Enemies
B. Bill Blaster (HP: 10 | AT: 0 | DF: 4) Location: Bowser's Castle
These are golden cannons. They do not attack but have high defense ratings, which make them hard to take down. They create Bombshell Bills, so they can be annoying. A good strategy is to defeat the Bills first, then they'll lose a turn and you can beat on them for it. Then they'll create more, lose turn, and so on.
Bandit (HP: 5 | AT: 2 | DF: 0) Location: Dry Dry Desert
These little Shy Guy-like enemies try to ambush Mario in the desert. In battle, they attack quickly, making it hard to defend. If they manage to get a hit in, they'll steal a coin. Attack them to get the coin back because they'll run away with your coin on their next turn.
Bill Blaster (HP: 4 | AT: 0 | DF: 1) Location: Koopa Bros. Fortress
These black cannons are like B. Bill Blasters; they fight the same way. They are weaker, but so is Mario this early in the game, so they are still tough.
Bob-omb (HP: 3 | AT: 1 | DF: 0) Location: Koopa Bros. Fortress
Bob-ombs can be annoying. They are weak normally, but once you hit them once, they'll light their fuse. Now, Jump attacks and attacks where the ally makes direct contact with them will cause the Bob-omb to explode and do damage to the attacker. If they manage to attack on their own turn, their Attack Rating is 2 instead of 1. A herd of Bob-ombs could smear Mario off the face of the battle in seconds if he's not careful.
Bombshell Bill (HP: 3 | AT: 6 | DF: 0) Location: Bowser's Castle
The good old kamakazi enemies. When it's their turn, they'll ram into Mario, explode, kill themselves, and do major damage. They usually attack in pairs of three, so unless you use an attack that damages all enemies, they'll still get a hit in.
Bullet Bill (HP: 2 | AT: 2 | DF: 0) Location: Koopa Bros. Fortress
These guys are weaker than Bombshell Bills, but they still have the same battle strategies.
Buzzy Beetle (HP: 3 | AT: 2 | DF: 2) Location: Dry Dry Ruins, Toad Town Sewers
These guys are one of the weaker enemies of the Shell Enemies genré. They have high defense but a Jump attack will flip them on their backs; their defense will drop to 0 on their backs and they'll be unable to attack. Sometimes, they attack from the ceiling and their attack will be higher. Use an earthquake attack or a flying party member like Parakarry to knock them down.
Bzzap (HP: 3 | AT: 6 | DF: 0) Location: Flower Fields
The flying bees are very powerful, especially if they get a First Strike in. Luckily, their low HP and Defense Ratings make them easy to wipe out early in the battle.
Cleft (HP: 2 | AT: 2 | DF: 2) Location: Mt. Rugged
These are disguised as rocks, but they are really spiked enemies. They have high defense AND spikes, so Jump won't work. The only sure-fire way to defeat them this early in the game is to use the Hammer Charge and increase Mario's Hammer power temporarily.
Clubba (HP: 8 | AT: 3 | DF: 0) Location: Tubba Blubba's House
The main enemies of Tubba Blubba's House are no push-overs. They hold powerful, spiked weapons which can do a lot of damage this early in the game. It may not be a good idea to use a Jump attack when their weapons are in the up position, so stick with something like Quake Hammer since they attack in large pairs.
Crazee Dayzee (HP: 8 | AT: 4 | DF: 0) Location: Flower Fields
These flower people seem harmless, but they are tough. Their attack is very slow and timing the action command is tough; the bad part is that the attack can cause Sleep. They are relatively weak and run away if they get hurt too badly.
Dark Koopa (HP: 8 | AT: 3 | DF: 2) Location: Toad Town Sewers
These purple Koopas are no picnic. They attack in large pairs and have powerful attacks. Not only that, they also have a Dizzy Attack which is very hard to defend against; it doesn't do damage but they can keep using and reverse Mario's Dizzy effect so he'll never recover. Unless your party member can take them out in time, a couple Dark Koopas can defeat Mario easily (it's happened to me; very annoying). Like other Shell Enemies, Jump on them to flip them on their backs and reduce their defense to 0.
Dry Bones (HP: 8 | AT: 4 | DF: 2) Location: Bowser's Castle
The dead Koopa Troopas are a little different. If you defeat one, they fall apart but don't give any Experience. They'll come back to life if you don't finish the battle in time and wield full HP. You have to attack them with something very powerful, like Bombette's Bomb attack, to actually defeat them.
Duplighost (HP: 15 | AT: 4 | DF: 0) Location: Many Locations
These guys are very troubling. They can turn into your current party member and use their attack, which is very annoying. For instance, one will turn into Bow and use Smack over and over and Mario can't block it; that's like 5 damage per turn! Plus, they attack in pairs and have large HP amounts making them tough to take down.
Ember (HP: 10 | AT: 4 | DF: 0) Location: Star Road
These are blue fireballs. What makes them different from Lava Bubbles are the fact that they split in two whenever you hit them. The split copy will have the same amount of HP from the original, but they can be annoying. They also have an attack that damages the party member; do not fear, though, for you can block with the party member as well.
Forest Fuzzy (HP: 6 | AT: 1 | DF: 0) Location: Forever Forest
These are like normal Fuzzies but tougher. They can absorb your HP and use it to recover themselves, so try to defend against them for your own sake. They can also create copies of themselves.
Frost Piranha (HP: 10 | AT: 4 | DF: 0) Location: Shiver Mountain
These icy Piranha Plants can breathe on Mario and turn him into ice, unabling him to do anything until he thaws. It can be defended against, though. They also bite. Fire attacks can take them out of commission quickly, such as Kooper's Fire Shell.
Fuzzy (HP: 3 | AT: 2 | DF: 0) Location: Fuzzy Trail
Fuzzies are quick and annoying; they will kiss Mario and absorb his HP, so defend for your HP's sake.
Gloomba (HP: 7 | AT: 2 | DF: 0) Location: Toad Town Sewers
Gloomba's are blue Goombas found in the sewers. They are just slightly more powerful than normal Goombas, and they have more HP. No big deal.
Goomba (HP: 2 | AT: 1 | DF: 0) Location: Goomba Road, Pleasant Path
Goombas are the weakest enemies. They can be defeated in virtually any way possible and usually in only one hit (exceptions are Watt failing to use the action command on Electro Dash). They are very weak as well, making them easy to take down.
Groove Guy (HP: 7 | AT: 2 | DF: 0) Location: Shy Guy's Toybox
These are dancing jester Shy Guys. They are just like normal Shy Guys, only groovier. They can also create copies of themselves.
Gulpit (HP: 12 | AT: 2/5 | DF: 0) Location: Shiver Mountain
Gulpit's are big black creatures in the icy reaches of the north. When you battle one, you'll notice some brown rocks on the screen. They'll spit those at you; depending on the rock's size, they'll deal different damage. Large rocks are 5 while small rocks are only 2. They have a lot of HP but fire attacks work well.
Hammer Bros. (HP: 12 | AT: 5 | DF: 1) Location: Bowser's Castle
There aren't many of these guys in the game, thank goodness. Their attacks will usually cause the Shrink effect is not defended, which splits Mario's attack in half temporarily. Also, they have a powerful Hammer Combo where they keep throwing hammers; this is hard to block against. They can't be flipped like other Shell Enemies, but they luckily have little Defense.
Hurt Plant (HP: 8 | AT: 2 | DF: 0) Location: Lavalava Island
These enemies are disguised as Heart Plants. They foam at the mouth and deal heavy loads of pain. Not to mention the fact that they deal poison often.
Hyper Cleft (HP: 4 | AT: 3 | DF: 3) Location: Gusty Gulch
The nightmare begins. Super-charged Clefts are here. They are stronger, stronger, and stronger. They fight the same way and charging your Hammer helps to defeat them. I just avoid them.
Hyper Goomba (HP: 7 | AT: 1/8 | DF: 0) Location: Gusty Gulch
These super-charged Goombas seem like they just have more HP at first, but when they begin glowing, their next attack will deal a whopping 8 damage. Defeat them quickly before they have a chance to attack.
Hyper Paragoomba (HP: 7 | AT: 1 | DF: 0) Location: Gusty Gulch
These are just flying Hyper Goombas. They lack the power attack and cannot be harmed by Hammer attacks but one Jump will turn them into normal Hyper Goombas.
Jungle Fuzzy (HP: 7 | AT: 2 | DF: 0) Location: Lavalava Island
These yellow Fuzzies retain their absorbtion attribute, but it's even worse now. They could defeat Mario in one turn if you aren't get are pressing buttons. When they kiss you, you have to rapidly press A to get out of their clutches. They usually get 2 hits in in one turn. Be careful.
Koopa Troopa (HP: 4 | AT: 1 | DF: 1) Location: Pleasant Path
The normal Koopa Troopas are the easiest of the Shell Enemies genré. Flip them on their back to make them temporarily unable to attack and to reduce their Defense to 0. To flip them, try using a Jump or a POW Block.
Koopatrol (HP: 8 | AT: 4 | DF: 3) Location: Bowser's Castle
One of the most annoying enemies in the game are very common. They are Shell enemies, but they have spiked helmets and shells disabling Mario from using a Jump. They also have high defense. Try Bombette's Power Bomb to wipe them out because they are tough. Not to mention the fact that they can copy themselves.
Lakitu (HP: 12 | AT: 3 | DF: 0) Location: Flower Fields
I never actually fought a Lakitu; I only fought them once and just used Lakilester's Hurricane to end the battle. Apparently, they just have high HP and can't be taken down with Hammer attacks. Try Parakarry's Air Raid or Skolar's Star Storm.
Lava Bubble (HP: 9 | AT: 4 | DF: 0) Location: Volcano
These are fiery enemies, so Jump attacks or any attacks that make direct contact won't do. They can also do damage to your party member. Water and ice attacks work great against them.
M. Bush (HP: 8 | AT: 3 | DF: 0) Location: Lavalava Island
These are disguised as normal bushes. Learn their colors to avoid them. They are like most of the enemies on Lavalava Island; they bite and poison.
Magikoopa (HP: 11 | AT: 3 | DF: 0) Location: Bowser's Castle
They come in a variety of colors, but they're all the same. They use powerful magic attacks and rarely fight unless there are no other choices. They usually power up other enemies or run away. Their powering up can be something like electrifying the enemy or increasing their attack/defense. Sometimes, Magikoopa's will attack on a flying broom. They're the same but Hammer attacks won't harm them; use a Jump to knock them out of the sky.
Medi Guy (HP: 7 | AT: 1 | DF: 0) Location: Shy Guy's Toybox
These are Shy Guys that ride in flying heart machines. They pose little threat in the pain department but pose a possible threat in the annoyance department. Their specialty is healing themselves and other enemies by 4 HP, which can be annoying. It's good to take them out first.
Monty Mole (HP: 3 | AT: 2 | DF: 0) Location: Mt. Rugged
Monty Moles like to pop out of walls and surfaces and surprise Mario in the field. They are relatively weak and only use a rock throw attack. They like to attack in large pairs, so it's good to use something that damages everyone like a Fire Flower.
Paragloomba (HP: 7 | AT: 2 | DF: 0) Location: Toad Town Sewers
These are just Gloombas with wings. Their stats are the exact same. Hit them with a Jump and they'll turn into normal Gloombas.
Paragoomba (HP: 2 | AT: 1 | DF: 0) Location: Goomba Road
Like the Paragloombas, these are just flying Goombas. Their only good points are that Hammer attacks are completely ineffective, but with stats as low as that, who cares?
Paratroopa (HP: 4 | AT: 1 | DF: 1) Location: Pleasant Path
The winged Koopas are tougher than the weaker Paragoomba family. Since they have wings, it takes one Jump attack to knock them to the ground and another to flip them over and reduce their defense to 1.
Piranha Plant (HP: 5 | AT: 3 | DF: 0) Location: Forever Forest
Piranha Plants are the only of the Piranha family that can't be jumped on since their mouths are in the up positions. This is their only advantage; they are really weak all together.
Pokey (HP: 4 | AT: 2 | DF: 0) Location: Dry Dry Desert
Pokeys are giant cactuses that like to chase Mario down. They have a variety of annoying attacks and advantages. First off, their spikes protect them from Jump attacks. Second off, their attacks are fast and sometimes hard to defend against. Third off, they can create copies of themselves. Use an attack that damages everyone to take a herd of them down quickly.
Pokey Mummy (HP: 4 | AT: 2 | DF: 0) Location: Dry Dry Ruins
The only difference between Pokey and Pokey Mummy is that Pokey Mummy has a poison attribute. All of their attacks can poison, so be sure to block!
Putrid Piranha (HP: 12 | AT: 3 | DF: 0) Location: Lavalava Island
Putrid Piranhas are similar to normal Piranha Plants except that they can be jumped on and they have a poisonous breath attack. Plus, they have pretty high HP so they can be tough to take down.
Pyro Guy (HP: 7 | AT: 4 | DF: 0) Location: Shy Guy's Toybox
The fiery Shy Guys are stronger and have the fire attribute, so Jump attacks are ineffective. They have more attack power than normal Shy Guys, so they can be tough to take down. I hate these guys.
Ruff Puff (HP: 10 | AT: 4 | DF: 0) Location: Flower Fields
I don't know why I hate these guys, but I do. They are just flying dust clouds. Jump attacks are the only effective attacks. They just have a lot of HP and decent attack; maybe that's why I hate them.
Shy Guy (HP: 7 | AT: 3 | DF: 0) Location: Shy Guy's Toybox
Like Magikoopa, Shy Guys come in a variety of colors but it doesn't effect their battling techniques. They have a weak 'Sudden Dash' attack and a powerful acrobat stomp attack; once you battle a few, it's a sinch to defend against these suckers.
Sky Guy (HP: 7 | AT: 3 | DF: 0) Location: Shy Guy's Toybox
These are just Shy Guys that have balloons on their backs. They use a slingshot attack which is faster than the 'Sudden Dash' attack. If you target the Balloons over its head, they'll fall down and turn into normal Shy Guys.
Spear Guy (HP: 7 | AT: 3 | DF: 0) Location: Lavalava Island
These are just smart Shy Guys. They wield a spear weapon which changes their advantages. If the spear is in the up position, only Hammer attacks work. If it is in the forward position, only Jump attacks work. They alternate, so attack when you get a chance.
Spike Top (HP: 4 | AT: 3 | DF: 4) Location: Volcano
The problem with these guys is that barely anything works against them. They are Buzzy Beetles with pumped up stats and a sharp spike on their shells disabling Jump attacks. Since their defense is so high, you have to use pretty powerful attacks to take one down.
Spiked Goomba (HP: 2 | AT: 2 | DF: 0) Location: Goomba Road
These are just Goombas with a spiked hat (disabling Jump attacks) and higher attack.
Spiked Gloomba (HP: 7 | AT: 3 | DF: 0) Location: Toad Town Sewers
Like Goombas, these are just Gloombas with a spiked hat and higher attack.
Spiny (HP: 5 | AT: 4 | DF: 3) Location: Flower Fields
These are basically Spike Tops with rearranged stats; 1 more HP, 1 more Attack, and 1 less Defense. The same strategies work here.
Spy Guy (HP: 7 | AT: 2 | DF: 0) Location: Shy Guy's Toybox
Spy Guy's are annoying because their hammer attack will disable one of your options, like Items for example, temporarily. They have the same stats as a Shy Guy and use a slingshot.
Swooper (HP: 4 | AT: 2 | DF: 0) Location: Dry Dry Ruins
These purple bats are odd. They are ceiling enemies, so normal Jump nor Hammer works. Once they do get hit, they become airborne enemies so only Jump works. They attack faster from the ceiling.
Swoopula (HP: 8 | AT: 2 | DF: 0) Location: Crystal Palace
These are just basically pumped-up Swoopers.
White Clubba (HP: 12 | AT: 5 | DF: 0) Location: Shiver Mountain
These are just basically pumped-up Clubbas.