each based on the 26 Latin alphabet characters, plus the "?" and "!". It is an extremely rare Pokmon, only found within its own dimension and rarely ever ventures outside.When Unown is summoned, it will fly off-screen to summon several other Unknown. Together, they will use Take Down, a damage-dealing Normal-type move introduced in Generation I. They will fly on-screen through the stage, damaging any opponents they hit along the way.	Unown is a Psychic-type Symbol Pokmon introduced in Generation II. It is not known to evolve into or from any other Pokmon. It has 28 different derivative shapes, each based on the 26 Latin alphabet characters, plus the "?" and "!". It is an extremely rare Pokmon, only found within its own dimension and rarely ever ventures outside.When Unown is summoned, it will fly off-screen to summon several other Unknown. Together, they will use Take Down, a damage-dealing Normal-type move introduced in Generation I. They will fly on-screen through the stage, damaging any opponents they hit along the way.
		Unown is a Psychic-type Symbol Pokmon introduced in Generation II. It is not known to evolve into or from any other Pokmon. It has 28 different derivative shapes, each based on the 26 Latin alphabet characters, plus the "?" and "!". It is an extremely rare Pokmon, only found within its own dimension and rarely ever ventures outside.When Unown is summoned, it will fly off-screen to summon several other Unknown. Together, they will use Take Down, a damage-dealing Normal-type move introduced in Generation I. They will fly on-screen through the stage, damaging any opponents they hit along the way.	Unown is a Psychic-type Symbol Pokmon introduced in Generation II. It is not known to evolve into or from any other Pokmon. It has 28 different derivative shapes, each based on the 26 Latin alphabet characters, plus the "?" and "!". It is an extremely rare Pokmon, only found within its own dimension and rarely ever ventures outside.When Unown is summoned, it will fly off-screen to summon several other Unknown. Together, they will use Take Down, a damage-dealing Normal-type move introduced in Generation I. They will fly on-screen through the stage, damaging any opponents they hit along the way.
VictiniPokmon Black and Pokmon White (2010)
		Victini is a Psychic / Fire dual-type Victory Legendary Pokmon introduced in Generation V. It is not known to evolve into or from any other Pokmon. Victini is said to bring victory to the trainer that befriends it. It produces an unlimited amount of energy within its body, which it can share with others by touching them.When summoned, Victini will use Victory Star, an ability introduced in Generation V. When activated, it will give the user their Final Smash as if they just broke a Smash Ball, disappearing afterwards.	Victini is a Psychic / Fire dual-type Victory Legendary Pokmon introduced in Generation V. It is not known to evolve into or from any other Pokmon. Victini is said to bring victory to the trainer that befriends it. It produces an unlimited amount of energy within its body, which it can share with others by touching them.When summoned, Victini will use Victory Star, an ability introduced in Generation V. When activated, it will give the user their Final Smash as if they just broke a Smash Ball, disappearing afterwards.
		Victini is a Psychic / Fire dual-type Victory Legendary Pokmon introduced in Generation V. It is not known to evolve into or from any other Pokmon. Victini is said to bring victory to the trainer that befriends it. It produces an unlimited amount of energy within its body, which it can share with others by touching them.When summoned, Victini will use Victory Star, an ability introduced in Generation V. When activated, it will give the user their Final Smash as if they just broke a Smash Ball, disappearing afterwards.	Victini is a Psychic / Fire dual-type Victory Legendary Pokmon introduced in Generation V. It is not known to evolve into or from any other Pokmon. Victini is said to bring victory to the trainer that befriends it. It produces an unlimited amount of energy within its body, which it can share with others by touching them.When summoned, Victini will use Victory Star, an ability introduced in Generation V. When activated, it will give the user their Final Smash as if they just broke a Smash Ball, disappearing afterwards.
VolcanionPokmon X and Pokmon Y (2013)
		Volcanion is a Fire / Water dual-type Steam Pokmon introduced in Generation VI. It is not known to evolve into or from any other Pokmon. It has a unique organ that allows it to turn water vapor into steam in an instant. Volcanion is able to run out of water, and when this happens, it cannot use any Water-type attacks until it is refilled.When Volcanion is summoned, it will slowly move around the stage. It will attack with Steam Eruption, a damage-dealing Water-type move introduced in Generation VI, by expelling hot steam from around itself. The initial blast will damage and launch opponents, though the steam will remain on-stage for awhile, which will gradually damage opponents in it. After it uses this attack three times, Volcanion's spots turn red, signifying it has run out of water, and will begin using Overheat, a damage-dealing Fire-type move introduced in Generation III. It begins glowing bright red and burns, making any opponents that touch it take massive damage and knockback. Opponents near it will also take gradual damage, and it will leave trails of fire behind that damage opponents that step in it. After awhile, Volcanion will disappear.	Volcanion is a Fire / Water dual-type Steam Pokmon introduced in Generation VI. It is not known to evolve into or from any other Pokmon. It has a unique organ that allows it to turn water vapor into steam in an instant. Volcanion is able to run out of water, and when this happens, it cannot use any Water-type attacks until it is refilled.When Volcanion is summoned, it will slowly move around the stage. It will attack with Steam Eruption, a damage-dealing Water-type move introduced in Generation VI, by expelling hot steam from around itself. The initial blast will damage and launch opponents, though the steam will remain on-stage for awhile, which will gradually damage opponents in it. After it uses this attack three times, Volcanion's spots turn red, signifying it has run out of water, and will begin using Overheat, a damage-dealing Fire-type move introduced in Generation III. It begins glowing bright red and burns, making any opponents that touch it take massive damage and knockback. Opponents near it will also take gradual damage, and it will leave trails of fire behind that damage opponents that step in it. After awhile, Volcanion will disappear.
		Volcanion is a Fire / Water dual-type Steam Pokmon introduced in Generation VI. It is not known to evolve into or from any other Pokmon. It has a unique organ that allows it to turn water vapor into steam in an instant. Volcanion is able to run out of water, and when this happens, it cannot use any Water-type attacks until it is refilled.When Volcanion is summoned, it will slowly move around the stage. It will attack with Steam Eruption, a damage-dealing Water-type move introduced in Generation VI, by expelling hot steam from around itself. The initial blast will damage and launch opponents, though the steam will remain on-stage for awhile, which will gradually damage opponents in it. After it uses this attack three times, Volcanion's spots turn red, signifying it has run out of water, and will begin using Overheat, a damage-dealing Fire-type move introduced in Generation III. It begins glowing bright red and burns, making any opponents that touch it take massive damage and knockback. Opponents near it will also take gradual damage, and it will leave trails of fire behind that damage opponents that step in it. After awhile, Volcanion will disappear.	Volcanion is a Fire / Water dual-type Steam Pokmon introduced in Generation VI. It is not known to evolve into or from any other Pokmon. It has a unique organ that allows it to turn water vapor into steam in an instant. Volcanion is able to run out of water, and when this happens, it cannot use any Water-type attacks until it is refilled.When Volcanion is summoned, it will slowly move around the stage. It will attack with Steam Eruption, a damage-dealing Water-type move introduced in Generation VI, by expelling hot steam from around itself. The initial blast will damage and launch opponents, though the steam will remain on-stage for awhile, which will gradually damage opponents in it. After it uses this attack three times, Volcanion's spots turn red, signifying it has run out of water, and will begin using Overheat, a damage-dealing Fire-type move introduced in Generation III. It begins glowing bright red and burns, making any opponents that touch it take massive damage and knockback. Opponents near it will also take gradual damage, and it will leave trails of fire behind that damage opponents that step in it. After awhile, Volcanion will disappear.
VulpixPokmon Red and Pokmon Green (1996)
		Vulpix is a Fire-type Fox Pokmon introduced in Generation I. It evolves into Ninetales. It has a flame inside its body that never burns out; using it, Vulpix can manipulate fire and create floating wisps of flame. When temperatures rise, it expels flames from its mouth to keep from overheating.When summoned, Vulpix will walk and jump around the stage. If an opponent is nearby, it will use Fire Spin, a damage-dealing Fire-type move introduced in Generation I. It expels flames from its mouth, damaging opponents multiple times before launching them. After awhile, it will disappear.	Vulpix is a Fire-type Fox Pokmon introduced in Generation I. It evolves into Ninetales. It has a flame inside its body that never burns out; using it, Vulpix can manipulate fire and create floating wisps of flame. When temperatures rise, it expels flames from its mouth to keep from overheating.When summoned, Vulpix will walk and jump around the stage. If an opponent is nearby, it will use Fire Spin, a damage-dealing Fire-type move introduced in Generation I. It expels flames from its mouth, damaging opponents multiple times before launching them. After awhile, it will disappear.
		Vulpix is a Fire-type Fox Pokmon introduced in Generation I. It evolves into Ninetales. It has a flame inside its body that never burns out; using it, Vulpix can manipulate fire and create floating wisps of flame. When temperatures rise, it expels flames from its mouth to keep from overheating.When summoned, Vulpix will walk and jump around the stage. If an opponent is nearby, it will use Fire Spin, a damage-dealing Fire-type move introduced in Generation I. It expels flames from its mouth, damaging opponents multiple times before launching them. After awhile, it will disappear.	Vulpix is a Fire-type Fox Pokmon introduced in Generation I. It evolves into Ninetales. It has a flame inside its body that never burns out; using it, Vulpix can manipulate fire and create floating wisps of flame. When temperatures rise, it expels flames from its mouth to keep from overheating.When summoned, Vulpix will walk and jump around the stage. If an opponent is nearby, it will use Fire Spin, a damage-dealing Fire-type move introduced in Generation I. It expels flames from its mouth, damaging opponents multiple times before launching them. After awhile, it will disappear.
WobbuffetPokmon Gold and Pokmon Silver (1999)
		Wobbuffet is a Psychic-type Patient Pokmon introduced in Generation II. It evolves from Wynaut. It's a usually docile Pokmon that will never attack first, though it will inflate its body to counterstrike. When two or more Wobbuffet meet, they will compete to see who can outlast each other in battle, though if it ends up being a tie, they instead compete to see who can last without food.When Wobbuffet is summoned, it will stay in place and lightly damage opponents that touch it. If hit with an attack, it will use Counter, a damage-dealing Fighting-type move introduced in Generation I, where it will wobble its body back and forth, dealing more damage to opponents that come in contact with it. The stronger it is attacked, the more it wobbles, and the more damage Wobbuffet deals. It will disappear after awhile.	Wobbuffet is a Psychic-type Patient Pokmon introduced in Generation II. It evolves from Wynaut. It's a usually docile Pokmon that will never attack first, though it will inflate its body to counterstrike. When two or more Wobbuffet meet, they will compete to see who can outlast each other in battle, though if it ends up being a tie, they instead compete to see who can last without food.When Wobbuffet is summoned, it will stay in place and lightly damage opponents that touch it. If hit with an attack, it will use Counter, a damage-dealing Fighting-type move introduced in Generation I, where it will wobble its body back and forth, dealing more damage to opponents that come in contact with it. The stronger it is attacked, the more it wobbles, and the more damage Wobbuffet deals. It will disappear after awhile.
		Wobbuffet is a Psychic-type Patient Pokmon introduced in Generation II. It evolves from Wynaut. It's a usually docile Pokmon that will never attack first, though it will inflate its body to counterstrike. When two or more Wobbuffet meet, they will compete to see who can outlast each other in battle, though if it ends up being a tie, they instead compete to see who can last without food.When Wobbuffet is summoned, it will stay in place and lightly damage opponents that touch it. If hit with an attack, it will use Counter, a damage-dealing Fighting-type move introduced in Generation I, where it will wobble its body back and forth, dealing more damage to opponents that come in contact with it. The stronger it is attacked, the more it wobbles, and the more damage Wobbuffet deals. It will disappear after awhile.	Wobbuffet is a Psychic-type Patient Pokmon introduced in Generation II. It evolves from Wynaut. It's a usually docile Pokmon that will never attack first, though it will inflate its body to counterstrike. When two or more Wobbuffet meet, they will compete to see who can outlast each other in battle, though if it ends up being a tie, they instead compete to see who can last without food.When Wobbuffet is summoned, it will stay in place and lightly damage opponents that touch it. If hit with an attack, it will use Counter, a damage-dealing Fighting-type move introduced in Generation I, where it will wobble its body back and forth, dealing more damage to opponents that come in contact with it. The stronger it is attacked, the more it wobbles, and the more damage Wobbuffet deals. It will disappear after awhile.
XerneasPokmon X and Pokmon Y (2013)
		Xerneas is a Fairy-type Life Legendary Pokmon introduced in Generation VI. It is not known to evolve into or from any other Pokmon. Xerneas has the power to grant eternal life, which occurs when the horns on its head shine in seven colors. If it expends too much life, it will turn into a tree and sleep for 1,000 years. Alongside Yveltal and Zygrade, it is apart of the Aura Trio.When summoned, Xerneas will appear in its Active Mode and use Genomacy, a non-damaging Fairy-type move introduced in Generation VI. It will turn the summoner golden, greatly increasing their attack's damage and knockback. Xerneas will disappear after a short time.	Xerneas is a Fairy-type Life Legendary Pokmon introduced in Generation VI. It is not known to evolve into or from any other Pokmon. Xerneas has the power to grant eternal life, which occurs when the horns on its head shine in seven colors. If it expends too much life, it will turn into a tree and sleep for 1,000 years. Alongside Yveltal and Zygrade, it is apart of the Aura Trio.When summoned, Xerneas will appear in its Active Mode and use Genomacy, a non-damaging Fairy-type move introduced in Generation VI. It will turn the summoner golden, greatly increasing their attack's damage and knockback. Xerneas will disappear after a short time.
		Xerneas is a Fairy-type Life Legendary Pokmon introduced in Generation VI. It is not known to evolve into or from any other Pokmon. Xerneas has the power to grant eternal life, which occurs when the horns on its head shine in seven colors. If it expends too much life, it will turn into a tree and sleep for 1,000 years. Alongside Yveltal and Zygrade, it is apart of the Aura Trio.When summoned, Xerneas will appear in its Active Mode and use Genomacy, a non-damaging Fairy-type move introduced in Generation VI. It will turn the summoner golden, greatly increasing their attack's damage and knockback. Xerneas will disappear after a short time.	Xerneas is a Fairy-type Life Legendary Pokmon introduced in Generation VI. It is not known to evolve into or from any other Pokmon. Xerneas has the power to grant eternal life, which occurs when the horns on its head shine in seven colors. If it expends too much life, it will turn into a tree and sleep for 1,000 years. Alongside Yveltal and Zygrade, it is apart of the Aura Trio.When summoned, Xerneas will appear in its Active Mode and use Genomacy, a non-damaging Fairy-type move introduced in Generation VI. It will turn the summoner golden, greatly increasing their attack's damage and knockback. Xerneas will disappear after a short time.
ZapdosPokmon Red and Pokmon Green (1996)
		Zapdos is an Electric-type Electric Legendary Pokmon introduced in Generation I. It is not known to evolve into or from any other Pokmon. When Zapdos flutters its wings, it creates electricity that could potentially create thunderstorms. It also gains power when struck by lightning. Alongside Moltres and Artcuno, it is one of the three Legendary Birds of the Kanto region.When summoned, Zapdos will use Thunder Shock, a damage-dealing Electric-type move introduced in Generation I. It begins flapping its wings to create sparks of electricity around the stage, damaging opponents in range. After awhile, it will disappear.	Zapdos is an Electric-type Electric Legendary Pokmon introduced in Generation I. It is not known to evolve into or from any other Pokmon. When Zapdos flutters its wings, it creates electricity that could potentially create thunderstorms. It also gains power when struck by lightning. Alongside Moltres and Artcuno, it is one of the three Legendary Birds of the Kanto region.When summoned, Zapdos will use Thunder Shock, a damage-dealing Electric-type move introduced in Generation I. It begins flapping its wings to create sparks of electricity around the stage, damaging opponents in range. After awhile, it will disappear.
		Zapdos is an Electric-type Electric Legendary Pokmon introduced in Generation I. It is not known to evolve into or from any other Pokmon. When Zapdos flutters its wings, it creates electricity that could potentially create thunderstorms. It also gains power when struck by lightning. Alongside Moltres and Artcuno, it is one of the three Legendary Birds of the Kanto region.When summoned, Zapdos will use Thunder Shock, a damage-dealing Electric-type move introduced in Generation I. It begins flapping its wings to create sparks of electricity around the stage, damaging opponents in range. After awhile, it will disappear.	Zapdos is an Electric-type Electric Legendary Pokmon introduced in Generation I. It is not known to evolve into or from any other Pokmon. When Zapdos flutters its wings, it creates electricity that could potentially create thunderstorms. It also gains power when struck by lightning. Alongside Moltres and Artcuno, it is one of the three Legendary Birds of the Kanto region.When summoned, Zapdos will use Thunder Shock, a damage-dealing Electric-type move introduced in Generation I. It begins flapping its wings to create sparks of electricity around the stage, damaging opponents in range. After awhile, it will disappear.
==Trivia==
*Credit to Team Destination for the render of Roll.
*Credit to FuntimeShadowFreddy for the renders of Kamek, Count Bleck, Flinote Frog, and MS. PAC-MAN.
*Credit to MutationFoxy for the render of Dr. Luigi and Sans.
*Credit to Joe T.T. for the render of Dry Bowser.
*Credit to UnbeLiekessdurt for the render of Cuphead.
*Credit to NintenDSAA for the render of Porky.
*Credit to Nintega-Dario for the renders of Petey Piranha and LarryBoy.
*Credit to ShamblingSalesman for the render of Mario used for Somari.
*Credit to Peardian for the render of Gotchawrench.
*Credit to TheWalshinator for the render of Dark Bowser.
Category:Crossover Games
Category:Super Smash Bros. Games
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Category:Super Smash Bros. (series)
Category:Fighting Games
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Category:Crossover Fighting Games
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