Mario and Luigi: Colour Crisis/Enemies

==Some Stuff You May Wish to Know First==
===Avoiding Attacks===
In Mario and Luigi: Colour Crisis, every attack can be avoided. Mario uses A and X to avoid attacks, whereas Luigi uses B and Y. There are four ways to avoid attacks, which vary depending on the attack used. Below is a list of methods in which you can avoid attacks...
*Jump: Press A/B to jump. Hold down A/B to perform a High Jump, which covers more vertical height. After performing a jump or High Jump, press X/Y to perform a spin, which slows the brother's falling speed.
*Hammer: Hold A/B to have the brother hold out his hammer, and release A/B to swing it. Hold X/Y to guard, automatically blocking certain projectiles. If you hold guard for too long, however, the guard will break.
*Glove: Press A/B to shoot a projectile. Press X/Y to strengthen the next projectile that the brother launches.
*Winter: Press A/B to give the brother a barrier. Press X/Y to remove a barrier. Each barrier can repel one hit. When the attack ends, both brothers receive recoil damage if they have any barriers remaining.
The method used to dodge each attack is listed before each attack in brackets. Information on how to avoid each attack is also provided.
===Statuses===
Enemies are able to inflict various ailments and enhancements. Below is a list of status ailments and enhancements...
*Burn: Causes fire damage at the start of each turn.
*Shock: Causes thunder damage at the start of each turn. Deals more damage than Burn, but goes away more quickly.
*Poison: Causes damage at the start of each turn. Deals less damage than Burn, but also lowers Attack by 19%.
*Daze: Lowers Attack and Defence by 25%.
*Stun: Causes the victim to skip a turn.
*Attack Down: Lowers damage dealt.
*Defence Down: Raises damage taken.
*Speed Down: The target gets turns less often.
*Regen: Regenerates a little HP at the start of each turn.
*Attack Up: Raises damage dealt.
*Defence Up: Lowers damage taken.
*Speed Up: The target gets turns more often.
===Weaknesses===
If an enemy is listed as weak to Fire, they take more damage from fire-elemental attacks but are healed by thunder-elemental attacks. The opposite is true if the enemy is weak to Thunder.
If an enemy's weakness is listed as "None", that means that fire-elemental and thunder-elemental attacks both deal normal damage against this enemy.
==Table of Enemies, Mid-Bosses and Bosses==
Name 	Image	Stats	Description 	Attacks
Goomba 	 	
HP: 6
Attack: 30
Defence: 15
Speed: 24
Weak to: None	Goombas are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Walks up to a brother, then tries to ram into him. A simple jump should be enough to avoid this attack, dealing minor damage to the Goomba if managed.
Green Koopa 	 	
HP: 7
Attack: 32
Defence: 16
Speed: 24
Weak to: None	Green Koopas are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Walks up to a brother, then tries to ram into him. A simple jump should be enough to avoid this attack, starting a Minigame which can damage other enemies if managed.
Toad Ninja 	 	
HP: 15
Attack: 34
Defence: 19
Speed: 26
Weak to: None	Toadette, having been hypnotised into joining Chroma's army, is fought as the first mini-boss. As a ninja, her clothing has a purple colour, and she has a lavender cowl covering her mouth. 	
*(Jump) Throws a golden Shuriken at either brother. A simple jump should be enough to avoid this attack.
Bowser 	 	
HP: 30
Attack: 36
Defence: 20
Speed: 24
Weak to: None	Bowser is the first boss, and looks exactly the same as he does in the main series. 	
*(Jump) Shoots a fireball at either brother, leaving a flame where it lands. A High Jump or Spin Jump will be needed to avoid both the fireball and the flame it leaves.
Red Koopa 	 	
HP: 9
Attack: 33
Defence: 18
Speed: 25
Weak to: None	Red Koopas are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Walks up to a brother, then tries to ram into him. A simple jump should be enough to avoid this attack, starting a Minigame which can damage other enemies if managed.
Paragoomba 	 	
HP: 12
Attack: 33
Defence: 19
Speed: 29
Weak to: None	Paragoombas are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Runs up to a brother, floats in the air and tries to swoop into him. A simple jump should be enough to avoid this attack, dealing minor damage to the Goomba if managed.
Larry Koopa 	 	
HP: 45
Attack: 36
Defence: 20
Speed: 29
Weak to: None	Larry is the second mini-boss, and looks exactly the same as he does in the main series. 	
*(Jump) Shoots a sky blue fireball at either brother. A simple jump should be enough to avoid this attack.
*(Jump) Kicks a Koopa Shell towards either brother. A simple jump should be enough to avoid this attack.
Blue Koopa 	 	
HP: 9
Attack: 36
Defence: 19
Speed: 26
Weak to: None	Blue Koopas are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Crawls over to a brother, then tries to ram into him. A simple jump should be enough to avoid this attack, starting a Minigame which can damage other enemies if managed.
*Heals an ally for 5 HP.
Goomba King 	 	
HP: 68
Attack: 37
Defence: 24
Speed: 29
Weak to: None	Goomba King, a crown-bearing Goomba who was originally a golden statue, appears as the second boss. 	
*(Jump) Summons a gang of Micro-Goombas who try to ram into the brothers. Strategic jumping may be needed, depending on their numbers, to dodge all of them.
Dry Bones 	 	
HP: 12
Attack: 36
Defence: 20
Speed: 30
Weak to: None	Dry Bones are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Throws three bones at either brother. Each can be avoided with simple jumping.
Gold Goomba 	 	
HP: 12
Attack: 37
Defence: 22
Speed: 29
Weak to: None	Gold Goombas are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Walks up to a brother, then tries to ram into him. A simple jump should be enough to avoid this attack, dealing minor damage to the Goomba if managed.
*Heals one ally for 6 HP.
Morton Koopa Jr 	 	
HP: 80
Attack: 38
Defence: 26
Speed: 28
Weak to: None	Morton is the third mini-boss, and looks exactly the same as he does in the main series. 	
*(Jump) Shoots a purple fireball at either brother. A simple jump should be enough to avoid this attack.
*(Jump) Pounds the ground, releasing a ring of small, yellow shockwaves. Both brothers need to jump at the same time to avoid this attack.
Green Paratroopa 	 	
HP: 15
Attack: 37
Defence: 22
Speed: 30
Weak to: None	Green Paratroopas are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Flies over to a brother, prepares and then rushes into them. A simple jump should be enough to avoid this attack, dealing minor damage to the Koopa if managed.
Hammer Bro 	 	
HP: 15
Attack: 38
Defence: 22
Speed: 30
Weak to: None	Hammer Bros are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Throws a fast-flying hammer at either brother. A simple jump should be enough to avoid this attack.
Spiking 	 	
HP: 97
Attack: 39
Defence: 27
Speed: 29
Weak to: None	Spiking is the third boss, and appears as a normal Spike with gold hair and a gold shell. 	
*(Jump) Sends a spiked ball rolling towards either brother. Considering its slow speed, a High Jump or Spin Jump will likely be needed.
*Holds a spiked ball above his head, making him immune to jump attacks for one turn.
Cheep Cheep 	 	
HP: 15
Attack: 37
Defence: 23
Speed: 32
Weak to: None	Cheep Cheeps are a basic enemy, and look exactly the same as their main series counterparts. 	
*(Jump) Bounces over to a brother, then jumps over them. Damage is only received if the target tries to jump.
Red Paratroopa 	 	
HP: 18
Attack: 38
Defence: 25
Speed: 32
Weak to: None	Red Paratroopas are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Flies over to a brother, prepares and then rushes into them. A simple jump should be enough to avoid this attack, dealing minor damage to the Koopa if managed.
Wendy O. Koopa 	 	
HP: 110
Attack: 40
Defence: 27
Speed: 32
Weak to: None	Wendy is the fourth mini-boss, and looks exactly the same as she does in the main series. 	
*(Jump) Shoots a light pink fireball at either brother. A simple jump should be enough to avoid this attack.
*(Jump) Summons Cheep Cheeps to jump at the brothers. Green Cheep Cheeps will jump onto their targets and should be avoided with a simple jump, whereas red Cheep Cheeps jump over their targets.
Blue Paratroopa 	 	
HP: 18
Attack: 40
Defence: 25
Speed: 33
Weak to: None	Blue Paratroopas are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Flies over to a brother, prepares and then rushes into them. A simple jump should be enough to avoid this attack, dealing minor damage to the Koopa if managed.
*Heals all allies for 5 HP each.
Blooper 	 	
HP: 22
Attack: 41
Defence: 26
Speed: 33
Weak to: None	Bloopers are basic enemies, and look exactly the same as their main series counterparts. 	
*(Hammer) Throws a ball of ink at either brother. May throw a small, fast projectile which can be blocked or a large, slow projectile that must be destroyed with the hammer.
Clawcatch 	 	
HP: 135
Attack: 41
Defence: 30
Speed: 34
Weak to: None	Clawcatch, a large red crab with an eye patch and pirate hat, is the fourth boss. 	
*(Jump) Throws a rock at each brother. Precise jumping is required to avoid this attack.
*(Hammer) Throws a bomb at either brother. The bomb can be reflected with the hammer, dealing minor damage to Clawcatch if managed.
*Becomes smaller for two turns. While smaller, his attacks deal less damage but are noticeably faster.
Deep Cheep 	 	
HP: 24
Attack: 42
Defence: 26
Speed: 36
Weak to: None	Deep Cheeps are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Bounces over to a brother, then jumps over them. Damage is only received if the target tries to jump.
*(Hammer) Lobs a large ball of water at either brother. Can be reflected by attacking it with the hammer, dealing minor damage to the Cheep if managed.
Parabones 	 	
HP: 24
Attack: 42
Defence: 28
Speed: 35
Weak to: None	Parabones are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Throws three bones at either brother. Each can be avoided with simple jumping.
*(Hammer) Shoots a super-fast feather at either brother. Can be blocked.
Iggy Koopa 	 	
HP: 140
Attack: 43
Defence: 30
Speed: 37
Weak to: None	Iggy is the fifth mini-boss, and looks exactly the same as he does in the main series. 	
*(Jump) Shoots a green fireball at either brother. Inflicts Poison. A simple jump should be enough to avoid this attack.
*(Jump) Kicks a Spiny Shell towards either brother. A simple jump should be enough to avoid this attack.
*(Hammer) Throws a hammer at either brother. The hammer can be destroyed by attacking it.
Big Goomba 	 	
HP: 30
Attack: 43
Defence: 31
Speed: 36
Weak to: None	Big Goombas are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Summons four Micro Goombas who rush at random targets. Simple jumping is enough to avoid them.
*(Hammer) Summons four Micro Goombas who roll into random targets. They can be repelled by blocking their attacks.
Fishbones 	 	
HP: 27
Attack: 43
Defence: 29
Speed: 36
Weak to: None	Fishbones are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Rushes into either brother at high speed. A simple jump is enough to avoid this.
*(Hammer) Shoots a water jet at either brother. The water jet can be reflected if attacked, causing minor damage to the Fishbone if managed.
Reignbone 	 	
HP: 150
Attack: 44
Defence: 32
Speed: 38
Weak to: None	Reignbone is the fifth boss, and appears as a larger, more detailed Fishbone with glowing eyes. 	
*(Jump) Launches a wave of water at both brothers. Because of the height of the wave, High Jumps will be needed to avoid it.
*(Hammer) Summons a rain cloud over either brother before pelting them with rain. Blocking is needed to avoid taking damage.
Spiny 	 	
HP: 27
Attack: 43
Defence: 33
Speed: 36
Weak to: None	Spinies are basic enemies, and look exactly the same as their main series counterparts. 	
*(Hammer) Walks up to a brother, then tries to ram into them. The attack can be interrupted by attacking with the hammer, dealing minor damage to the Spiny if managed.
*(Hammer) Walks up to a brother, tucks into its shell and tries to rush into them. This attack must be blocked, as the Spiny will not flinch if attacked with the hammer.
Boomerang Bro 	 	
HP: 30
Attack: 44
Defence: 30
Speed: 39
Weak to: None	Boomerang Bros are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Throws a boomerang at either brother. A simple jump should be enough to avoid the boomerang, although it must be avoided both as it flies out and as it comes back.
Lemmy Koopa 	 	
HP: 150
Attack: 44
Defence: 28
Speed: 40
Weak to: None	Lemmy is the sixth mini-boss, and looks exactly the same as she does in the main series. 	
*(Jump) Shoots a yellow fireball at either brother. Inflicts Shock. A simple jump should be enough to avoid this attack.
*(Jump) Summons Lava Bubbles to jump at the brothers. Red Lava Bubbles will jump onto their targets and should be avoided with a simple jump, whereas blue Lava Bubbles jump over their targets.
*(Hammer) Throws tiny bombs at the brothers. These bombs can be blocked.
Elite Koopa 	 	
HP: 30
Attack: 44
Defence: 34
Speed: 39
Weak to: None	Elite Koopas are basic enemies, and are identical to other Koopas save for having black shells. 	
*(Jump) Crawls over to a brother, then tries to ram into him. A simple jump should be enough to avoid this attack, starting a Minigame which can damage other enemies if managed.
*Heals an ally for 15 HP.
Boo 	 	
HP: 30
Attack: 43
Defence: 32
Speed: 39
Weak to: None	Boos are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Pulls a face, then tries to rush into either brother. A simple jump is enough to avoid this attack.
*(Hammer) Teleports over to a brother, then shoots a blue fireball at them. The attack can be interrupted with an attack from the hammer, causing minor damage to the Boo if managed.
Bill Blaster 	 	
HP: 33
Attack: 45
Defence: 35
Speed: 35
Weak to: None	Bill Blasters are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Shoots up to three Bullet Bills at either brother. Each Bullet Bill can be avoided with simple jumping.
Pleueil 	 	
HP: 225
Attack: 46
Defence: 36
Speed: 40
Weak to: None	Pleueil, under Chroma's control, is the sixth boss. She appears as a pale girl with blue hair, a black dress and a rainbow-coloured parasol. 	
*(Jump) Sends a ring of weak but fast blue shockwaves or strong but slow pink shockwaves along the ground. Both brothers need to jump simultaneously to avoid them.
*(Jump) Shoots a laser from her parasol at either brother. A simple jump should be enough to avoid this attack.
*(Hammer) Summons a white orb which goes up to a brother, charges up and shoots a laser beam. Attacking the orb with the hammer will interrupt the attack.
*(Hammer) Shoots a blob of paint at either brother. This attack can be blocked, and will try to attack the other brother after being blocked for the first time.
Eep Cheep 	 	
HP: 33
Attack: 46
Defence: 33
Speed: 41
Weak to: None	Eep Cheeps are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Bounces over to a brother, then jumps over them. Damage is only received if the target tries to jump.
*(Hammer) Lobs three small balls of water at either brother. Each projectile can be reflected by blocking, dealing minor damage to the Cheep if managed.
Blooper Nanny 	 	
HP: 36
Attack: 46
Defence: 36
Speed: 40
Weak to: None	Blooper Nannies are basic enemies, and look exactly the same as their main series counterparts. 	
*(Hammer) Throws a ball of ink at either brother. May throw a small, fast projectile which can be blocked or a large, slow projectile that must be destroyed with the hammer.
*(Jump) Summons four Blooper Babies who circle a brother before spraying ink at them. Jumping just before the babies attack is enough to avoid this attack.
Toad Ninja 	 	
HP: 90
Attack: 47
Defence: 35
Speed: 42
Weak to: None	Toadette, having been hypnotised into joining Chroma's army, is fought alongside Toad Samurai as the seventh mini-boss. As a ninja, her clothing has a purple colour, and she has a lavender cowl covering her mouth.	
*(Jump) Throws four golden Shurikens in a wave. Both brothers will need to jump at the right time in order to avoid them.
*(Hammer) Teleports over to a brother, then attacks with an explosion of leaves. Can be interrupted by attacking her with the hammer, dealing minor damage to Toadette if managed.
Toad Samurai 	 	
HP: 135
Attack: 47
Defence: 37
Speed: 40
Weak to: None	Toadsworth, having been hypnotised into joining Chroma's army, is fought alongside Toad Ninja as the seventh mini-boss. As a samurai, his appearance is concealed by yellow and brown armour. 	
*(Jump) Shoots three purple shockwaves at either brother. A High Jump or Spin Jump is needed to avoid all of them.
*(Hammer) Tosses coins into the air, having them rain down on the brothers. The coins can be blocked.
Queen Cheep 	 	
HP: 225
Attack: 47
Defence: 37
Speed: 42
Weak to: None	Queen Cheep is the seventh boss, appearing as a pink Cheep Cheep with a sapphire crown. 	
*(Jump) Summons bubbles which appear around or above the brothers before exploding. Depending on their positions, the brothers need to jump just before they explode or remain on the ground.
*(Hammer) Summons a large blue orb which descends from the sky onto either brother. Can be reflected with the hammer, dealing minor damage to Queen Cheep if managed.
Dark Bones 	 	
HP: 36
Attack: 47
Defence: 35
Speed: 43
Weak to: None	Dark Bones are basic enemies, and appear as they do in the provided picture. 	
*(Jump) Throws three bones at either brother. Each can be avoided with simple jumping.
*(Hammer) Summons dark lightning to strike both brothers. The lightning can be blocked.
Magikoopa 	 	
HP: 36
Attack: 48
Defence: 36
Speed: 42
Weak to: None	Magikoopas are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Shoots a red magic bolt at either brother, leaving a flame where it lands. Inflicts Attack Down. A High Jump or Spin Jump is needed to avoid both the projectile and the flame.
*(Hammer) Shoots a green magic bolt at either brother. Inflicts Defence Down. This projectile must be destroyed by attacking it with the hammer.
*Gives Attack Up or Defence Up to one ally.
Roy Koopa 	 	
HP: 270
Attack: 48
Defence: 38
Speed: 41
Weak to: None	Roy is the eighth mini-boss, and looks exactly the same as he does in the main series. 	
*(Jump) Shoots a pink fireball at either brother. Inflicts Burn. A simple jump should be enough to avoid this attack.
*(Jump) Pounds the ground, releasing a ring of large, pink shockwaves. Both brothers need to perform a High Jump at the same time to avoid this attack.
*(Hammer) Shoots a fast-flying Bullet Bill at each brother. These Bullet Bills can be blocked or reflected by attacking them, dealing minor damage to Roy if reflected.
Spiny Cheep Cheep	 	
HP: 39
Attack: 48
Defence: 36
Speed: 43
Weak to: None	Spiny Cheep Cheeps are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Bounces over to a brother, then jumps over them. Damage is only received if the target tries to jump.
*(Jump) Bounces over to a brother, then lunges at him. A simple jump is enough to avoid this attack.
*(Hammer) Lobs four small balls of water at either brother. Each projectile can be blocked.
Gooper Blooper 	 	
HP: 270
Attack: 49
Defence: 39
Speed: 43
Weak to: None	Gooper Blooper is the eighth boss, and looks exactly the same as he does in the main series. 	
*(Jump) Shoots a fast-flying cork at either brother. May inflict Attack Down. A simple jump should be enough to avoid this attack.
*(Jump) Sweeps the floor with one of his tentacles. May inflict Defence Down. Both brothers must jump simultaneously with the right timing to avoid taking damage.
*(Hammer) Shoots blobs of ink into the air, having them rain down on the brothers. May inflict Speed Down. Large ink blobs must be destroyed with the hammer, whereas small ink blobs can be blocked.
Thwomp 	 	
HP: 42
Attack: 49
Defence: 39
Speed: 42
Weak to: None	Thwomps are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Rises into the air and slams down, releasing a shockwave. Both brothers need to be in the air when the Thwomp touches the ground to avoid this attack.
*(Hammer) Rises into the air, appears above a brother and tries to crush them. Attacking the Thwomp with the hammer will interrupt the attack, causing minor damage to the Thwomp if managed.
Monty Mole 	 	
HP: 37
Attack: 49
Defence: 38
Speed: 44
Weak to: None	Monty Moles are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Runs up to a brother, then rams into them at high speed. A simple jump should be enough to avoid this attack, dealing minor damage to the Monty Mole if managed.
*(Jump) Throws a Bob-Omb at either brother. May inflict Burn. A simple jump should be enough to avoid this attack.
Rocky Wrench 	 	
HP: 37
Attack: 50
Defence: 38
Speed: 43
Weak to: None	Rocky Wrenches are basic enemies, and look exactly the same as their main series counterparts. 	
*(Hammer) Wildly throws wrenches at either brother. The wrenches can be blocked.
*(Hammer) Throws an electrified wrench at either brother. May inflict Shock. The wrench can be reflected by attacking it, dealing minor damage to all enemies if managed.
Ludwig von Koopa 	 	
HP: 300
Attack: 50
Defence: 38
Speed: 44
Weak to: None	Ludwig is the ninth mini-boss, and looks exactly the same as he does in the main series. 	
*(Jump) Shoots a blue fireball at either brother. Inflicts Daze. A simple jump should be enough to avoid this attack.
*(Jump) Creates two flames on the ground, which move in a circular pattern. The brothers must jump over the flames in order to avoid them.
*(Hammer) Creates a blue fire orb which approaches either brother and explodes on contact. If attacked with the hammer, it will attack Ludwig, dealing minor damage to him.
Lakitu 	 	
HP: 42
Attack: 48
Defence: 40
Speed: 44
Weak to: None	Lakitus are basic enemies, and look exactly the same as their main series counterparts. 	
*Summons a Spiny who immediately uses either of its attacks.
Ice Bro 	 	
HP: 45
Attack: 50
Defence: 40
Speed: 42
Weak to: None	Ice Bros are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Throws a snowball at either brother, leaving ice spikes where it lands. A High Jump or Spin Jump is needed to avoid the snowball and the ice spikes.
*(Hammer) An icicle forms above either brother, then drops on them. Attacking the icicle with the hammer will destroy it.
Dark Luigi 	 	
HP: 330
Attack: 50
Defence: 40
Speed: 45
Weak to: None	Dark Luigi is the ninth boss, and appears as a clone of Luigi made out of dark green paint. 	
*(Jump) Walks up to either brother, then performs a spin attack with a hammer. Inflicts Poison. Because of its long duration, a High Jump or Spin Jump is needed to avoid this attack. Becomes faster if Dark Luigi has Defence Up status.
*(Hammer) Jumps onto either brother. Inflicts Shock. Attacking him with the hammer will interrupt the attack and cause minor damage to Dark Luigi.
*Gains Defence Up.
Fire Bro 	 	
HP: 45
Attack: 50
Defence: 41
Speed: 43
Weak to: None	Fire Bros are basic enemies, and look exactly the same as their main series counterparts. 	
*(Jump) Throws a fireballs at either brother, leaving flames where it lands. A High Jump or Spin Jump is needed to avoid the fireball and the flames.
*(Hammer) An orb of lava forms above either brother, then drops on them. Attacking the orb with the hammer will destroy it.
Fuzzy 	 	
HP: 45
Attack: 50
Defence: 40
Speed: 45
Weak to: None	Fuzzies are basic enemies, and look exactly the same as their main series counterparts. 	
*(Hammer) Slides into to a brother in a zigzag pattern. Blocking this attack will leave the Fuzzy dizzy, giving a chance to attack it with the hammer.
*(Jump) Summons tiny Fuzzies which slide into the brothers. Simple jumping is enough to avoid the tiny Fuzzies.
Dark Mario 	 	
HP: 375
Attack: 50
Defence: 42
Speed: 44
Weak to: None	Dark Mario is the tenth mini-boss, and appears as a clone of Mario made out of dark red paint. 	
*(Jump) Walks up to either brother, then performs a spin attack with a hammer. Inflicts Daze. Because of its long duration, a High Jump or Spin Jump is needed to avoid this attack.
*(Hammer) Jumps onto either brother. Inflicts Burn. Attacking him with the hammer will interrupt the attack and cause minor damage to Dark Mario. Becomes faster if Dark Mario has Attack Up status.
*Gains Attack Up.
Yellow Cube 	 	
HP: 45
Attack: 51
Defence: 40
Speed: 45
Weak to: None	Yellow Cubes are basic enemies, and appear as cubes made from glowing yellow gemstones. 	
*(Jump) Creates a field of electricity on the ground surrounding either brother. A combined High Jump and Spin Jump is needed to avoid the entire attack.
*(Hammer) Shoots four lightning bolts at the brothers, one by one. All of these bolts can be reflected by attacking them, dealing minor damage to all enemies if managed.
*Fuses with a Blue Cube to become a Green Cube.
*Fuses with a Red Cube to become an Orange Cube.
Red Cube 	 	
HP: 45
Attack: 50
Defence: 41
Speed: 45
Weak to: None	Red Cubes are basic enemies, and appear as cubes made from glowing red gemstones. 	
*(Jump) Creates a river of lava on the ground surrounding either brother. A combined High Jump and Spin Jump is needed to avoid the entire attack.
*(Hammer) Shoots four fireballs at the brothers, one by one. All of these fireballs can be reflected by attacking them, dealing minor damage to all enemies if managed.
*Fuses with a Yellow Cube to become an Orange Cube.
*Fuses with a Blue Cube to become a Purple Cube.
Blue Cube 	 	
HP: 45
Attack: 50
Defence: 40
Speed: 46
Weak to: None	Blue Cubes are basic enemies, and appear as cubes made from glowing blue gemstones. 	
*(Jump) Creates icy spikes on the ground surrounding either brother. A combined High Jump and Spin Jump is needed to avoid the entire attack.
*(Hammer) Shoots four snowballs at the brothers, one by one. All of these snowballs can be reflected by attacking them, dealing minor damage to all enemies if managed.
*Fuses with a Red Cube to become a Purple Cube.
*Fuses with a Yellow Cube to become a Green Cube.
Green Cube 	 	
HP: 90
Attack: 51
Defence: 40
Speed: 46
Weak to: None	Green Cubes are fusions of Blue Cubes and Yellow Cubes, and appear as cubes made from glowing green, blue and yellow gemstones. 	
*(Jump) Creates a field of electricity on the ground surrounding both brothers. Combined High Jumps and Spin Jumps from both brothers are needed to avoid the entire attack.
*(Hammer) Shoots seven snowballs at the brothers, one by one. All of these snowballs can be reflected by attacking them, dealing minor damage to all enemies if managed.
*Splits into a Blue Cube and Yellow Cube.
Purple Cube 	 	
HP: 90
Attack: 50
Defence: 41
Speed: 46
Weak to: None	Purple Cubes are fusions of Blue Cubes and Red Cubes, and appear as cubes made from glowing purple, blue and red gemstones. 	
*(Jump) Creates ice spikes on the ground surrounding both brothers. Combined High Jumps and Spin Jumps from both brothers are needed to avoid the entire attack.
*(Hammer) Shoots seven fireballs at the brothers, one by one. All of these fireballs can be reflected by attacking them, dealing minor damage to all enemies if managed.
*Splits into a Blue Cube and Red Cube.
Orange Cube 	 	
HP: 90
Attack: 51
Defence: 41
Speed: 45
Weak to: None	Orange Cubes are fusions of Red Cubes and Yellow Cubes, and appear as cubes made from glowing orange, red and yellow gemstones. 	
*(Jump) Creates a river of lava on the ground surrounding both brothers. Combined High Jumps and Spin Jumps from both brothers are needed to avoid the entire attack.
*(Hammer) Shoots seven lightning bolts at the brothers, one by one. All of these bolts can be reflected by attacking them, dealing minor damage to all enemies if managed.
*Splits into a Red Cube and Yellow Cube.
Emperor Chroma 	 	
HP: 450
Attack: 52
Defence: 42
Speed: 47
Weak to: None	Emperor Chroma is the tenth boss, and appears as a deep black cube with rainbow-coloured patterns. 	
*(Jump) Four electric lasers appear on the floor and slowly rotate. May inflict Shock or Defence Down. The brothers must jump over the lasers in order to avoid them.
*(Hammer) Creates a fiery explosion, then shoots orbs of yellow fire at the brothers. May inflict Burn or Attack Down. Both brothers must block the explosion, then reflect the orbs by attacking them, dealing minor damage to Chroma for each orb that they reflect.
*(Jump) Creates streams of poison that then rain down on the brothers. May inflict Poison or Speed Down. The brothers must jump in order to avoid the poison.
*(Hammer) Generates both small and large ice shards, then lobs them at the brothers. May inflict Daze. The brothers can block the small icicles, but must destroy the large icicles by attacking them.
*Restores 30 HP and gains Regen.