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Kirby: United is an RPG for the 3DS and Wii U. Because it is made for a younger audience than most RPG's, it has relatively simple mechanics and forgiving gameplay. The game covers most of the Kirby franchises history, and in a departure from past titles, predominantly features Kirby's helpers rather than Kirby himself.
The full story can be found here.
The game begins at dawn when a mysterious object crashes onto Mt. Dedede. Kirby sees the crash from a distance, and rushes in to help. He meets up with King Dedede and Waddle Dee, and Meta Knight shows up shortly afterwards. The four move in to identify the object, which appears to be a large glowing crystal. The gem flashes and floats off the ground as they approach it, prompting the group to attack. The object is beaten after a short battle, and Kirby eats it before it can escape. With the crisis seemingly resolved, the King throws an impromptu banquet for the heroes. Kirby enjoys it at first, but quickly becomes ill, eventually passing out.
When he recovers, he has been transformed into a crystal similar to the one he ate, and he finds that Dreamland has been taken over by a hostile force of data creatures and possessed helpers, led by what seems to be Kirby himself! With the help of three rogue helpers, Kirby must save his friends, destroy the crystal forces, and get his body back!
Just like previous entries, Kirby United has a variety of game modes to choose from. At first only the main story mode is unlocked, but more modes will be unlocked as the game progresses.
This game mode follows the central story of the game, allowing the player to take control of Kirby's helpers to explore and battle. The overworld is split into several levels, which are connected either to a hub area or to each other. To complete each level, the player must traverse the area, defeating enemies they meet, completing challenges and puzzles, and defeating the bosses in the area. Many levels also have helpers and allies to defeat, allowing them to join your team.
Once the Main Adventure is complete, the player will be able to play through the game again, this time under different rules. These new modes don't have a story, but follow the same levels as the main story mode. Each mode has a different final boss.
Swift Mode- The standard time attack mode. In this mode, each level has a time limit to beat. In the overworld, characters and enemies move faster. In battle, the player has a limited amount of time to choose their moves, input commands must be executed faster, and enemy attacks are faster.
Hero Mode- This mode plays much more like a traditional RPG. The player does not have access to the helpers or Kirby- they can only use the partners. The player starts out with only Bandanna Dee. Up to four partners can be out at once, but only two can attack in a turn. Their attacks have no special inputs, but can be upgraded. If a partner falls in battle, they must be revived at a save point.
Helper Mode- In this mode, the player only has access to the three starting helpers. No partners can be recruited in this mode. The three helpers will learn new moves as the game progresses, and can use special moves at any time. There are no revives in battle except when using an item.
Kirby Mode- This mode is similar to the beta play style for Kirby United. Kirby is not trapped as a crystal, and is able to gain copy abilities by beating the possessed helpers. He cannot recruit any partners in this mode. He starts out with Wheel, Sword, and Fire. When using an ability, he can use the same moves as its respective helper. In battle, he can summon one helper based on any ability he has acquired so far, but will not be able to use that ability until he recalls the helper, or it is beaten.
Crisis Mode- This standard hard mode, simply being a more difficult version of standard mode. Helpers and partners have less health and less item space. Enemies are also much stronger. If a helper falls in battle, it must be revived at a save point. If a partner falls in battle, they can only be revived by using a very rare item.
After finding Kirby's game system, the player can access additional sub games. Only a couple are available at once, but game cartridges can be found in story mode to unlock more. Completing each sub game on its hardest difficulty level will unlock additional super moves, items, or skills in the main game. Each game has both a single player and multiplayer mode.
Ninja Strike- Based on Quick Draw, Samurai Kirby, and Speed Eaters, this is a simple reaction game. Kirby must prove his skills by striking before his foe. On harder difficulty modes, the player must press the correct, directional button to succeed. The multiplayer mode pits up to four Kirby's against each other, where they must grab food once it is revealed- the sooner they strike, the better food they get.
Egg Bomber- Based on Egg Catcher, with the addition of rhythm game elements. Kirby must open his mouth to catch all the eggs King Dedede throws, but avoid eating the bombs. Later levels also add Gordos which Kirby must jump over. In multiplayer, a second player controls King Dedede, with their goal being to make Kirby either drop too many eggs or take too much damage.
Crane Catch- Based on Crane Fever, with the addition of fishing game elements. The goal is to earn enough credits to buy an expensive toy by retrieving items from a crane machine. Other members in the arcade are willing to give Kirby more credits in return for certain toys. There are several machines, each with different mechanics and prices- but if Kirby runs out of credits, it's game over. In multiplayer, four Kirbies play a large machine at the same time, and try to pull the best items for themselves. Each player can also "tilt" the machine to gain an advantage, but doing so too often will penalize the last Kirby to tilt.
Megaton Punch- Based on Megaton Punch and Crackity Hack, this is both a strategy and a timing game. Kirby must rise through the ranks of Megaton Punch tournament by beating the opponents of each weight class. Each punch is performed by executing three inputs- this mode introduces several new types of techniques Kirby can learn that have unique properties. By combining the right moves, Kirby can earn even higher scores. In multiplayer, up to four players try to get the highest score in five rounds of punching.
Snack Tracks X- Based on the original Snack Tracks, this game requires swift reactions under pressure. Much like the original, Kirby must eat the food on the conveyor belts while avoiding harmful items. In this version, Kirby is faced with four conveyor belts, and must also turn to face the one with food on it. Harder difficulties introduce new harmful items and special foods that are harder to eat. Multiplayer is identical to the original Snack Tracks, except with three rounds instead of two.
Gourmet Race- Obviously based on Gourmet Race, this is a traditional platformer race. Kirby must race several opponents in three round races, seeking to eat the most food and reach the finish in time. Eating food earns Kirby points, and he earns bonus points for avoiding damage and finishing first. Each foe has unique tactics that must be countered in order to win. In multiplayer, four players race to the finish in a four race prix. This mode introduces a bonus cake item with a very high point value if it is carried to the finish line, but it can be stolen by competing Kirbys.
Brawlball Arcade- Based on Brawlball, this is a simple pinball game. Kirby must clear several tables by scoring points, meeting board objectives, and beating the table's boss. Copy abilities are introduced to this mode to give Kirby an edge. In multiplayer, four players try to either reach the high score first, or get the highest score within a time limit. By completing board objectives, players can affect their opponent's boards and gain an advantage.
RPG Epic- Based on Kirby Quest, this is an extremely basic RPG. Kirby progresses through various quests, defeating enemies along the way. Battling implements a system similar to the one in the main campaign- attack and defend by performing timed inputs. Doing so perfectly results in a special attack or counter attack, depending on whether Kirby is attacking or defending. Each of the four Kirby types uses a different input, and take turns attacking. At the end of the quest, the team faces a boss, which must be beaten in a certain number of turns to gain a point bonus. In multiplayer, up to four players control individual team members, and can execute powerful sync attacks.
Tower Bounce- Based on Block Attack, this is a breakout/puzzle hybrid. Kirby is tasked with reaching the top of several towers, which requires use of the touch screen. In designated areas, Kirby can switch between three forms, which changes how the player controls him. Paint Kirby rolls along paint ropes, Yarn Kirby bounces of yarn trampolines, and Clay Kirby is flicked across the screen. Each also has a unique attack, which will be necessary to beat the tower's artsy boss! In multiplayer, up to four players race through a tower composed of 10 to 30 random rooms, with the goal being to reach the top first.
Star Smash- Based on Smash Ride, with some additional inspiration from SSB4's StreetSmash. Kirby must use his warp star to smash other fighters off of floating arenas. Items are occasionally dropped that can turn the tide of a battle. Single players can also tackle bosses through Classic Mode. In multiplayer, up to four players can start a free match, choose from 12 characters, and set the game to stock or time mode. Also available is Urban Trial, in which players collect stat boosts on one of four small city layouts, before competing in a final challenge, including races, boss fights, or normal free for alls; unlike in similar games, the final challenge can be chosen beforehand.
K.A.B.: Kirby Air Brigade- Based on Strato Patrol EOS, this game is a horizontal shooter. Kirby is part of King Dedede's new air force, and must defend Dream Land's skies from intruders. Kirby can be moved along the X and Y axis as expected, but can also switch between 3 planes along the Z axis to avoid obstacles or target enemies. Kirby can also acquire new weapons based on copy abilities, and bombs to clear the screen. At the end of each level, Kirby faces a boss, putting his shooting and dodging to the test. In multiplayer, 2 Kirbies can team up to clear these levels; alternatively, up to 4 Kirbies can compete for the highest score, either in a free-for-all or in teams of 2.
Battles are fought in a mostly traditional turn-based system, while incorporating some action commands. Each battle has the same basic objectives- defeat all enemies, keep each helper alive, and keep Kirby safe. Turns follow a set pattern:
Kirby Phase- In the first phase, Kirby is set to one of the three helpers, and will remain with them until the turn is complete. The chosen helper receives several benefits in the following turn; they can use special attacks, and will receive twice the experience for enemies the defeat; however, they cannot use any special defensive moves they have. If the helper is defeated while Kirby is set to them, Kirby will be taken by the attacker, initiating Panic Mode. In Panic Mode, the remaining helpers will have a limited number of turns to rescue Kirby - failure to do so will end the game. Alternatively, Kirby can use a Super Attack, which means he won't be set to any helper for that turn. Kirby cannot be captured for the rest of the turn, and the entire team will gain access to all their special defensive and offensive moves for the rest of the turn.
Planning Phase- In the second phase, helpers and allies can choose their attacks and use items. It is important to take the enemy's behavior into consideration, as their idle animations often reveal which party member they plan to attack. The helpers can also be switched out during this phase, but this will lower the speed of the entering helper for that turn.
Battle Phase- In the third phase, helpers and allies take turns attacking and defending, based on their speed and any current status effects. Each helper's special offensive and defensive techniques require the use of action commands, which will be executed while they perform the move. If Kirby is safe at the end of this phase, the Kirby Phase is started - otherwise play skips directly to the Planning Phase.
When on the offensive, each helper can choose between 3 move types- standard and special. Standard moves work the same as in most RPG's, with damage output and success rate determined primarily by the helper's stats, as well as the move's properties. Other factors, such as the enemies size, defenses, and position, should also be considered. Special moves instead require action commands to successfully execute. There are three different types, each used by a specific class of helper:
Mash Attack- Used by elemental helpers, represented by a red reticle. Executing these techniques requires rapidly pressing the face buttons or the d-pad, filling a meter. Max power is achieved by keeping the meter in the sweet spot, which can be anywhere from the middle to the far end.
Time Attack- Used by weapon helpers, represented by a green reticle. When using these techniques, one or more needles will sweep over a curved gauge. Executing these attacks requires pressing any button when the needle is in the sweet spot of the gauge.
Code Attack- Used by skill helpers, represented by a blue reticle. Executing these techniques requires inputting a sequence of button inputs in the given amount of time; pressing the buttons with a steady rhythm will maximize the move's effectiveness.
Just like helpers, enemies can use standard and special attacks. When defending from standard attacks, the amount of damage taken is determined by the helpers defense and evasion, as well as their size and position. If the helper used a defensive move instead of attacking, they will take less damage, or even avoid the attack completely. When defending against special attacks, the means of avoiding it is determined by the type of attack:
Blast Attack- These attacks send a series of projectiles at the three helpers. The projectiles can be seen on the top screen, but are also represented on the bottom screen as simple icons. The attack is countered by tapping or swiping across each icon on the bottom screen when the attacks they represent are in range on the top screen; doing so at the last second will reflect the attack back. These are occasionally used by strong enemies, and commonly used by mid-bosses and bosses.
Lane Attack- These attacks send waves of hazards at the three helpers, sometimes forcing them to simultaneously run away from a larger threat. Attacks must either be jumped over or blocked to survive. Pressing up, right, or down makes the first, second, or third helper jump. Pressing the left trigger button at the same time makes the helper block, while the right trigger makes them duck. These are occasionally used by mid-bosses, and commonly used by bosses.
Field Attack- These attacks send waves of attacks at helpers from all directions. The helpers are placed on a grid, which can be seen from above on the lower screen. Helpers are moved on the grid by dragging or swiping them in the correct direction to avoid attacks; doing so effectively requires keeping track of both screens. These are only used by bosses.
During battle, each helper, ally, and enemy unit has six stats to keep track of:
Power- Increases damage dealt and the chances of breaking defenses.
Accuracy- Reduces the chance of missing attacks and widens the range to activate special attacks.
Speed- Increases the chance of dodging attacks, and allows the unit to move earlier in a turn.
Defense- Reduces damage taken from attacks, and reduces the number of turns status effects last.
Critical- Increases the chance of a perfect attack or defense, granting more XP.
Vitality- Increases max HP and the amount of HP regained from healing.
In addition to these six numerical stats, there are three other factors to consider. These factors are only used on higher difficulties, and can be disabled for a simpler experience. There are:
Mass- Determined by the units size. Larger foes are easier to hit, but take less damage per hit. They also tend to be slower. Ranks from largest to smallest are Huge, Buff, Average, Small, and Micro.
Elevation- Determined by the units position relative to the ground. Units in the air take more damage from melee strikes, while grounded units take more from projectiles. Ranks from highest to lowest are Flying, Floating, Standing, and Buried.
Type- Determined by the type of unit being faced. Each type is weak to two others, and strong against two others.
Energy- Units composed of an ethereal physical element, such as fire. Strong against Spirit and Animal units, weak to Plant and Machine units.
Plant- Units made primarily of plant life. Strong against Spirit and Energy units, weak to Machine and Material units.
Spirit- Units that are primarily undead or ghostly. Strong against Animal and Material units, weak to Plant and Energy units.
Material- Units composed of a solid physical element, such as stone. Strong against Machine and Plant units, weak to Spirit and Animal units.
Animal- Units that are animals or insects. Strong against Machine and Material units, weak to Spirit and Energy units.
Machine- Units that are mechanical or digital. Strong against Energy and Plant units, weak to Animal and Material units.
Much like other RPG's, there are a variety of status effects that can be inflicted on fighters during a battle. While most of these effects are primarily negative, many can be used advantageously by certain units. There are 21 status effects total:
Burned - Deals damage over time, but increases the unit's power. Physical contact with the unit can inflict burn.
Pierced - Reduces a unit's resistance to status effects.
Buried - Increases a unit's defense, but also prevents it from performing any move. Changes a unit's elevation to Buried.
Quake - Causes a unit to lose a turn, and reduces its accuracy for the following turn.
Shocked - Reduces a unit's accuracy, but increases its critical.
Frozen - Prevents a unit from moving for the duration of the effect, and reduces its speed to zero, but increases its defense.
Dizzy - Reduces a unit's power, but increases its critical.
Soaked - Reduces a units power and accuracy. The shocked and frozen status effects will last one turn longer, and the burned status effect will last one turn less.
Dusty - Reduces a units accuracy. For the entire duration of the effect, the unit has a random chance of sneezing, losing their turn.
Painted - Causes the unit to lose a turn and reduces their accuracy, but increases their critical.
Dazzle - Reduces a unit's defense and speed. Also lowers a unit's elevation by one, but will not bury grounded units.
Sleepy - Reduces a unit's speed, power, and defense. Also makes the unit more vulnerable to moves that inflict sleep.
Asleep - Inflicts the same effects as sleepy, but also prevents the unit from moving. The status is cancelled when struck by a strong attack.
Bubble - Causes a unit to lose its turn, while reducing its defense and increasing its elevation by one. It will not be effective on buried units.
Allergic - Causes a unit to take slight damage. For the entire duration of the effect, the unit has a random chance of sneezing, losing their turn.
Enamored - Reduces a unit's power, and prevents it from attacking the unit that inflicted the status.
Terrified - Increases a unit's defense and accuracy, but will sometimes cause the unit to flee the battle.
Coded - Shuffles the values of a unit's stats.
Bound - Reduces a unit's defense, and causes it to lose a turn.
Crushed - Reduces a unit's defense and vitality.
Poisoned - Deals damage over the effect's duration, and reduces vitality.
Each time an enemy is damaged or defeated, the data meter fills up. For as long as it is full, it enables a passive buff to helpers Kirby is set to, determined by their class type. Elemental helpers gain a 1.5x damage boost, Weapon helpers gain a 2.0x critical rate, and Skill helpers gain an extra turn.
Alternatively, Kirby can use a Star Rush attack when the meter is full. He starts out with just one, but gains access to more over the course of the story. Some are hidden as rewards for clearing subgames, and are usually themed after the game they are found in.
Star Rush Attacks
Mint Leaf Blaster
Kirby eats a mint leaf, and launches air bullets at enemies. He can be moved along the ground will firing to aim at specific enemies, and can even hit multiple foes with a single bullet. The last one is larger and stronger than the rest.
Shining Star Rod
Kirby gains the Star Rod, and fires magic stars at enemies. Timing button presses with each swing causes faster and stronger stars to be launched. Each star has high accuracy and homes in on enemies.
Rainbow Dream Sword
Dream Land 2
Kirby summons the Rainbow Sword, and flies through enemies with it. He strikes six times, each time hitting a different foe - he must be guided into the correct one, following the path of a rainbow to find them. If all six strikes are performed, Kirby finishes with an explosive rainbow ring that strikes all enemies.
Gourmet a La Castle
Kirby Super Star
Kirby absorbs the shining stars and lifts a replica of Castle Dedede high into the air. The castle begins dropping food, and Kirby must remain over his helpers to heal them - the food will heal his enemies if he flies over them. Once food stops falling, Kirby will deflate a moment later, dropping the castle. Before this happens, the castle must be positioned over the enemies to deal damage to them and not his helpers.
Love-Love Stick Shot
Dream Land 3
Kirby summons the Love-Love stick and fires heart projectiles at enemies. He will launch them automatically, but will stop to recharge three times. Rapidly mashing buttons will recharge faster, and launch an even larger heart as the first shot. Has a chance of inflicting the enamored status on enemies.
Ripple Crystal Gun
Kirby 64: The Crystal Shards
Kirby uses crystal shards to summon the crystal gun. He fires several homing crystals at enemies, dealing high damage through shields. After firing each crystal, it will return along the same path - moving Kirby to intercept them will allow him to fire them again. Each crystal does more damage each time it is caught and launch, dealing massive damage the third time before flying off.
Master Gold Galaxia
Kirby and the Amazing Mirror
Kirby draws power from Galaxia and rapidly attacks enemies. After attacking a few enemies, he charges up a Mach Tornado. If it is charged enough, it will release a massive tornado that strikes all enemies.
Rainbow Ride Release
Kirby Canvas Curse
Kirby rolls into a ball and rides a rainbow rope into enemies. Kirby will strike an enemy and bounce off before looping back to strike again. The attack ends once Kirby loses too much speed to go over the loop. Pressing the attack button just before striking an enemy will deal more damage and keep Kirby's speed up, allowing him to attack more times.
Triple Star Cane
Kirby Squeak Squad
Kirby gains the Triple Rod and fires elemental stars at enemies. While charging a star, the staff will glow red, blue, or green. Kirby must press the correct button to launch the star. Doing so quickly will allow Kirby to deal more damage before the move ends.
On The Draw
Kirby Super Star Ultra
Kirby pulls out a pistol and begins shooting at enemies. By rapidly pressing the attack button, Kirby can empty his popgun's cartridge at enemies. Once the gun stops firing, Kirby needs to duck to quickly reload and keep shooting. He can reload twice.
Giga Yarn Tankbot
Kirby's Epic Yarn
Kirby absorbs a Metamortex and transforms into the Yarn Tankbot. Kirby slowly approaches the enemy, firing missiles and punches. Pressing the left trigger fires missiles, the right trigger punches, and the D-Pad makes him jump. To do the most damage, Kirby must only fires missiles while far away, start also punching once he gets within range, and then jump onto them once he's up close.
Deca Strike Attack
Kirby: Mass Attack
Kirby splits into ten smaller fighters, and begins leaping onto enemies and dealing damage. Each Kirby needs to be directed to the enemy to attack. Once all Kirby's are latched on, they will attempt to throw the enemy down - this is more effective and powerful the more Kirby's are on a single enemy.
Super Ability Splitter
Kirby's Return to Dreamland
Kirby attacks with three of the five Super Abilites. Mash the attack button to powerup Snow Bowl and crush enemies, or guide a fiery dragon into an enemy with Monster Flame; flatten enemies by timing hammer strikes to make Grand Hammer larger, or aim an electric sphere at enemies with Flare Beam. If the previous two attacks were performed properly, finish with Ultra Sword, and time attacks to deal the most damage.
Event Horizon Hypernova
Kirby Triple Deluxe
Kirby eats a Miracle fruit and enters his Hypernova form. By mashing the D-Pad, Kirby will begin to inhale enemies, starting with the lightest ones. The more he mashes, the better the chance of the move drawing in heavy foes. Each foe eaten will instantly be defeated, but won't grant any XP or drop any items.
Super Star Dash
Kirby and the Rainbow Curse
Kirby transforms into his clay form, and rides a clay rope into the sky. While rising, he sees the position of stars in the air above the arena. Some are larger and are worth 5 or 10 stars. As he falls, Kirby needs to guide himself into the stars and collect them. Once Kirby gains at least 100, Kirby executes the Star Dash and slams onto enemies.
Hidden Star Rush Attacks
Kirby produces a sword and slashes a single enemy with high speed. Much like the subgame it originates from, the attack must be timed with a visual cue. Timing it right will deal so much damage, it is usually an instant kill.
Kirby tosses a basket of eggs and bombs into the air, and tries to catch the eggs in his mouth as they fall. Deflected bombs will strike the enemy and explode, while eggs he successfully catches will hatch into chicks and attack at random.
A massive crane machine is summoned in the background, which Kirby pilots to grab enemies. Each foe he grabs will be crushed by the crane and thrown down. Kirby can attack with the crane twice.
Kirby winds up a massive punch and strikes the ground, creating a crater in relation to the attack's power. The move deals mild damage to flying foes, but immense damage to grounded ones, as well as stunning them for one turn.
Snack Tracks X
Kirby summons a set of three conveyors aimed towards the enemy line, that carry various hazards, such as bombs, rocks, and junk. Kirby can eat these items by standing in front of the correct track, spitting them back at foes at the move's end.
Kirby detonates a food bomb that knocks him far away from his allies, and scatters food in front of him. Kirby can collect food as he runs back, and heals his allies using all the food he has gained. The bomb deals slight damage to all enemies.
Kirby sets up a pair of pinball flippers, and uses them to launch himself at foes. He moves faster and strikes harder each time he strikes five times, with a maximum of 50 hits. Missing both flippers will end the attack.
Kirby draws on the power of the four power tablets to create the Team Meteor. An curved meter appears, which Kirby must stop four times, trying to land close to the center. The meteor will slam into all enemies, dealing immense damage relative to the accuracy of stopping the meter. Has the unique ability to stun bosses for one turn.
Kirby transforms into his ball form, and attempts to climb as high as possible. In the air Kirby interacts with yarn slings, paint ramps, and clay trampolines, which he must use to quickly gain height. After a set time, he falls back to the ground, dealing massive damage to one foe and splash damage to others.
Kirby climbs on board the warp star and flies towards foes. Kirby can gain speed by gliding over gaps and driving over boost panels. He strikes his foes at the end, dealing more damage the faster he goes, but will damage his allies too if he doesn't jump over them.
KAB: Kirby Air Brigade
Kirby hops onto his starship and flies into the air, approaching foes from an angle above. He can fire stars rapidly, or charge up for a stronger attack. All the star bullets strike at once, dealing massive unblockable damage.
Kirby strips away the stage background, leaving enemies floating in a digital void. Electric beams then fire through every time the attack button is pressed. As the attack button is rapidly mashed, the electric beams become stronger. The attack ends as they are thrown back down, grounding all enemies.
Most of the party members the player will recruit are helpers. Each one uses moves from Kirby's various abilities.
Note- Attacks in Bold can only be used when holding Kirby, and attacks in Italics are defensive moves that can only be used when not holding Kirby.
Weapon Class Helpers
Blade Knight, AKA Blade
Sir Kibble, AKA Boomer
This noble knight was among the first to join Kirby's party. With keen focus and expert swordsmanship, he quickly took his place as the leader of the small band. His Overhead Slash and Spin Slash will cut his foes down to size, while his Sky Beam deals with foes from a distance. Finish of enemies with style be executing the Multisword Stab - use proper timing, and you'll leave your opponents reeling!
Blade is excellent offensively with versatile attacks- some can hit flying enemies, while others hit multiple foes at once. He is also the only one of the three starters to possess a projectile. While it would seem his skills would become obsolete as the party grows, mastery of his action commands gives him unparalleled damage output with realtively little effort!
With his razor sharp blades and clever use of aerodynamics, Sir Kibble was sure to make the cut! With careful use, his Cutter Boomerang and Cutter Dash can slice through enemy defenses, before finishing them of with Final Cutter. With so many options, this guy is sure to keep you coming back!
Sir Kibble's unique weapon allows players to get around defense by taking advantage of enemies weak points. Virtually every enemy takes extra damage when hit from behind, and his boomerangs can do that easily due to their curved trajectory. His melee attacks can also bypass defense, while his bladed helmet protects him from above.
Overhead Slash- Blade slashes one enemy with his sword. Has decent power and speed.
Sky Sword / Sky Beam- Blade raises his sword to the sky, charging up its power. If he uses the attack again once it has been charged, he releases the energy as a slashing projectile.
Sword Spin- Blade jumps into the air, spinning his sword around him. Deals several strikes to both flying and grounded enemies.
Spin Slash-Blade powers up his sword, then executes a spinning sword attack. Can hit two adjacent enemies multiple times. If the attack charge is released at just the right time, he will a few extra times, dealing more damage.
Multisword Stab- Blade jabs a single enemy with sword attacks before finishing with a swift slash. Very powerful, but requires careful timing to extend the combo to the final hit.
Cutter Boomerang- Boomer launches a sharpened boomerang that returns once thrown. It can hit the same enemy twice, or hit two enemies once each. The second hit strikes from behind, bypassing defense.
Cutter Dash- Boomer dashes at an enemy while slashing with his cutter. A fairly weak attack, but it pierces defense and can easily deal critical hits.
Cleaving Cutter- Boomer deals a strong melee attack that hits enemies twice. Has high base damage, but is his slowest attack.
Hyper Boomerang- Boomer makes his cutter much larger, then throws it at an enemy. It will hit multiple times; if properly executed, the cutter will be even larger and stronger.
Final Cutter- Boomer executes a powerful melee combo before finishing with a jumping strike. The final hit launches a shockwave that hits two adjacent enemies. Boomer must properly time his inputs during the attack, or the combo will be dropped before the final strike.
Sword Beam- If Blade's health is over 90%, he will launch a strong projectile at the start of each turn.
Vertical Slash- Can cut ropes, as well as reinforced steel cords.
Contact Edge- When defending against melee attacks, Boomer's hat will damage enemies. He also takes less damage from attacks from above.
Horizontal Cutter- Can cut grass, as well as slice weak woven ropes from a distance.
Bonkers, AKA Maulius
Poppy Bros. Jr., AKA Peter
Once one of Kirby's most pugnacious foes, Bonkers brings the long coveted Hammer ability into battle. His Hammer Nail and Hammer Swing overwhelm his enemies with brute force, but his Hammer Flip is where it's really at! Sure, it hurts him too, but power comes at a price. Show 'em who's boss!
Bonkers retains many of the qualities that made him a formidable midboss- his attacks can deal plenty of damage, and his bulk makes him difficult to take down. He's so big, his melee attacks hit enemies from above, reducing the defense options he has to deal with. His slow speed put's him at a disadvantage against fast enemies or foes with counters, so team him up with strategic helpers who can slow them down.
When Poppy Bros. Jr. is around, every battle is a blast! His strategy of throwing bombs may seem simplistic, but only to the uninitiated. Bomb Throw! Bomb Set! Bomb Bowl! So much nuance! He can even power up his bombs by holding them for a while; just don't wait for too long... his explosives know neither friend nor foe!
While Poppy's bombs do high damage, they fare poorly against enemy defense. He can use his varied moveset to deliver his explosives in unpredictable ways. His Loose Cannon Trait allows him to power up his bombs by holding them for a few turns. During this time, you can use other helpers to both cover him and give him an opening to attack. Since he needs at least two turns to use his bombs, he benefits greatly from defensive helpers.
Hammer Nail- Maulius crushes a single enemy with his mallet, dealing high damage. The attack has a moderate chance to break defense.
Triple Hammer- Maulius charges his hammer, before hitting an enemy three times. The combined strikes deal more damage, but are slightly slower.
Hammer Swing- Maulius spins like a tornado before bounding into an enemy. Can hit flying enemies and knock them down. Has a chance to release exploding coconuts while spinning for extra damage.
Giant Hammer- Maulius charges his hammer, making it grow larger. He then crushes his target with it, burying them. It can also trip any adjacent grounded enemies. Maulius must attack at the very end of the charging phase to achieve maximize power, but risks dropping the hammer if he waits too long.
Hammer Flip- Maulius engulfs his hammer in flames, before blasting an enemy with it. Can hit both flying and grounded enemies. While incredibly powerful, it deals recoil damage to Maulius; The recoil can be minimized by releasing the attack as soon as it finishes charging.
Ready Bomb- Peter pulls out a bomb to use in his next attack. If he already has one, he will also toss his current bomb at an enemy, dealing less damage than usual.
Bomb Throw- Peter throws his bomb at a grounded or flying enemy. Can burn its target, and has surprisingly high accuracy.
Bomb Set- Peter places a bomb on a foe's head, trapping them for one turn. They will be prevented performing any move for that turn, and when the bomb eventually explodes they will be damaged. The bomb may also explode if another helper attacks the enemy, harming them. This move will fail to trap most large bosses.
Bomb Bowl- Peter rolls a bomb in front of enemy lines; when it explodes, it damages all enemy units. The timing of the release determines how far it rolls- letting go too early will damage his team instead!
Straight Throw- Peter hurls a bomb directly at an enemy, dealing more damage than Bomb Throw. The attack can only hit grounded foes. If the input is mistimed, the attack is likely to miss its target.
Big Boss- Maulius doesn't regain as much health from food, but has far more health than most helpers.
Pound- Can hammer in stakes or press large buttons, usually opening passages or doors.
Loose Cannon- Peter can ready a bomb, but not throw it immediately. The bomb will deal more damage the longer it is held, but waiting too long will cause it to blow up and damage Peter. It can also explode while blocking melee attacks, dealing damage to both Peter and the attacker.
Bomb- Peter can throw bombs that destroy tough obstacles. The bombs can also activate bomb blocks.
Klinko, AKA Pitch
Gim, AKA 2-Y0
The origins of Klinko's kind are steeped in mystery. All that is really known is that they drifted in one day... literally! In any case, Klinko can use his wooden hat to mimic the ancient art of Bumbershootry, using iconic techniques like Parasol Drill and Circus Throw! It also helps keep out the rain. Who knew?
Klinko's hat gives him very high defense from above and the sides- usually the most vulnerable areas- giving him an edge against strategic projectile users. At the same time, Klinko can deal powerful melee damage from a variety of directions, allowing him to circumvent enemy defense. His special attacks are hit-or-miss and require perfect execution.
Fun Fact: Yo-Yo's are thought to have originated as hunting weapons. As ridiculous as that sounds, Gim's mastery of the toy may convince you otherwise. His Yo-Yo Throw and Hammer Drop are cool enough, but it's his radical dance moves that take the cake. Master his Break Spin and Gazer Spiral, and you will be awesome to the extreme!
Gim's weapon of choice has excellent reach, allowing him to attack flying or guarding enemies without being hit himself. Many of his attacks hit multiple foes, and his high trip rate gives his moves a tactical element. His high speed and agility let him dodge around enemy attacks while still striking back.
Parasol Swing- Pitch swings his wooden hat forward, battering one enemy. Deals moderate damage at high speed.
Parasol Drill- Pitch dashes forward while twirling it's hat, dealing multiple hits to one enemy.
Parasol Twirl- Pitch jumps low, before dropping on an enemy hat-first. Deals multiple hits, and has a high chance of ignoring defense.
Circus Throw- Pitch grabs a grounded foe and juggles them with his hat, before throwing them into another enemy. Only the final throw deals damage, so it is essential not to miss a command and drop the enemy. The move only works on fairly light enemies.
Parasol Dive- Pitch floats over to an enemy while slowly gaining altitude, before dropping down while spinning. The attack deals multiple strong hits and always bypasses defense, but will miss if the drop is mistimed.
Yo-Yo Throw- 2-Y0 throws a Yo-Yo along the ground and hits a single enemy.
Break Spin- 2-Y0 dashes forward while spinning rapidly, battering a grounded enemy.
Yo-Yo Up- 2-Y0 throws his Yo-Yo upwards, hitting a flying enemy.
Gazer Spiral- 2-Y0 balances on his Yo-Yo and flies upward while spinning, hitting grounded and flying enemies. The move creates two stars that also hits adjacent enemies. The balancing portion requires precise timing to avoid falling.
Hammer Drop- 2-Y0 uses his Yo-Yo to grab an enemy, swings them around, then slams them onto the ground. The move deals very high critical damage if performed correctly.
Airtight Roof- Attacks from above only deal 25% damage to Pitch, and cannot inflict status effects.
Shield- Protects Pitch from falling hazards, including rain, exploding coconuts, and falling debris.
Tangling String- YoYo attacks have a high chance of tripping grounded foes, leaving the unable to move for the rest of the turn.
Parkour- 2-Y0 can use his parkour abilities to jump along narrow ledges and poles, even in high winds or on slippery surfaces.
Keke, AKA Lisbeth
Laser Ball, AKA Optic
Room Service! Once wielding only a broom, Keke has expanded her arsenal to include a duster and plunger! With these humble household tools, Keke can wipe out her enemies and do the chores at the same time. Her Dust Storm will obscure the vision of her foes, setting her up for a clean sweep!
Keke's attacks do little damage, but can inflict status ailments on foes. In particular, her dust attacks reduce their accuracy significantly, an invaluable ability against projectile users. She also deals extra damage to enemies under status ailments, making her an excellent choice for crowd control. Her high speed and flying status also make her a difficult target to hit.
Lasers are like salt- they make everything better! With Laser Ball on your team, you will have no shortage of lasers. He has all kinds- lasers that bounce, lasers that burn, lasers that bypass defense. But when it's time to get serious, he can pull out the Super Diffusion Beam and roast the competition!
Laser Ball relies exclusively on projectiles, and all his attacks have high accuracy and damage. He is a versatile fighter, able to concentrate damage on one target or spread it out among several enemies. His inverted critical effect is important to remember- items and moves that increase his critical rate will actually hinder his damage output, so be careful when pairing him with support helpers!
Sweep- Keke hits the ground in front of an enemy with her broom, kicking up dust. The move does no damage, but greatly reduces their projectile accuracy, and inflicts the Dusty status.
Duster- Keke batters an enemy with a duster. The move usually deals low damage, but is very strong against dusty enemies.
Plunger- Keke grabs a foe with a plunger, and violently pumps them several times. Has a failry high chance to deal the Soak status effect.
BroomStick- Lisbeth flies through a line of flying or grounded enemies, dealing heavy damage. The timing of the inputs determines how well she lines up the attack - the move will miss most of her targets if it isn't lined up right.
Dust Storm- Lisbeth kicks up tons of dust in front of all enemies. Significantly reduces the projectile accuracy of all enemies and helpers for a few turns. The attack also damages all enemy units if executed well. The better she performs the move, the longer the dust will take to settle. Note that the ground will be clean after using this move - Dust Storm will have little effect if used too often.
Laser Blast- Laser Ball fires a fast projectile that hits one enemy. Non-critical hits deal more damage, but criticals are still fairly strong.
Angled Beams- Laser Ball fires a bouncing beam that can hit up to three enemies. The second target takes the most damage from the attack. In order to bounce, at least two enemies must be present.
Arc Orb- Laser Ball fires a plasma orb that hits one enemy several times, while potentially burning them.
Big Laser Blast- Laser Ball fires a concentrated beam through an enemy that ignores defense. The beam will be larger the longer it is successfully charged, with perfect execution also stunning the enemy.
Super Diffusion Beam- Laser Ball fires a powerful forked beam at several targets, dealing some recoil damage in the process. The attack will be continuously charged for as long as inputs are successfully performed, allowing for very high damage output.
Cleanser- Lisbeth recovers from status effects quickly, and deals extra damage to enemies under status effects.
Dust- Can clean dirty objects, or sweep the floor to reveal secrets.
Pinpoint- Has a very high accuracy rate, at the cost of an inverted critical effect, making critical hits deal less damage than normal ones. Increasing his critical rate is thus a handicap.
Laser Blast- Can fire reflecting beams off of slopes and mirrors- these lasers can burn ropes or fuses, as well as hit buttons.
Bang Bang, AKA Misty
3-2-1-Liftoff! Misty takes to the skies, raining explosive destruction on her enemies. Rocket Launch and Rocket Liftoff both devastate opponents; Rainbow Salvo elevates destruction to a fine art! What's that? Exploding hurts her too? Nothing an Armored Shell can't solve!
Bang Bang is a great choice for taking on strong enemies and midbosses, as she possesses a variety of powerful moves. She is fast, powerful, and can hit foes in the air. The only problem is that almost every move damages her too, forcing her to either frequently use Armored Shell or use her weaker Heat Exhaust. Her power is mostly wasted on weak enemies, and her recoil damage makes it too difficult to survive true boss battles.
Don't you love all the abilities Kirby has gained over the years? Do you hate having to choose just one to use? With Bukiset, you don't have to settle for any longer! He brings an all-star line up of moves, along with some new ones! With the tools to deal with many situations, he's sure to be a smash hit! Just keep an eye on his health- he takes more damage the lower it is!
Bukiset is a true jack of all trades, literally using the skills of other helpers in battle. Most of these moves are slightly different from the originals, giving them different applications. He is skilled at knocking out weakened foes, but has fairly low damage output in every other situation. His unique defensive move and special trait allow him to benefit even when he takes damage. He works best with other offensive helpers due to his special defensive perks.
Rocket Launch- Misty flies into an enemy, exploding on contact. Deals recoil damage, but is very strong.
Rocket Liftoff- Misty blasts off into the sky. On the next turn, Misty drops on top of an enemy, exploding on contact. This move also deals recoil damage.
Heat Exhaust- Misty blasts an enemy with her fiery exhaust, inflicting burn. Also has a chance of making them dizzy.
Armored Shell- Misty reinforces her body, preventing her next two attacks from dealing recoil damage. The move will protect her for three turns if it is executed perfectly.
Rainbow Salvo- Misty follows a multi-colored path, hitting up to five different enemies. She explodes on the fifth hit. Careful execution is needed to deal the fifth hit.
Payback Payload- Misty counter-attacks if she is attacked during that turn. She explodes if hit with a melee attack, and flies into enemies that hit her with projectiles.
Vulcan Jab- Bukiset unleashes a flurry of punches on a target. Weaker than Knuckle Joe's, but has a higher critical rate.
Twinkle Star- Bukiset spins in midair, knocking flying enemies to the ground. He starts spinning at the peak of his jump, dealing more damage to flying foes than grounded ones.
Final Cutter- Bukiset strikes an enemy twice with a jumping attack, before shooting a small shockwave. The shockwave is stronger than Sir Kibble's, but only hits the targeted enemy.
Hammer Flip- Bukiset powers up a fiery hammer before battering a single enemy. Weaker than Bomker's hammer flip, but is faster and deals no recoil damage.
Smash Kick- Bukiset charges a flying kick attack that makes enemies dizzy. Deals more damage the lower the target's HP is, making it a good KO move.
Bubble Shield- Unlike most defensive techniques, the Bubble Shield blocks all damage. If it is hit too hard, it will break, leaving Bukiset unable to attack or defend for one turn. Tapping the attack button when attacks hit him will reduce how much they weaken his shield.
Kamikaze- Misty has very strong attacks that have high accuracy, but almost all of them deal recoil damage.
Rocket- Can fly around freely, and blows up iron blocks that she hits. She moves faster the longer she flies, making her difficult to control.
Percent Meter- Bukiset's defense falls the lower his HP is, and he becomes more vulnerable to status effects. At the same time, his damage output rises as his HP falls.
Pallete- Bukiset can use Hammer, Fire, Cutter, or Stone. His versions have the exact same properties, but can be useful in situations where switching helpers is not allowed.
Wiz, AKA Houdini
UFO, AKA Mr. UFO
Ladies and Gentlemen, it's showtime! Wiz has more than a few tricks up his sleeve- his trained Doves strike his weakest enemies, and his Card Trick can easily handle a large audience! But the main attraction is his Roulette; what trick will he do next? Turn enemies into food? Put on a fireworks show? Grant invincibility to his allies? Who knows?! Enjoy the show!
Wiz has a ton of useful tricks with weird properties, making him a niche fighter. Like an actual magician, his tricks depend on both sleight of hand and perfect execution, making him ineffective against fast or strong enemies, and no bosses will be falling for his tricks. Where he shines is in normal battles, where his area of effect moves and targeted attacks will clear out a crowd.
This galactic traveler comes with the most advanced technology. It has been observed using abilities similar to those of local denizens- such as Chain Beam and Piercing Beam- but with some enhancements. However, its Unidentified Flight continues to defy science. Perhaps some things are best left... unknown.
UFO is very unusual and difficult to use, but has a lot of versatile tools. All of its attacks are fairly weak, but can produce additional effects that stack up its damage. In particular, its star guard deals damage whenever it is close to an enemy (and up to five can be out at once), and its Heat attacks inflict burn. In tandem with its high speed, its self healing, and its flying status, it can both deal lots of damage and survive tough boss battles.
Doves- Houdini releases 3 doves that automatically target the three weakest enemies.
Card Trick- Houdini throws three cards that hit three adjacent enemies.
Clown Spring- Houdini releases a bouncing clown from his hat. It strikes high first, knocking down flying enemies, before hitting again lower down. It hits flying enemies twice, and grounded enemies only once.
Roulette- Houdini produces a random card from his hat, each of which yields a different outcome:
Cherry- Turns the targeted enemy into food if it is below 50% health. If not, the attack deals weak damage. (Common)
"?" Mark- Deals a random status effect to the targeted enemy. (Common)
Sword- Summons swords that deal damage to a random enemy. (Rare)
Fireworks- Releases an explosive light show that hits all enemies. (Rare)
Candy- Makes Houdini and company invincible for the next turn. (Very Rare)
Chain Beam- UFO flies close for an electric whip attack, similar, to Waddle Doo's.
Heat Beam- UFO releases a fiery whip attack at close range, dealing burn damage.
Piercing Beam- UFO releases a powerful laser similar to Laser Ball's, that deals fiery damage.
Heat Cannon- UFO fires off two consecutive heat beams, followed with a piercing beam.
Unidentified Flight- UFO teleports into enemies five times, each time hitting a random enemy. This move cannot be countered.
Star Guard- While defending, UFO produces an orbiting star. The star deals damage to enemies who get close, and whenever UFO gets close to enemies during Chain Beam, Heat Beam, and Unidentified Flight. An additional star is created each time he uses the guard, with a cap of five stars.
Showman Spirit- Critical chance rises the longer Houdini avoids taking damage.
Escape Artist- Houdini can trigger traps without being harmed himself.
Advanced Tech- UFO slowly heals itself whenever it isn't under a status effect.
Mystery Catch- UFO can lift objects with its tractor beam, and move them around freely. It can also carry them over gaps.
Wester, AKA Dusty
Ringle, AKA Aria
This cowboy hero don't need no fancy technology- Wester only needs his trusty whip to bring justice to the Wild West. Use Whip Strike to score easy critical hits, or 100 Whip Dash to lay the damage on thick. When the time is right, use Whip Tornado to harness the power of the wind! You'll be riding into the sunset in no time!
Wester is an ideal choice when fighting strategic enemies. His long range allows him to avoid counter attacks, his attack speed makes his moves hard to avoid, and his high critical damage can strike through defense. He has a grabbing attack that also avoids counters. He has poor defense, so he relies on wise use of strategic helpers to win a fight.
Who would have thought a sentient bell could be such a threat? Ring your foes a new one with Ring Ding Dong, or throw bells at them with Twin Tinker, before finishing them off with Ding Finale! You can even block attacks with your bell hat! Saved by the bell indeed!
Ringle is good at crowd control, inflicting damage and status effects evenly across large groups. Its attacks either have high accuracy, or are area-of-effect, and thus are guaranteed to hit. While its damage is limited at first, executing specials perfectly makes it stronger. Pair it with powerhouses that will draw enemy fire to make up for its limited speed and stamina.
Whip Strike- Dusty cracks his whip at an enemy, dealing a critical hit. Can only hit grounded enemies.
Jump Strike- Dusty jumps into the air, before striking upwards or downwards. Can hit a flying or grounded enemy, but is less likely to deal a critical hit.
100 Whip Dash- Dusty charges forward and unleashes a flurry of whip strikes, each with a fairly high critical chance.
Whip Grab- Dusty grabs a foe with his whip, then slams them into the ground twice. If the attack isn't aimed properly, it will miss entirely.
Whip Tornado- Dusty leaps into the air, swinging his whip above his head. Hits three adjacent enemies, and deals more damage to flying enemies.
Ring Ding Dong- Ringle swings its bell into a single enemy three times. Generates sound waves that do damage to surrounding enemies, but is weaker the farther the enemy is.
Sting Ding- Ringle creates two orbs of sound that home in on an enemy.
Twin Tinker- Ringle spawns two smaller bells, then throws them at two different enemies.
Ding Finale- Ringle releases two massive sound-waves, each of which can hit two enemies at once. The blast can make foes dizzy.
Tinker Melody- Ringle releases bell-shaped symbols around Ringle's head, then they batter foes at random.
Bell Block- Ringle ducks inside its bell helmet. Melee attacks will create sound waves that damage attackers, but are too weak to stop their attacks.
Long Range- Melee attacks have such long range, they can safely hit enemies, even when they try to counter.
Lasso- Wester can latch onto distant hooks and swing from them, or nab items from a distance.
Pitch Perfect- Every perfect attack increases Ringle's power and speed.
Sound Wave- Ringle launches a sound wave that can easily break glass. He can also use them to play short tunes, which can affect the environment.
Lanzer, AKA TriKnight
Spynum, AKA Noir
A master of the ancient art of stabbing things, Lanzer is ready to spearhead the next offensive! You could just use Spear Thrust and Skyward Thrust to poke enemies around, but that's child's play for Lanzer! Take to the sky with Spear Copter, and drill foes with Moon Drop! Get the point?
Lanzer is a powerhouse that can quickly deal damage to even the toughest foes. Most of his attacks are dealt at mid-range, so he is exposed to their counters in the process. When guarding Kirby, it is the exact opposite- his defense skyrockets, at the expense of his high damage output (although he can still pierce defense). Team him up with both damage-soaking tanks and damage-dealing brawlers to accommodate his mixed style.
Spynum isn't just an archer- he's an assassin! Armed with a simple bow and a quiver of arrows, he can take down entire empires... on shot at a time! His Sharp Shot and Leaping Quiver riddle foes from afar, and his Arrow Slash cuts down foes who get too close. After taking down his target with a charged arrow, he can slip into the shadows to avoid detection. Still think he's a simple archer?
Spynum is a glass cannon who deals rapid ranged damage, and is fast enough to avoid most enemy attacks. However, each shot he does take must count- he can quickly lose his advantage of high damage output if he shoots recklessly. Also keep in mind his most powerful (and thus most efficient) attacks require him to hold Kirby, preventing him from accessing his Camouflage move. Balance offense and defense, and strike only when necessary.
Spear Thrust- TriKnight stabs an enemy with his trident, with a chance of striking through defense.
Skyward Thrust- TriKinght positions himself beneath an enemy, and stabs upward. Can only hit flying enemies, but is almost always a critical hit.
Spear Copter- TriKnight spins his trident so fast, he can briefly fly. He then flies into a flying enemy, hitting them several times. He will stay in the air for the next turn.
Moon Drop- TriKnight leaps above an enemy, then drops on top of them with a deadly spearing attack.
Multi-Spear Attack- TriKnight blasts an enemy with numerous stab attacks, then throws three additional tridents at them.
Sharp Shot- Noir shoots a single arrow at an enemy.
Arrow Slash- Noir slashes an enemy twice with an arrow.
Leaping Quiver- Noir leaps into the air, before riddling an enemy with four arrows.
Sky Shot Shower- Noir fires a charged arrow into the sky, which splits into several arrows before raining onto enemies. Even though it hits multiple foes, his Waste Not trait only counts it as one arrow.
Magic Star Arrow- Noir charges up an arrow and blasts an enemy with an absurdly powerful projectiles. Blows straight through defense, but requires perfect execution to reach max charge.
Camouflage- Noir ducks behind fake scenery. Rather than block attacks, it causes enemies to ignore him; attacks that hit random targets or hit a wide area can still strike him. It also cannot block special boss attacks.
Knight's Honor- TriKnight's defense rises significantly whenever he is holding Kirby, but his attack drops at the same time.
Spear- TriKnight's trident can strike weak points in tough objects and break them. If his trident becomes lodged in a wall, he can bounce off it.
Waste Not- Each arrow Noir fires reduces his attack power, except when it is a killing blow. The only move that does not do this is Arrow Slash.
Trick Shot- Noir can fire arrows that cut through several ropes and shoot through small openings.
Element Class Helpers
Burning Leo, AKA Lionel
Rocky, AKA Mason
Burning Leo was among the first to join Kirby's team. His destructive potential knows no bounds! Fire Breath and Fireball Spin roast opponents, and his Blazing Flare coats the ground in flames! If you need to turn up the heat, use Inferno to power up your flames, before sealing the deal with Searing Bash!
Not surprisingly, Burning Leo is excellent offensively, but effective use requires a surprising amount of strategy. By using his Inferno and Blazing Flare together, he can cover himself and one ally from melee attack. This allows him to control which allies enemies will choose to attack, limiting their options in the process. His own attacks deal damage over time, allowing him to weaken enemies even while not attacking. Leo may not be incredibly complex, but a little extra thought can take him to the next level.
Are you ready to rock?! Then you've picked the right guy! Rocky does only one thing- SMASH! Stone Smash! Stone Uppercut! HEAVY SMASH! MIGHTY UPPERCUT! Rocky is so tough, status effects don't even touch him- even when he isn't using his impenetrable Statuesque Guard! Just don't let him fall asleep- it's impossible to wake the guy up.
With his high health and defense, Rocky is a good first choice for Kirby babysitting. In battle, it is important to have a helper to protect Kirby while the team regroups, and Rocky can do so without seriously comprising offense capability when not on defense. Plus, most of his attacks are not affected by counters or active defense such as fire or spines. Feel free to team him up with some frailer and faster allies- he will keep Kirby safe.
Fire Breath- Blasts an enemy with blazing flames that inflicts burn.
Blazing Flare- Shoots a flaming orb in front of an ally- melee attackers will take heavy damage if they try to approach.
Inferno- Engulfs Lionel in a flaming aura that powers up his next attack and burns any melee attackers.
Searing Bash- Lionel charges up his flames before blasting through an enemy at top speed, dealing tons of damage.
Fireball Spin- Lionel rolls into a blazing wheel, before bashing an enemy several times.
Stone Smash- Mason jumps on top of an enemy in stone form, crushing them.
Turbo Stone- Mason dashes into an enemy while spinning, hitting them a few times.
Stone Uppercut- Mason summons a stone fist from the ground, knocking an enemy upwards.
Heavy Smash- Mason leaps above an enemy before growing in size. When he lands on them, they are buried.
Mighty Uppercut- Mason summons a larger, spiked fist that breaks through enemy defense.
Statuesque Guard- Mason turns into solid stone, and will take no damage for the rest of the turn. On his next turn his speed his halved.
Hot Head- Cannot be burned, but being frozen or soaked lowers his defense and attack.
Burn- Lionel can breathe fire to light fuses and roast grass.
Megaton- While guarding, Mason is completely invincible, and most status effects cannot harm him. The only exception is sleep; Mason will sleep for a very long time if effected.
Stone- Mason can break through weak floors and press buttons with his weight.
Sparky, AKA Joulie
Mr. Frosty, AKA Celcia
Don't be fooled by her diminutive appearance- Sparky's strong enough to lead the charge in any battle! Thunder Bolt and Lightning Strikes hit foes from the sky, and her electric aura protects her from projectiles! Once her power is at the max, launch a Spark Laser to leave foes dazed!
Joulie, despite being an element class, serves a predominantly support-based role in battle. Her attacks are a little weird at first, but are also very effective once mastered. Many of her attacks will paralyze enemies, leaving them open for stronger helpers to finish. She can also defend herself from most projectiles, and release attacks that have a delayed effect, making them harder to block. Her Conductor trait also provides further protection to her allies. She works well with slow powerhouses and fragile speedsters alike.
Mr. Frosty is ready to put the bad guys on ice! Freezer Breath and Ice Sprinkle can freeze enemies in their tracks, and his Ice Ejection can suck up assailants to use as ammo! Don't worry about getting frozen yourself- the cold never bothers him, anyway. Just don't get him wet!
Frosty is essentially a more defensive version of Leo- much like him, he can prevent enemies from attacking his allies by freezing them, and defend himself from projectiles with Ice Ejection. His attacks don't deal damage over time, but do leave them open for allies to attack. His attacks also cover a wide area, often striking two enemies rather than one. Helpers with slow, powerful moves will love working with him.
Spark- Joulie approaches an enemy, and creates an electric barrier around her that damages them.
Thunder Bolt- Sends an electric bolt into the sky that strikes her target one turn later.
Charge Power- Joulie charges electricity to power her next move. This also creates an electric barrier that blocks projectiles.
Lightning Strike- Calls down a bolt of electricity on three enemies, potentially paralyzing them.
Spark Laser- Joulie fires a powerful electric arrow through an enemy that paralyzes them.
Freezer Breath- Blasts an enemy with chilly air that can freeze them.
Ice Sprinkle- Celcia spins about while blowing frosty air, freezing two adjacent enemies.
Ice Ball- Celcia rolls into an ice ball and rams an enemy.
Ice Ejection- Celcia prepares to catch the next attack and fire it back. This works on melee attacks too, but only if the enemy is small enough.
Ice Kick- Celcia creates two ice blocks, and knocks them toward two enemies.
Conductor- Attracts energy-based attacks toward her- these moves deal only half damage, and make her attack power rise.
Power Up-Can reactivate machines and light up power cords.
Cold Feet- Celcia cannot be frozen, but burning or soaking attacks lower her speed and defense.
Chill- Can freeze water and cool lava into stone.
Plasma Wisp, AKA Aurora
Simirror, AKA Magis
This blazing energy behaves like a mix of fire and lightning! At first, Plasma Wisp can only use weak attacks like Plasma Amp, but for every turn she does so, her attacks become stronger! Soon, her lowly Plasma Amp becomes the swift Needle Arrow, the blazing Plasma Laser, and the mighty Plasma Barrier! Fortunately, her special attacks can be used at any charge! Light 'em up!
Plasma Wisp is a very versatile fighter, with her damage output determined by the length of the battle and her current Plasma Level. At her worst, she has terrible attacks, poor defense, and only passable speed. As time passes, she gains stronger attacks, and gains a powerful defensive barrier at max level- her special moves are also ok, but are much better late into a fight. Team her up with meat shields that can cover her early on, until she has powered up enough to fight effectively.
In this world there is a legend of an amazing mirror connected to an alternate world. The magical properties of this artifact provide power to all mirrors- and those who know how to use them. Simirror is one such person. His art allows him to use Mirror Cut to slice up enemies, or bash them with Reflect Force. But what would a mirror master be without clones? With his Mirror Body techniques, he can double his damage and reduce enemy acc- huh? There weren't two of you before! Quick! Which one is left-handed?!
Simirror is primarily offensive, but also enjoys defensive abilities. With Mirror Body, he can both increase his own damage output and reduce his enemies chances of hitting him, while his cutting attacks deal high critical damage and mostly ignore defense. His special moves also deal high damage with little risk to himself. He can even use enemy attacks against them with both his Reflect Guard and passive reflective trait. If his allies can direct attacks his way, he will be able to turn them against his enemies.
Plasma Amp (Lv.0)- Increases Aurora's Plasma Level by 1, while also launching a weak plasma projectile. Her Plasma level maxes out at 3.
Plasma Needle Arrow (Lv.1)- Aurora fires a barrage of weak electric needles at random enemy units. Does not affect her Plasma Level.
Plasma Laser (Lv.2)- Aurora fires two powerful lasers that hit two adjacent enemies. Can stun her target. Reduces her Plasma Level by 2.
Plasma Barrier (Lv.3)- Aurora fires her barrier at a single enemy, dealing high damage and either burning or stunning them. Resets her Plasma Level.
Plasma Spray- Releases a massive barrage of weak plasma sparks that have a high chance of stunning her targets.
Plasma Comets- Aurora fires 3 powerful comets at random enemies, with the last one always stunning her target.
Plasma Guard- When Aurora's power reaches level 3, a barrier forms that automatically halves projectile damage. Unlike other defensive techniques, this one works even when not defending.
Mirror Cut- Magis turns his scepter into a glass sword, slashing his target twice.
Mirror Body- Magis creates a duplicate of himself that executes standard attacks alongside him, effectively doubling both his damage and critical rate while halving enemy accuracy; when using other Mirror Body techniques, the copy attacks with Magis, but does not produce more copies. The move does nothing if a clone already exists.
Reflect Force- Magis launches a wave of glass shards that can hit both standing and flying enemies.
M.B. Sky- Magis creates a tower of 5 duplicates, who all jump on a particular enemy. The original does slightly more damage.
M.B. Ring- Magis creates a ring of 6 duplicates who all dash at random enemies. The original does slightly more damage to the targeted enemy.
Reflect Guard- Magis creates a magic barrier that reflects up to two projectiles back at enemies, dealing 1.5x damage in the process.
Power Creep- Attacks and Defense become higher the longer a fight goes on.
Plasma Wave- Can fire blasts of plasma that can light up electric wires at a distance, and can travel through walls. It is too weak to restart machines, though.
Super Reflective- Magis takes less damage from energy based attacks, and reflects the excess damage back at the attacker.
Duplicate- Magis can create a temporary clone of himself to help solve puzzles or provide a distraction.
Chameleo Arm, AKA Michameleo
Cool Spook, AKA Lumen
Kirby once faced this colorful chameleon as an enemy, but all he ever wanted was to practice his art. Chameleo Arm now shows his true colors as an ally! His Paint Roller and Tail Whip deal lots of damage up close, but his true skill is his strategic use of color. Paint based attacks can all reduce accuracy and blind enemies, and his camouflage makes him difficult to see. He even does extra damage to foes with the same color!
Chameleo Arm, as a former boss, can dish out lots of punishment, but he also provides excellent support abilities. Most of his moves incapacitate his target in some way, allowing other allies to layer on more damage easily. He is tough enough to take a few hits, but can also avoid conflict altogether with Cameleo-flage. Keep an eye on his color as well- he gains offensive and defensive buffs against foes with the same base color. You can't control it, but you just might get lucky.
Cool Spook may be a ghost, but he means no harm- he's always ready to (literally) brighten someone's day. He can grant an ally supernatural vision, put the spotlight on an enemy to prevent them from dodging, or blind an enemy with dazzling light. When necessary, he can toss his halo as a weapon, and even save his allies from death itself! What a cool dude!
Cool Spook is primarily a support character, unlike most other elemental helpers. His light abilities allow him to control the accuracy and evasion of friend and foe alike, giving him incredible control of the flow of battle. However, only one of his attacks (Halo Disc) does any damage, and it incredibly difficult to execute properly; but if the button input is performed perfectly, it deals massive damage!
Paint Roller- Chameleo rolls over an enemy at high speed, potentially flattening them.
Tail Whip- Chameleo uses one of his tails to latch onto an enemy, before pulling himself into them.
Paint Bomber- Chameleo launches paint blobs at an enemy, blinding them.
Paint Out- Chameleo launches a massive paint blob that hits all foes, blinding them. It also reveals invisible or camouflaged foes.
Tounge Latch- Chameleo grabs a foe with his tongue, and fires them into the air.
Cameleo-flage- Chameleo blends into the background. Increases his evasion, but he takes more damage if he is hit. Once the turn ends, Chameleo changes to a random color.
Dazzling Light- Fires an orb of light directly at an enemy. It deals no damage, but halves its target's current accuracy.
Spectral Vision- Imbues an ally with holy light, doubling both their accuracy and critical damage.
Judgmental Spotlight- Shines a powerful spotlight on an enemy unit, lowering their evasion to 0.
Illumination- Bathes the entire battlefield in heavenly light, raising the accuracy of every ally and enemy to 100%.
Halo Disc- Fires his halo at an enemy unit. Very difficult to execute, but deals massive critical damage if successful.
Color Code- Chameleo both takes less damage from and deals more damage to enemies with the same color as him.
Painter- Chameleo can paint objects, changing their color or function, and also reveal hidden secrets.
See the Light- If an ally falls in battle, Cool Spook can save them at the cost of some HP. The ally returns with 50% health. This works only once in a battle, and does not work on Cool Spook himself.
Light Up- Can illuminate dark rooms and passages.
Metalun, AKA Orie
Bubble Head, AKA Suds
With the power of a freight train and the intelligence of a brick, Metalun is the epitome of dumb muscle. Metalun is so heavy, he can damage enemies by strolling past them! But skills like that leave little room for creativity. Ground Pound, Ball Bearing, Big Blade, Seismic Drop- all are merely variations on ways to crush the competition. He clearly doesn't care, and I don't think anyone else does either.
Metalun is very strong and very tough, making him a great choice for boss battles. His attacks are virtually impossible to block, and his Seismic Leap can even trip enemies in the air! At the same time, he has the highest defense in the game (so high, he doesn't have or need a guarding move), and is barely affected by most statuses. Only two can affect him- Bury (which traps him for a disproportionate time) and Sleep (he's even worse than Rocky here). Keep in mind his slow speed forces him to attack on every other turn.
You probably wouldn't expect bubbles to be an effective weapon... and it isn't. Bubble Beam has great accuracy, but pitiful damage output. When used properly, however, they can be very... annoying. Use Big Bubble to trap foes in a bubble, or put yourself in one using Floater to get some air. Both Foam Barrier and Soap Storm cover the entire battlefield! Argh! Freaking Bubbles!!!
Bubble Head is designed to trap enemies in weak bubbles. While they can be easily broken out of, they have a very high rate of success- plus, Bubble Head's high speed ensures he moves before his allies, setting up enemies for the ensuing attacks. He can also cover the battlefield in soapy foam, which traps any foe who tries to approach on the ground.
Steel Stroll- Wanders around enemy lines, damaging every enemy he comes in contact with.
Ground Pound- Jumps on an enemy, doing massive damage and potentially burying them.
Ball Bearing- Morphs into a steel ball, and rolls quickly over an enemy.
Big Blade- Metalun morphs his head into a massive blade before falling onto an enemy. Very powerful and can deal devastating critical damage.
Seismic Drop- Jumps, tripping all enemies on the ground and in the air.
Metalun has no normal or special blocking technique.
Bubble Beam- Fires a burst of bubbles at an enemy, dealing a little damage.
Big Bubble- Bubble Head fires a single large bubble at an enemy, trapping them. These bubbles force the enemy to move last in that turn cycle.
Floater- Bubble Head captures himself in a bubble, lifting hime off the ground. Changes his Elevation stat from Standing to Floating.
Foam Barrier- Coats the field in bubbles. If an enemy tries to approach on the ground, they are trapped and lose their turn. This effect lasts for only one turn.
Soap Storm- Fires a blast of bubbles at all enemies, trapping them until every ally has attacked.
Bubble Shield- Forms a defensive bubble around an ally. Said bubble completely negates the damage of a single hit. Bubble Head cannot use it on himself.
Perfect Defense- Metalun has incredibly high defense, but can only attack once every other turn.
Iron Gian- Can pass through most hazards and weigh down switches.
Item drop- Defeating an enemy in a bubble will increase its item drop chance.
Bubble- Can guide bubbles to retrieve distant objects.
Tac, AKA Bago
Pix, AKA Coda
It's the Tac with the Pack! He may not be the most trustworthy ally, but his unique... skills make him worth it. Tac can steal pretty much anything that isn't nailed down or on fire- health, moves, and even stats! Of course, like all good thieves, he also knows how to disappear. But all this comes at a cost, as Tac is one of the frailest fighters of them all. Remember, kids- crime doesn't pay!
Tac depends a lot on his fellow helpers to do the dirty work for him, but can still pull his own weight. His punching attacks all have a projectile's range, but the speed and power of a melee attack! These attacks also have secondary effects, such as stealing HP or assuming an enemy's identity. Tac can also take an ally's powers, but be careful- he doesn't change his stats in the process!
This gem may appear to be an oversized accessory, but it is actually the core of an ancient war machine! It represents an ability that has never been seen before- how did it get here? Regardless, Coda is best fighting from a distance, launching its Jewel Gun and Lens Wave from a distance, but that doesn't mean it is helpless up close. Its already tough exterior can be buffed with Jewel Case, while powering up its melee attacks. Treat it right, and this diamond is sure to be your best friend!
Coda fights the way you'd expect a sentient jewel to- it hits hard with flashy attacks, but is also incredibly tough. Most of its attacks are ranged- these typically trade accuracy for sheer power and penetration. The flashy nature of its attacks also makes them easier for enemies to dodge, but this can be countered with Flash Fractal, which can dazzle enemies.
HP Steal- Tac punches a foe, stealing some of their HP in the process. Tac sometimes also take on any status effects the enemy is under, wether good or bad.
Tac Attack- Tac unleashes a stronger punch attack- while it has the same traits as a melee punch, it behaves like a projectile.
Double Team- Tac taps another helper- while it deals 1 hit of damage to them, it allows Tac to take on their appearance and moves for a time. Cannot be used while Copy Cat is in effect.
Cat Magnum- Tac charges a powerful punch with good accuracy- it has a good chance of also stealing an item from the enemy.
Copy Cat- Tac taps an enemy, taking on all their stats (except for HP). Copy Cat is also replaced by one of their moves. Cannot be used while Double Team is in effect.
Tac Hide!- Tac becomes intangible, avoiding all damage for an entire turn. Tac's defense will be lowered when he returns. This move cannot be used while Copy Cat or Double Team are in effect.
Jewel Gun- Pix launches its three jewel pieces at one enemy. The move is fairly weak, but has a high critical multiplier.
Crown Bomb- Pix forms a spiky crown using its jewel pieces, then drops head-first on an enemy.
Flash Fractal- Releases a large burst of light. Has a chance of dazzling enemies.
Gem Drill- Pix drills into an enemy, dealing multiple powerful hits. Easily breaks defense, but has a low critical rate and is easy to dodge.
Lens Wave- Fires a focused laser beam, then sweeps it across enemy lines.
Jewel Case- Pix erects a jewel barrier around itself to reduce damage. Also increases the power of Jewel Gun and Crown Bomb.
Stolen Bread- Tac gets a healing bonus for food stolen from enemies, and the passive buffs they grant are increased.
Steal- Tac uses his ranged hands to grab items through grates, or pull distant levers. Hitting enemies with it does not start a battle, instead possibly getting an item from them.
Midas Touch- Enemies Pix defeats drop much more money than usual.
Prism- Pix can focus or diffuse light using its body. This can be used to solve puzzles, neutralize lasers, or start fires.
Leafan, AKA Sylvia
Water Galbo, AKA Aquas
Watch your step- this rose has thorns! Okay, so maybe Leafan isn't a rose. He also doesn't have thorns, but he doesn't need them to mow down his enemies. His Leaf Attack and Leaf Rain use sharp leaves to leave his enemies... leafy. He can also use Leaf Dance or Leaf Swirl to envelop himself in damaging leaves. Leafan can even leave enemies dumbstruck by using Leaf Guard, which leaves his leaves in a pile, allowing him to leave into the leaf pile, but if the leaves leave, Leafan is left leafless. To recap- leafy Leafan leaves leafy leaves, but leaving leaves leave leafy Leafan leafless.
Leafan is another crowd-control fighter, with a more defensive skill set. His various leaf attacks tend to hit several enemies for moderate damage, with only his Leaf Upper dealing concentrated damage. His Leaf Swirl in particular serves as a useful defensive technique that also deals damage during melee attacks. When the going gets tough, he can hide in a pile of leaves, but some attacks can remove the leaves, leaving him vulnerable.
Get ready to make a splash with Water Galbo! Take your foes on a wild ride with Wave Attack, or ride the waves yourself with Wave Surf. Use jets of water to hover, or blast enemies from beneath! You can even summon a giant rainbow to flood your enemies in water! It is futile to war with the sea- with Galbo's stabilizing water, he only takes half damage from all status effects. What a refresher!
Water Galbo slows the pace of any battle he is in, helping provide relief in hectic combat. Every single one of his attacks can inflict the soak effect, which reduces enemies power and accuracy. His wave attacks also have high accuracy, making him a dependable fighter. His Geyser hits from beneath, bypassing defense in the process, and his Fountain Hover avoids counterattacks easily. Since he takes limited damage from status effects, he can also be depended on as Kirby's guardian in hectic firefights. Overall, Galbo is good all around, so pair him up with pretty much anyone you want.
Leaf Attack- Leafan sends two leaves spiraling upwards. Each one can hit a grounded enemy once, or a flying enemy twice.
Leaf Swirl / Leaf Scatter- Summons a tornado of leaves around Leafan, which grow weaker for every turn they are out. These will hit any enemies who get close, and deal extra damage whenever Leafan approaches an enemy. Using the move a second time disperses the leaves.
Leaf Rain- Leafan leaps, before sending five leaves down on enemies.
Leaf Upper- Leafan summons a powerful plant that executes a rising attack. Hits flying enemies to the ground, but deals more damage to grounded enemies.
Leaf Dance- Leafan dashes forward with a whirlwind of leaves around him, hitting up to three adjacent enemies. Is stronger if Leaf Swirl is active, but will disperse them after the move.
Leaf Guard- Leafan summons a leaf pile, then hides in it. If Leaf Swirl is active, the leaf pile will be larger. Can block most attacks, but fire attacks will still hit, and wind attacks will disperse the leaves.
Wave Attack- Galbo spits two rolling waves at an enemy unit. Only hits grounded enemies. Can inflict soak.
Wave Surf- Galbo rides on a wave of water into an enemy, dealing moderate contact damage. The wave allows Galbo to bypass some obstructions on the battlefield, such as fire. Can inflict soak.
Fountain Hover- Galbo hovers in the air by shooting a jet of water downward, and positions himself over an enemy, hitting them numerous times. Often inflicts soak.
Jet Geyser- Galbo summons a geyser of water from beneath an enemy, tossing them a few times. Can knock down flying enemies, and is guaranteed to inflict soak.
Rainbow Rain- Galbo summons a rainbow, while showering enemies with widespread blobs of water. The number of times an enemy is hit varies, but each is hit at least once. Always inflicts soak.
Plant Cycle- Leafan's attack and defense peak every fourth battle, and hit bottom two battles later.
Green Thumb- Leafan can cause plants to grow in strategic areas, creating platforms or defensive walls.
Flux Stream- Galbo takes half damage from status effects, and recovers from ailments one turn sooner.
Surf- Galbo rides on a wave of water, which can carry him across bodies of lava or lakes.
Omad, AKA Travis
Analue, AKA BinBin
A new helper has wandered into battle! Omad may be slow, but his high defense and attack power make up the difference. He can control his sand to perform a variety of attacks, from his simple Desert Wind to his spinning Dust Devil. His foes won't sand a chance when he pulls out Sink Hole, slowly smothering them in hot sand. When he needs to wear down tough opponents, Sand Storm and Whirling Scimitars are the way to go! Use his tools to reduce your enemies to dust!
Omad is a wall of a fighter, capable of taking lots of damage and wearing down enemy defense. His Desert Wind and Sand Storm can both blind enemies, while Dust Devil and Sink Hole are both grabs that can hit through defense. On his end, they defensive move Sandpile allows him to take almost no standard damage, and his passive trait Shifting Form reduces damage taken from physical attacks by 25%. His power attacks are fairly slow, so he needs to either reduce enemy mobility by blinding them with sand, or have a helper incapacitate them.
Download Complete. FlavorText.exe is now running:
Analue is to be a physical program, and can use its connection to the source code to bend reality. Analue can run three default programs: Diagnostics raises its defense; Analytics raises its attack power; Calibration increases its accuracy. When the Kirby_Cryst peripheral is active, Analue can also scramble enemy stats with ReCode, or deal heavy ranged damage with Data Breaker. Excessive damage from attacks will corrupt the program, so be sure to refresh often.
Analue depends on repeated use of buffs to be effective. Diagnostics, Analytics, and Calibration can all be used repeatedly, and the effect of each will increase each time. Its heavy hitting attacks ReCode and Data Breaker become devastating while buffed. Unfortunately, taking too much damage will inflict Analue with the unique Corruption status, causing it to take slowly lose HP. Using Data Wipe is the only way to get rid of it, but also removes all its buffs. Analue doesn't really go well with any other helper, being neither truly offensive or defensive.
Desert Wind- Omad blows hot sand into the face of enemies. Deals mild damage, and has a high chance of blinding the enemy for one turn.
Dust Devil- Omad summons a tornado of sand and thrusts it toward an enemy. When it hits, it deals several hits before flinging the target into the air. This attack has low accuracy, sometimes hitting a completely different enemy. It can knock down flying enemies.
Sink Hole- Omad buries a grounded enemy in a pile of hot sand, and deals several hits while crushing them. Reduces enemy accuracy and cannot be blocked, but is slow enough to easily dodge.
Sand Storm- Omad summons a wave of sand to buffet enemy units, blinding them. Has a similar effect to Dust Storm, but only affects enemies and lasts for one turn.
Whirling Scimitars- Omad forms his sand into two curved blades, then moves toward an enemy while spinning rapidly. Deals many powerful hits with a good critical rate, but can be easily blocked or dodged.
Sand Pile- Omad collapses into a pile of sand. Standard attacks will deal only one hit of damage each, but Omad cannot avoid status effects in this form.
Diagnostics- Analue targets an enemy with a reticle, dealing slight damage. Will reduce the damage Anlue takes from the targeted enemy type. The defensive effect stacks each time the move is used, and carries over between battles.
Analytics- Analue targets an enemy with a reticle, dealing slight damage. Will increase the damage its moves do to the targeted enemy type. The offensive effect stacks each time the move is used, and carries over between battles.
Calibration- Analue targets all enemies with reticles, dealing slight damage. Will increase the accuracy of its moves. The accuracy effect stacks each time the move is used, and carries over between battles.
ReCode- Analue scrambles the values of the targeted enemies stats (except for health), while dealing heavy damage. The effect lasts for two turns.
Data Breaker- Analue releases a massive wave of electricity that deals heavy electrical damage. The move does double damage to mechanical enemies.
Data Wipe- Analue resets its stats, undoing the effect of all Diagnostics, Analytics, and Calibrations, while also removing the Corruption status.
Shifting Form- Omad takes only 75% damage from contact-based attacks, but also deals less damage on contact.
Desert Snake- Omad uses its sand form to pass through grates in the ground or bars along walls.
Corrupted Program- Analue can be afflicted with the Corrupt status if it takes too much damage. Will deal constant self-damage until it uses Data Wipe.
Hot Wire- Analue can take over computers or machinery and travel through certain computer terminals.
Skill Class Helpers
Wheelie, AKA Vroom
Caller, AKA Aerie
Start your engines! Vroom was among the first helpers to join Kirby's party, using his impressive speed to strike opponents head-on. With his speedy Wheel Dash, he has complete mastery the ground, but he has a surprising variety of aerial maneuvers! Turn Jump, Down Shift, and the glorious Sky Wheel all deal massive damage to flying enemies. When you need to make some serious roadkill, rev up the Storm Wheel to power right through to the finish!
Vroom is very fast given his power, but can be difficult to get the hang of at first. Aside from his straight forward Wheel Dash, all his moves strike enemies in strange ways that require practice and strategy to take advantage of. Turn Jump deals a little damage to grounded enemies, but is best against flying foes. Downshift isn't very strong, but will knock down flying enemies. Sky Wheel and Storm Wheel are both special moves, and require precise timing to get maximum power. Here's a secret- if he defends after using a special attack, he can attack twice in one turn!
Today's forecast- strong winds and inclement weather! Aerie is well equipped to turn any battle around. She can strike remotely with mobile twisters using Rising Gust or Falling Gust, as well as diving into foes herself with Tornado Attack. When she needs to whip up a bigger storm, she can call on Hyper Tornado to wipe out the opposition, or send them sky high with Whirlwind Hold. With all that spinning, she can even use enemy status effects to power up and blow them away!
Aerie can use her wind to strike multiple foes, but her attacks are weak against heavy enemies. All her moves deal more damage against light or flying enemies, and can make them dizzy or knock them down. Rising Gust and Falling Gust can both hit multiple targets, and Hyper Tornado hits several times. When inflicted with the dizzy statistic, her attacks are much stronger and faster, but harder to aim.
Wheel Dash- Vroom rolls directly at an enemy, bouncing off them on contact. Deals a little damage, and can only hit grounded foes, but is very fast.
Turn Jump- Vroom drives into an enemy and flips through the air five times before driving back. Hits a grounded enemy only once before bouncing off, but strikes aerial enemies multiple times during each of the five jumps.
Downshift- Vroom jumps into the air and lands on an enemy, grinding them into the ground with his wheel. Has a high chance of knocking down a flying enemy, and reduces enemy defense.
Sky Wheel- Vroom charges up for a few seconds, before blasting forward with a high-power jump strike. Only hits flying enemies, and deals massive damage. If the attack is charged enough, it can burn enemies.
Storm Wheel- Vroom creates sparks by spinning its wheel before blasting straight through an enemy. The electric sparks can stun them if they are strong enough.
Tornado Attack- Aerie spins rapidly to form a tornado, then drifts into contact with an enemy. Deals several hits, but is easy to block or dodge.
Rising Gust- Aerie generates a twister and launches it at an enemy. The twister will float upward after hitting them, and can be directed at a flying enemy if one is present. Can make its victim dizzy.
Falling Gust- Aerie generates a twister and launches it above an enemy. The twister will descend onto them, dealing several hits on the way down. Can knock down flying enemies or make them dizzy.
Whirlwind Throw- Aerie generates a twister around an enemy that eventually throws them into the air. Damage is dealt when they land, so heavier foes who aren't sent as high take less damage. Will always knock down enemies that are flying.
Hyper Tornado- Aerie generates a twister around herself, before expanding it to encompass the entire arena. Deals several hits to foes, and has a high chance of making them dizzy. Deals little damage to foes who defend, but can interrupt attacks being charged between turns.
Rolling Start- Vroom will receive a 1/3 chance of getting two attacks after guarding; this only works if he used a special attack on the turn before guarding.
Mach Wheel- Vroom can drive straight across water and over spiked hazards.
Whirligig- Deals much more damage when inflicted with the dizzy status.
Bluster- Can fly through some hazards and over gaps, and use tornadoes to push light objects.
Waddle Doo, AKA Optico
Spikey, AKA Pike
With two dorky hairs and a giant vulnerable eye, Optico doesn't seem like a go-to choice for a fighter; but look past the surface, and he's really a well rounded combatant! His eye allows him to perform a variety of electrifying Beam attacks - they can be fashioned into whips, launched as a spread, or concentrated into a single blast! He can even grab enemies with his beam and throw them around! This is one guy to keep your eye on!
Waddle Doo is an all-around helper with both offensive, defensive, and strategic perks. His Wave Beam is exceptionally strong and accurate, but only targets one enemy. His Beam Whip, Cycle Beam, and Revolution Beam all have great range for a melee attack and carry the "long-reach" trait. All his attacks save his Wave Beam have a chance to stun enemies, but Beam Blast is the most effective. He can fill a variety of roles, so he goes well with many types of helpers.
Pike is a rough dude and can be tough to handle, but he'll stick up for his allies when he's needed. His modus-operandi involves needling his foes - poking them around with a flurry of weak attacks. He has developed new moves beyond his basic Needle technique, such as the vertical Mega Needle or Razorback, and can pick up the pace with Rolling Needle. His needles also provide a convenient defense against irritated foes. His needles can even weaponize status ailments!
Spikey is strong defensively, but his attacks vary widely in strength. His Needle and Needle Burst are both fairly weak, while his Mega Needle and Razorback are fairly strong. Due to his spines, his melee attacks are immune to direct counters, which helps make up for their lack of power. All of his attacks (but Needle Burst in particular) carry the "Injection" trait, which only works while under a status ailment. He is best paired with heavy-hitting helpers.
Beam Whip- Optico forms an electric whip from his eye and strikes downward with it. Deals electric damage to one enemy.
Cycle Beam- Optico dashes forward and releases a spread of electric spheres towards two adjacent enemies.
Wave Beam- Optico charges energy within his eye and launches a concentrated electric blast at one enemy. Deals heavy damage.
Beam Blast- Optico jumps into the air and fires up to 3 rounds of electric sparks downwards. Each round requires the proper input to avoid canceling the attack. Has a very high stun rate.
Revolution Beam- Optico hovers in front of an enemy and spins forward, extending an electric whip outwards. Optico can spin up to 10 times with perfect inputs, dealing high damage.
Capture Beam- Optico charges a little power in his eye. If he is hit with a physical projectile or approached by a small enemy, Optico will grab it and throw it at a predetermined target.
Needle- Pike approaches an enemy, then extends his needles from his body. The attack can pierce defense.
Mega Needle- Pike charges an enemy and flips them over him. Once they are above him, he extends a single massive needle upward to stab them, dealing massive damage. Only works on foes light enough to lift.
Razorback- Pike jumps on top of an enemy with spikes facing down. He spins as he falls, dealing several consecutive hits.
Needle Burst- Pike crouches and fires a series of needles at three enemies. Deals little damage, but has a strong Injection rate.
Rolling Needle- Pike rolls into a ball and strikes and enemy. Once he makes contact, he drills into them by spinning rapidly. His spin speed is increased proper execution.
Thorn Hedge- Pike crouches and extends spikes as a defense. Foils most melee attacks, but lowers his defense against projectiles.
Long Reach- Optico's melee attacks can hit flying enemies easily, and have a chance to knock them down.
Catchy Eye- Optico's whip beams can be used to grab and throw items, as well as fire electric projectiles.
Injection- While under the effect of a negative status effect, Pike's needles can induce that same status in enemies. This works both when attacking with them or using them to defend.
Double Edge Defense- Pike can get the first attack on the overworld by walking into an enemy, or even allowing an enemy to strike with a melee attack.
Bio Spark, AKA Shi no Kaze
Capsule J/2, AKA Apollo
"Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt." - Sun Tzu These words are the foundation of the ninja arts, of which Shi no Kaze is a master. His skill is so advanced, that he knows four attacks instead of three! Slice foes with Kunai Throw or Stealth Slash, or utilize martial arts through Air Drop and Ninja Kick. When the time is right, unleash your power with Elemental Jutsu and your finesse with Blossom Storm! Just don't let your foes keep track of you.
Shi no Kaze is a glass cannon with high power and speed, but low defense. All of his normal attacks have a high rate of success- Stealth Slash in particular deals insanely high critical damage. His specials allow him to burn foes and put them to sleep, dealing considerable damage over time. His low defense and health are compensated for by his defensive Smoke Screen and Hide Guard skill. Use other helpers to draw away enemy focus for maximum effectiveness.
The marvels of modern flight didn't just revolutionize transport, but also combat. Fly with confidence with Apollo as your wingmate! Prime your engines to power up, then unleash your next attack! Will it be the speedy Jet Kick? The powerful Jet Dash? The fiery Jet Blow? Charge up enough, and take your foes for a ride with the glorious Rocket Dive!! The sky is the limit!
Apollo's attacks are fast and strong, but only once his engines are charged. All of his attacks have a chance to stun the target, becoming more likely to do so as they have greater charge. Jet Blow is very powerful, but can only be used after 3 consecutive charges, replacing Prime Engines. He is most effective against large enemies or bosses- draw enemy fire with his high defense, then use fellow helpers to immobilize them while Apollo charges up.
Kunai Throw- Shi throws five kunai at a single enemy. High defense penetration and high accuracy.
Ninja Kick- Shi leaps into the air, then drop kicks three times. Each kick can be aimed at a different enemy beforehand.
Air Drop- Shi dashes off screen after targeting an enemy. On the next turn, Shi appears behind the enemy and leaps into the air with them, slamming them down.
Stealth Slash- Shi dashes through an enemy, slicing them with his katana. Cannot be blocked, but relatively low damage unless it deals a critical hit.
Elemental Jutsu- Shi charges up energy, then punches the ground, unleashing a fiery wave that strikes all grounded foes.
Blossom Storm- Shi blasts his foe with cherry blossoms, dealing low damage but potentially putting the enemy to sleep.
Smoke Screen- Shi activates a smoke bomb around him that causes most attacks aimed at him to miss.
Jet Kick- Apollo dashes foot first into an enemy, kicking them It is faster, but less accurate.
Jet Dash- Apollo dashes head first into an enemy, bashing them. It is stronger, but easier to block.
Jet Blow- Apollo grabs a foe, then throws them upwards using his engines. Can lift larger foes with more charge.
Jet Cracker- Apollo releases a wave of energy spheres that strike foes at random. Even with Kirby's help, he cannot use this move without primed engines.
Rocket Dive- Apollo grabs an enemy, then flies into a loop before slamming the enemy down. Can lift larger enemies with more charge.
Prime Engines- Apollo charges his engines, then guards for the rest of the turn. Can charge up to three times.
Hide Guard- When struck with a melee attack, Shi has a chance of dodging in a puff of smoke, then countering with an explosion. Shi will always counter the first fatal blow he receives in a battle.
Ninja Strider- Shi can cloak himself to avoid detection for a short time by using a special walk. He can also tread across small bodies of water this way.
Fuel Tank- Apollo's attacks become faster but less accurate the more health he as.
Jet Hover- Apollo uses his jets to hover trough the air, slowing his fall. If charged first, Apollo will fly upwards rapidly.
Flappy, AKA Dyna
Knuckle Joe, AKA Bruce
Dyna is an often forgotten helper, but has been brushing up her air ride skills in the meantime. She possesses a weak projectile in the form of Feather Gun, but prefers to fight head on! Spin into foes with Gust Roll and Shuttle Loop! Slam them with Condor Bomb and Dive Bomb! As long as she keeps up speed, her attack will only be tougher to dodge!
Dyna is a fragile speedster that depends on evasion over defense. Her only projectile is pathetically weak, but it increases her air speed, making it safer to perform her true power moves, all of which require direct contact. At top speed, her attacks are impossible to dodge and difficult to counter. As long as other helpers provide the defense, she can fly in and strike at any moment.
"Round 1! Fight!" With that, Bruce is in the ring, and ready to punch, kick, and throw his way to victory! He brings an overwhelming amount of iconic moves to battle - the rapid-fire Vulcan Jab, the agile Sky Kick, the crushing Juuduo Throw, and the fiery Force Blast. When the time is right, unleash one of your two Ultra Combos: the fatal Smash Punch, or the devastating -say it with me- RIIIIISSIIIING BREAK!!!!!
Knuckle Joe has high speed, power, and defense, but is tricky to use. Vulcan Jab is the safest and easiest attack he knows, and is still decent for dealing damage. Sky Kick and Juuduo Throw are also fairly safe, but have a few rules that must be remembered to use them properly. His three specials, Force Blast, Smash Punch, and Rising Break, all have complex commands to master. Joe can easily carry a team by himself once perfected, but have a backup plan if his moves miss.
Feather Gun- Dyna approaches an enemy and flaps her wings, sending loose feathers smacking into them. The attack itself is very weak, but can it is essential to power up her "Air Ride" trait.
Condor Bomb- Dyna dashes into an aerial foe, than dives, slamming them into the ground. Can easily knock down flying enemies, but completely misses grounded enemies.
Gust Roll- Dyna blasts through a foe, doing an rapid aileron roll as she passes. The attack can make them dizzy if her speed is high enough.
Shuttle Loop- Dyna dashes up to a foe and tosses them, then tosses them upwards. While they are in the air, she strikes them with a swift loop. If her speed is high enough, she can follow up with a second loop.
Dive Bomb- Dyna does a loop before slamming headfirst into an enemy, spreading electric waves outward. The waves only strike grounded enemies, but deal a lot of damage. More waves are created if her speed is higher.
Vulcan Jab- Bruce punches an enemy with several rapid punches, before finishing with a stronger overhead punch. Each punch has its own separate critical rate. Foes will often block on the following turn.
Sky Kick- Bruce punches an enemy upwards and leaps after them. He then performs a diving kick right at them, knocking them back down. The attack requires the foe to not be blocking to work, and works best on light enemies; unless the enemy is flying, in which case heavy enemies work better.
Juuduo Throw- Bruce grapples with an enemy before throwing them backwards. The attack requires the foe to be blocking in order to work, and works best on heavy enemies. He can only grab grounded enemies, but will deal extra damage against flying enemies that have been knocked down.
Force Blast- Bruce charges energy in his hands and releases it as an energy projectile. The move can be charged to three different levels - higher levels are harder to charge, risking dropping the move, but deal much more damage.
Ultra Combo- Bruce dashes into an enemy and performs a combo of kicks and punches, requiring precise inputs to maintain. The attack he finishes with depends on the final input chain:
Smash Punch- Bruce delivers a devastating overhead punch, crushing the enemy into the ground. The attack has an equal chance of stunning or burying the opponent.
Rising Break- Bruce delivers a devastating rising punch, blasting the enemy skywards. The attack deals massive critical damage and burns the enemy.
Air Ride- Every time Dyna uses Feather Gun, her top speed is raised. Having higher speed changes the properties of some attacks.
Top Flight- Dyna can fly for a short time, allowing her to travel rapidly along the ground or cross large gaps.
Fighting Spirit- All of Bruce's attacks deal 1.5x damage and have a doubled critical rate if his health falls below 25%.
Champion Punch- Bruce's powerful strikes can drive in stakes that protrude from walls, which cannot be pushed in with a hammer.
Gaw Gaw, AKA Prime
Cupie, AKA Icarus
Prime is almost always on edge and ready to tear into any threats he faces. When he gets really mad, he can do a surprising number of things with those massive claws! Rage Slash strikes a foe multiple times with his claws, but he can also grab flying enemies with Cling Slash. Spin right into enemies with Drill Spin, or burrow under them with Shovel Dig. If he lands his Animal Fury, he'll go to town on any enemy in his way!
Gaw Gaw is a power helper that fights up close and personal, so it's important to properly use his slash attacks. Rage Slash and Cling Slash are essentially the same, just used on different types of enemies. Shovel Dig only works on grounded enemies, but bypasses natural defense. Animal Fury can be countered but not blocked, while Drill Spin can be blocked but not countered. Gaw Gaw has no projectiles, so be sure to have ranged fighters on deck.
Icarus may look the part, but he's no angel in battle! He may be known for his simple Angel Arrow, but he has many more tricky moves in store. Arrow Acrimony fires a supersonic piercing arrow, Arrow Judgment fires three arrows that strike at random, and Heavenly Wrath hits every enemy with electric bolts! But his best weapon is the Love Needle: it's love at first sight for its victim! It also leaves them wide open for a rude awakening!
Icarus has decent ranged attacks that have more strategic utility than raw power. Arrow Acrimony counters foes with high defense, Arrow Judgement counters faster enemies with high evasion, and Heavenly Wrath deals spread out damage for crowd control. Love Needle is especially good for handicapping enemy power players, but lasts for a random amount of time. Pair him with strong opponents who can use the openings he provides.
Rage Slash- Prime dashes up to an enemy and slashes them five times. Deals high damage even through shields. Only hits grounded enemies.
Cling Slash- Prime jumps under a flying enemy and grabs hold of them. He then slashes them three times with his claws before throwing them down. Deals high damage, but usually won't prevent enemies from returning to the air.
Shovel Dig- Prime burrows into the dirt towards a grounded enemy. He then bursts out from under them while spinning rapidly with his claws. Bypasses defense. The move automatically fails if the arena is made of impenetrable material.
Animal Fury- Prime leaps onto an enemy and slashes them for a set amount of time, with each strike being stronger than the one before. The slash command alternate between two set buttons, so press them rapidly to do maximum damage.
Drill Spin- Prime sharpens his claws against each other before spinning rapidly into an enemy. Correct commands let him sharpen them faster and make the attack stronger.
Angel Arrow- Icarus fires a single arrow at a foe, dealing moderate damage. The arrow homes in, so it's a guaranteed hit.
Arrow Acrimony- Icarus fires a faster arrow that pierces defense. It is more likely to miss, but is hard to dodge.
Arrow Judgement- Icarus fires three random arrows straight into the air. On the next turn, they strike random enemies. The arrows always deal critical damage.
Heavenly Wrath- Icarus fires an electric arrow into the air that splits into several electric bolts. Each enemy is struck by three bolts. Some enemies may be stunned.
Love Needle- Icarus prepares and fires a special arrow at an enemy. If it hits, they receive the Enamored status effect; they will not attack Icarus, and their attack power against other allies is halved. Lasts for a random number of turns.
Primal Rage- Prime's attacks deal 1.5x damage to the last enemy who hit him, and have a greater chance of piercing defense.
Dig Claw- Prime can burrow through certain materials and potentially dig up items
Holy Wings- Status effects only affect Icarus for one turn, regardless of their power.
Palu Bow- Icarus fires arrows that can be steered - they can also break ropes like Archer's arrows, but don't travel as far.
Starman, AKA Meteo
Mumbie, AKA Phanto
Look, up in the sky! That's no plane - it's Meteo, the soaring hero! Watch him crush evildoers with his Hi-Tackle, perform a leaping punch with Rocket Jump, or release an explosive jump with Blast Foot! He can even dive onto enemies with Rocket Dive, or jump into them repeatedly with Meteor Hero! He's always ready to save the day with his super power of... jumping? Yeah, it's a little lame upon second thought, but his heart's in the right place.
Starman has several vertical attacks that strike weak points, but is otherwise unremarkable offensively. His Hi-Tackle deals minor damage to enemies, and Rocket Dive is just a slightly stronger version. Blast Foot and Rocket Jump can both burn enemies. Meteor Hero is by far his best move, but is hard to pull off. However, his "Mighty Hero" trait makes him great if Kirby is taken. If your team needs power over defense, use Starman as insurance.
We have no idea what Phanto was in his past life, but whatever it was must have been pretty scary. As an undead specter, Phanto has few direct attacks, but can take control of enemies to his advantage with Phantom Grab. Once he has control, he becomes a real nightmare - he can steal their health with Drain, strangle them with Bandage Twist, or even use them to strengthen his Poltackle! Even without enemies, he has a few extra tricks in store...
Phanto is a very defensive fighter - his attacks are weak, but his Phantom Grab move is versatile. It simultaneously prevents the enemy from attacking and causes all attacks directed at him to strike them instead. He can also use them to heal while damaging them in the process. His Vanish allows him to avoid all attacks, increasing his survivability. Pair him with stronger allies, and let him pick off enemies as sees fit.
Hi-Tackle- Meteo leaps high into the air, and lands on an enemy headfirst. Deals minor damage, but is hard to block.
Rocket Jump- Meteo tosses a foe upwards, then strikes them with a jumping punch. Works on both grounded and flying enemies.
Blast Foot- Meteo lands on top of an enemy, then leaps off them in a fiery explosion. Deals little damage, but burns adjacent enemies.
Rocket Dive- Meteo leaps above an enemy while charging power, then launches downwards in a fiery blast. Can bury flying enemies. Can be used without Kirby while under the effect of his "Mighty Hero" trait, and will be performed perfectly automatically.
Meteor Hero- Meteo blasts an enemy upwards with a fiery punch, then rams them repeatedly in midair, before finishing by slamming them into the ground. The resulting explosion hits all enemy units. Requires strict execution to be used properly. Can be used without Kirby while under the effect of his "Mighty Hero" trait, and will be performed perfectly automatically.
Phantom Grab- Phanto lashes out with his bandages and grabs an enemy, potentially possessing them. If he succeeds, the enemy will be pulled to his side and used to block attacks.
Bandage Twist- Phanto squeezes his bandages around a captured enemy, dealing moderate damage.
Drain- Phanto drains health from a possessed enemy. Deals light damage, but is Phanto's only means of regaining health.
Evil Eye- Phanto focuses on an enemy and glares at them. The move paralyzes the enemy for three turns. Cannot be used if he is possessing an enemy.
Poltackle- Phanto dashes into an enemy before throwing them with a poltergeist. Deals higher damage if he has control of an enemy.
Mighty Hero- If Kirby is captured, Meteo's power rises significantly. He can use his special attacks without Kirby, and they will always be executed perfectly.
Single Bound- Meteo uses a powerful jump that can break barriers above him.
Lifeless- Phanto cannot be healed with food - only by using Drain on captured enemies.
Phantom- Phanto can phase through thin walls with his ghostly power.
Beetley, AKA Scarab
Clown Acrobat, AKA Boz
Hope your not afraid of bugs, because this beetle is ready for battle! Scarab's weapon of choice is his horn, with which he can perform the swift Horn Flurry. He can also utilize his agility in the air to perform Spiral Horn and Rocket Horn! Scarab may be on the small side, but he can lift foes several times his size - his Power Lift trait makes moves like Crown Drop and Slamming Drill easy!
Beetley is a tank that can deal and take damage easily. All of his moves easily pass through defense, but are surprisingly slow. Horn Flurry is the most accurate, but also his weakest move. Spiral Horn and Rocket Horn can both be countered by fast opponents, but deal high damage otherwise. His two specials are both command grabs that cannot be blocked, and deal extra damage to heavy foes due to his Power Lift trait. Have strategic fighters on hand who can slow down or disable enemies.
The show is about to start - and Boz enters from stage right! He has a variety of crowd-pleasing tricks to show off. Somersault into enemies! Juggle Flaming Batons with ease! Roll over the audience with Ball Balance, or perform sensational leaps with Trampo-batics! Finish your act with the main event - Fire Hoop! Don't forget, every attack requires skillful inputs!
Clown Acrobot has some of the most versatile and powerful standard attacks, with the added bonus of having erratic movements that make them hard to counter. Somersault and Trampo-Batics are both jumping attacks that deal damage on contact. Flame Baton and Fire Hoop both burn enemies and deal high damage, but Flame Hoop will burn him if he messes up the move. He has low defense and speed, so consider pairing him with helpers that are faster.
Horn Flurry- Scarab approaches an enemy and slashes them repeatedly with his horn, finishing with a stronger hit. Can pierce defense.
Spiral Horn- Scarab approaches an enemy and tosses them into the air, then spirals upward. His horn deals multiple hits to the enemy and any adjacent foes.
Rocket Horn- Scarab extends his horn and dashes into an enemy, skewering them. He then tosses them away. This attack cannot be blocked.
Crown Drop- Scarab hooks an enemy with his horn, leaps into the air, then slams them onto another enemy. The slam deals more damage to the second enemy the heavier the first enemy is.
Slamming Drill- Scarab hooks an enemy with his horn, then drills them into the ground. Deals multiple strong hits to the enemy. This attack cannot be blocked.
Somersault- Boz flips forward, hitting an enemy. If the additional input is performed, he will perform a second back-flip while returning, hitting the enemy twice.
Flame Baton- Boz juggles batons while approaching an enemy, then throws each baton at that enemy. If the additional input is performed, the batons will catch on fire and deal fire damage when thrown.
Ball Balance- Boz summons a rubber ball and balances on it, then rolls towards an enemy, hitting them. If the additional input is performed, the ball is larger and will hit two foes at once.
Trampo-batics- Boz leaps from a trampoline onto an enemy. If the additional input is performed, Boz will bounce on a second trampoline before landing on the enemy, hitting them even harder.
Fire Hoop- Boz summons a fiery hoop, and runs towards it. If the input is performed correctly, he leaps through it, catches on fire, then slams into an enemy. He runs into the hoop and burns himself if he misses
Balloon Art- Boz blows up a balloon. When hit by a melee attack, the balloon pops and ends the attack. The balloon can also deflect a few projectiles before popping.
Power Lift- Scarab can lift any enemy, regardless of their size, weight, or status. His throws are actually stronger against heavier enemies.
Hook Horn- Scarab can latch onto and move objects too heavy for UFO to carry. He cannot move them over gaps like UFO can, however.
Eternal Performer- All of Boz's attacks - both standard and special - can be enhanced with timed inputs.
Trapeze Artist- Boz can swing on ropes and balance on tightropes.
Minny (no default name)
Noddy, AKA Winkle
Minny may be small and cute, but that won't help on the harsh field of battle. On its own, Minny is helpless, but it can Call In other Minny's to do serious damage! With up to 9 friends, its pitiful Lunge and Drop attacks can move even the largest foes! Summon reinforcements with Mini Assault, or unleash the Mass Attack to swamp the opposition - then Scatter to avoid retaliation. Can't hit what you can't see!
Minny has low health, defense, speed, and power on it's own, but is nearly impossible to hit. Once additional Minny's are called in, their attacks become much stronger, but also increase the risk of being hit. Distract enemies with other helpers while Minny assembles its ranks, then unleash a quick Mass Attack or Mini Assault before retreating.
ZZZZZ.... Okay, so pretty much every ability is good for something, but Sleep?! Believe it or not, with Winkle on your team, it's not snooze to lose, but sleep in to win! Once he Dozes Off, he can manipulate foes into attacking him with Snore, then put them to sleep when hit! Once a foe is caught napping, he can make them Wake Up with a painful slap, or unleash a devastating Dream Wave! Really, you have to see it to believe it.
Noddy is a fake joke character - while Sleep is usually seen as useless, his abilities are actually devastating in the right hands. It all stems from his innate ability to put foes to sleep if they hit him. A sleeping foe is not only vulnerable to his Wake Up! and Dream Wave, but also other helpers. He can also use Snore and Snuggle to efficiently attract or deter attackers. He is best paired with powerful offense helpers.
Call In- Minny calls in another Minny to help. Up to 9 additional Minny's can be summoned this way. The Minnys all share the same health bar.
Lunge- All present Minnys leap on a single enemy, deal a single hit each, and then bounce off. Deals more damage the more Minnys there are.
Drop- All present Minnys leap on a single enemy together, and lift it up slightly before slamming it down. The move can lift heavier enemies and do more damage the more Minnys there are.
Mini Assault- Minny is joined by 9 friends who all attack an enemy at once, each hitting twice. Also adds 2 Minnys to the total if there are less than 10.
Mass Attack- Minny summons an army of its kind that swarm every enemy, dealing massive damage. Requires at least 5 Minny's to be present.
Scatter- All additional Minnys run away, leaving only one behind. Makes Minny harder to hit.
Doze Off- Winkle goes to sleep if he isn't already. The move will fail if he is currently under a status effect (other than Sleep, of course).
Revitalize- Winkle enters a deep sleep and will heal for the next three turns. Can only be used if he is already asleep.
Snore- Winkle snores loudly, making enemies more likely to attack him.
Dream Wave- Winkle releases a wave of powerful psychic energy that deals massive damage, but only to sleeping enemies. Any sleeping allies will also be hit.
Wake Up!- Winkle wakes up if he is sleeping, and batters an enemy. Deals critical damage to sleeping enemies, but also wakes them up.
Snuggle- Winkle curls up tightly. He looks so cute that no standard enemy will attack him for that turn.
Untouchable- Minny is so small that almost every attack directed at it misses. If there are multiple Minnys together they are more likely to be hit.
Hidey-Hole- Minny is small enough to slip through small gaps in walls that others cannot fit through.
Sleepy Head- All of Winkle's stats are raised while sleeping, and attackers who hit him while he's sleeping will also doze off.
Dream- Winkle can receive information by sleeping. He can also detect the thoughts of nearby enemies.
"Bandanna Dee is the head of King Dedede's guard, as well as Kirby's friend. He may look like just a normal Waddle Dee with extra headgear, but he is a real force on the battlefield. There are rumors that he once survived Kirby's inhale! You really can't get much tougher than that. Since then, he has come to Kirby's aid in several adventures, providing him with healing food before boss fights."
Bandanna Dee is a versatile fighter, good for beginners. The properties of his attacks change depending on the environment a fight is occurring in, and he can gain a Spear or a Parasol as weapons once he levels up. All his attacks are stronger with more Gutsy!
Ally Variable: Gutsy | Maximum value: 10 Bandanna Dee can gain feathers for his bandana. Each one raises his Gutsy by 1, increasing the damage of his attacks.
Bash- Bandana Dee dashes at an enemy, ramming them headfirst. The move deals recoil damage, but will hurt less if he has more Gutsy. The attack also deals more damage with more Gutsy.
Pummel- Bandanna Dee grabs an enemy and begins slapping them. Deals fairly low damage, but cannot be blocked or dodged.
Fetch- Bandanna Dee leaves the battle for one turn. When he comes back, he has an item with him. In addition to feathers for his bandana (which raise Gutsy by 1 each) and healing food for his inventory, he can find items specific to the battle environment. His Fetch move is replaced by the item technique until he uses it.
Rock - Found in mountains and caves. Can be thrown at enemies as a decently strong projectile.
Flower - Found in forests and plains. Raises his Gutsy by 5 for 3 turns.
Cloud - Found in skies. Creates a foggy mist around an enemy, halving the accuracy of their projectiles.
Snowball - Found on mountain peaks and snowfields. When thrown, has a 50% chance to make the target lose their turn.
Bomb - Found in factories and battleships. Will deal high damage when thrown, but will blow up if not used quickly.
Brimstone - Found in volcanoes and pits. Deals slight damage for every turn held, but is stronger than the Rock.
Spear- Bandana Dee uses his spear to execute a fast multi-hitting attack. Hard to block since it pierces defense.
Parasol- Bandana Dee uses his parasol to slap an enemy upwards. Hard to dodge due to its range. Bandana Dee uses it to block projectiles for the rest of his turn.
Stage Check- Bandanna Dee can find hidden passages in the overworld; these can often be used to quickly travel across large levels. Once he has identified one, it can be used even if he is not with you. He can also find items this way.
"Adeleine - or is it Ado? Can't quiet tell them apart, if they're even different people. Anyway, she is a skilled artist who lives in Dreamland, so skilled her creations can come to life! She has fought Kirby a few times in the past, but only because she was possessed by Dark Matter. She helped him defeat them as well, by providing food or drawing hints for secrets in later levels."
Adeleine is physically weak, but can use her art to support the team. As long as she has Paint, she can splatter enemies, conjure up healing items, or even form duplicates of enemies once she levels up. Basically she's a more technical version of Bandana Dee.
Ally Variable: Paint | Maximum value: 12 Adeleine needs Paint in order to use her moves, so it's important not to run out. She regains Paint by using her Mixup skill.
Mixup- Adeleine mixes pigments to make extra paint. Increases her Paint by 3. If used for two turns in a row, her Paint will increase by 5 the second time.
Splatter- Adeleine flings a blast of paint at an enemy. Inflicts the paint status effect. Costs 2 Paint.
Sketch- Adeleine draws a sketch of a small enemy, and brings it to life. The foe will attack automatically, and take damage for her. Once the copy dies, another one cannot be made for two turns. Costs 6 Paint.
Still Life- Adeleine draws a healing item for her team. While she can choose the type of food to draw, she cannot put it into her inventory. Costs 8 Paint.
Mega Sketch- Adeleine draws a sketch of a large enemy, and brings it to life. The foe will attack automatically, and take damage for her. It has more health and deals more damage. Once the copy dies, another one cannot be made for three turns. Costs 10 Paint.
Artful Eye- Adeleine can draw on the environment to reveal secrets or activate level elements drained of their color. She can also draw portraits of the level from certain "artistic vantage points", that are kept as collectibles.
"King Dedede is the self-proclaimed ruler of Dreamland. While he has fought Kirby on several occasions, his only known villainous act is -ahem- 'stealing all the food in Dreamland'. He didn't even do that good a job, since there was still food everywhere! King Dedede's other scrapes with Kirby were either caused by external forces or entirely unintentional - he's even helped out on a few occasions!"
King Dedede is both strong and nimble, dealing massive blows with his hammer. He brought his personal army to battle this time, which give him even greater control of the battlefield. Just be sure to keep his Ranks in line!
Ally Variable: Ranks | Maximum value: 50 King Dedede can call in foot soldiers to back him. It is important to not only keep track of how many Ranks he has, but also the species of each soldier.
Recruit- King Dedede calls in 5 backup minions to help him in battle, joining the front of the line. The specific minions recruited are random, and each have different properties. Every minion, except for Gordo and Shotzo, will only last a few turns. Increases his Ranks by 5.
Waddle Dee - The best all around, they have no outstanding pros or cons.
Waddle Doo - Similar to Waddle Dee's, but they deal electric damage on contact.
Gordo - Very powerful when used with Advance or Inhale Ranks, but only deal recoil damage for Jet Hammer and Dedede Jump.
Shotzo - Can't help during Dedede Jump, but have a powerful ranged attack.
Moto Shotzo - Can't help during Jet Hammer, but attack twice for each turn.
Bronto Burt - Can attack twice in a turn, and very useful for Dedede Jump.
Advance Ranks- King Dedede directs the next three minions in line to attack enemies. Each minion uses a different attack. The minions used move to the back of the line. Reduces his Ranks by up to 3, depending on the strength of the units.
Inhale Ranks- King Dedede inhales his next 10 Ranks, and spits them at enemies randomly. While the attack is strong, it will remove all 10 minions from his line permanently. Reduces his Ranks by 10.
Jet Hammer- King Dedede approaches an enemy with his Jet Hammer, and charges it up. He then slams the foe with a powerful attack. 5 of his minions will help hold King Dedede still, allowing him to charge the hammer for longer and deal a stronger attack. Can reduce his Ranks by up to 5, but will always cost at least 3 regardless of the minion's strength.
Dedede Jump- King Dedede runs behind the battle lines a short ways, and jumps onto the enemies, dealing a powerful area-of-effect attack. He uses his army to boost him upwards for this move - each set of 10 ranks he has allows him to perform an extra jump before landing on his target, leading to a stronger attack. Always costs at least 10 Ranks.
Royal Status- King Dedede has the authority to enter otherwise restricted areas in Dreamland. Even when outside his kingdom, his status won't be denied. He can use this respect to gain access to storerooms for his team.
"Rick, Coo, and Kine are 3 pals of Kirby who live on the Rainbow Islands. Although how they met him is not clear, they have great chemistry as a team! Together, they succeeded in saving Pop Star from the evil Dark Matter - twice! They haven't been seen for a while since, but it's about time they came back to help Kirby again. Just like old times!"
Kirby's three friends join forces to form a powerful team. Each one has strengths and weaknesses - Rick is strong on the ground but weak in water, Coo is strong in the air but weak on the ground, and Kine is strong in the water but weak in the air. In addition to separate health bars, they also have Stamina to keep an eye on - be sure not to keep one buddy out for too long!
Ally Variable: Stamina | Maximum value: 6 each Each move the Animal Friends uses consumes Stamina. They can still attack if they run out, but will be much weaker. Switch them out to recharge!
Switch- Replaces the current Animal Friend with the next in line. When not in use, the other two will regain Stamina over time. The order they take is Rick, then Coo, then Kine.
Animal Attack- The chosen pal attacks with a physical move. Each one is different, but they all use 2 Stamina.
Charge- Rick dashes into an enemy. Deals more damage to grounded enemies.
Swoop- Coo flies into an enemy. Deals more damage to flying enemies.
Flop- Kine flops on to of an enemy. Deals the same damage to all enemies.
Element Attack- The chosen pal uses an elemental technique, using 3 Stamina.
Fire- Rick breathes fire on an enemy, inflicting the burn status. Has the highest damage output of the three.
Wind- Coo strikes an enemy with a twister, inflicting the dizzy status. Has the highest speed of the three.
Water- Kine launches water bubbles at an enemy, inflicting the wet status. Has the highest accuracy of the three.
Instinct Rush- The chosen pal powers up their next attack, increases their stats for one turn, and reduces the next moves Stamina cost by 1.
Double Attack- The chosen pal joins forces with a second animal friend for a dual attack. Can only be used if the specified friend has been rescued.
Nago- Rick calls in Nago the Cat for a double ram attack. Has high damage output and accuracy.
Pitch- Coo calls in Pitch the Bird for a double feather attack. Has wide range and speed.
ChuChu- Kine calls in ChuChu the Octopus for a double slam attack. Cannot be blocked.
Animal Special- Each of the Animal Friends can travers special terrain - Rick can climb certain walls, Coo can carry the team across wider gaps that flying helpers cannot cross, and Kine can swim upstream against currents. In addition to providing occasional secret areas, these moves are needed to save Nago, Pitch, and ChuChu, and unlock their respective Double Attacks.
Super Sweet Sprite
"Ribbon is a young fairy from another planet known as Ripple Star. When the forces of Dark Matter attacked her home, she was sent away with the powerful crystal to get help. While she failed to completely escape and the crystal was shattered, she did meet Kirby, who was willing to help her out. She aids Kirby on his adventure by collecting crystal shards, and even battles Zero 2 with him!"
Ribbon is a glass cannon, possessing limited defensive techniques but overwhelming offensive potential when leveled up. By summoning Crystal Shards, she can execute devastating ranged attacks, or sacrifice power for a temporary shield!
Ally Variable: Crystal Shards | Maximum value: 3 (can be increased to 5 & 7 after leveling up). Ribbon wields crystals for many of her attacks, dealing more damage the more she has. Each additional crystal is harder to summon.
Crystal Call- Ribbon uses her magic to summon a crystal shard. If the move is successful, her Crystal Shard count is increased by 1, with a maximum of 3, 5, or 7, depending on her current level. Her chances of success decreases the more crystals she already has - however, for crystals 5-7, her chances will improve if she fails the first time.
1st Crystal - 100% chance.
2nd Crystal - 6/7 chance.
3rd Crystal - 5/7 chance.
4th Crystal - 4/7 chance.
5th Crystal - 3/7 chance (5/7 on subsequent attempts).
6th Crystal - 2/7 chance (4/7 on subsequent attempts).
7th Crystal - 1/7 chance (3/7 on subsequent attempts).
Crystal Gun- Ribbon fires a single crystal at an enemy, dealing moderate damage. Has a bonus chance of dealing critical damage against shielding opponents. Reduces her Crystal Shard count by 1, unless she has only one left - in that case, the move may be used twice before losing the last crystal.
Crystal Shield- Ribbon transforms one of her crystals into a barrier, raising her defense. The move reduces her Crystal Shard count by 1. The barrier lasts for 7 turns, and up to 3 barriers can be active simultaneously.
Crystal Wave- Ribbon funnels energy through her crystals, firing 3 orbs of light at 3 chosen targets. Has a chance to blind its target, but is more likely to if multiple orbs are launched at the same target. Requires at least 3 Crystals, but only reduces her count by 2.
Crystal Salvo- Ribbon fires 5 energized crystals at random targets - the first crystal will always strike the targeted foe, and the fifth will always strike the weakest foe. Requires at least 5 Crystals, but only reduces her count by 3.
Crystal Beam- Ribbon forms a ring of crystals around her, charges up energy, and fires a powerful laser through enemy lines. Deals massive damage to the targeted enemy, and high splash damage to all others. This move cannot be blocked. Requires 7 Crystals to execute, but only reduces her count by 4.
Crystal Warp- Ribbon can use her powers to activate crystals on distant planets, including Ripple Star, Neo Star, Shiver Star, and Dark Star. Once active, she can warp to any activated crystal at will, even when the Warp Star isn't available. This ability is essential to complete World D of Zone 2.
"Meta Knight is am enigmatic swordsman who has frequently battled Kirby. His first encounter was while in the employ of King Dedede, commissioned to guard a piece of the Star Rod. Ever since, he and his army of Meta-Knights have maintained a constant presence in Dream Land, providing a counterbalance to King Dedede. While his ultimate goal is unknown, and his methods are occasionally extreme, he is generally considered to be one of 'the good guys'. Many suspect he is actually training Kirby through his battles with him."
Meta Knight is a master swordsman who's fighting style combines high speed, deadly accuracy, and frightening power. If he summons a Sword Knight to aid him, his attacks gain an stronger team variant! However, almost all his moves consume XP, which must be restored by finishing off enemies. Get in there, and show them the power of Galaxia!
Ally Variable: XP | Maximum value: 80 Meta Knight uses XP to execute his stronger offensive and strategic techniques. Refill power by dealing the final blow to enemies!
Meta Multithrust / Double Multithrust- Meta Knight strikes out with his sword, dealing multiple hits with a high critical rate, but costs no XP. If Sword Knight is summoned, he attacks the same target alongside Meta Knight, and the cost is 5 XP.
Mach Tornado / Double Tornado- Meta Knight spins rapidly with his sword, hitting an enemy several times, and potentially making them dizzy, while costing him 10 XP. If Sword Knight is summoned, he will perform the attack instead while Meta Knight charges a giant tornado around his sword, throwing it at the enemy. The foe will be thrown in the air and slammed back down when hit. The stronger version costs 15 XP.
Knight Summon / Knight Dismiss- Meta Knight summons Sword Knight if he is not already present, with a cost of 20 XP. Sword Knight will attack alongside Meta Knight - overall, he has higher base damage and lower critical damage. If he is already present, the move instead sends him away, but not before he deals a final attack to a random foe. Dismiss actually restores 10 XP.
Quick Heal- Meta Knight uses both Meta Quick and Heal, increasing his speed and restoring half of his health. Meta Quick lasts for 4 turns, allowing Meta Knight to deal an additional basic attack at the start of each turn. If Sword Knight is summoned, Heal will restore 1/3 health for each of them. Cost 40 XP either way.
Galaxia Darkness / Meta Knightmares- Meta Knight covers the arena in shadow, preventing foes from dodging his attack. He then deals a massive strike to a single foe. It almost invariably kills in a single hit, but costs 50 XP. If Sword Knight is present , Meta Knight will summon his other Meta-Knights to deliver an explosive combo, dealing massive damage to all foes at the cost of 60 XP.
Knight's Table- While Meta Knight is with your team, there is a chance that his Meta-Knights will attack the enemy party at the start of a battle. When outside a fight, Meta Knight can access hidden armories he has hidden across Dreamland that his Knights guard.
"Chef Kawasaki is a gourmet chef who lives in Dream Land. He has occasionally battled Kirby, using his cooking skills to fry Kirby, and granting the powerful Cook ability when defeated. He also owns a restaurant, but the food there is reportedly of inferior quality. Here he instead runs a shop where Kirby and company can buy items or have him cook recipes for them. Once they help him complete the ultimate meal, he'll join Kirby in battle for the first time!"
Chef Kawasaki is a support character, serving as both a healer and a tank with his high defense and cooking skills. In order to cook and attack properly, he needs to monitor the Heat and Water in his massive pot.
Ally Variable: Heat and Water | Maximum value: 5 each Chef Kawasaki uses an all-purpose pot for cooking, and must tend it's fire and fill it's water regularly to use it. The Heat Level will fall over time if he doesn't heat it up, but his Water Level will fall every few turns if the Heat Level is more than 3.
Cook- Chef Kawasaki uses his pot to prepare food. He can perform several moves in one turn using this technique.
Ingredients - Kawasaki adds up to 3 ingredients to his pot. Depending on the recipe, different ingredients may need to be added on different turns.
Mix - Kawasaki mixes the contents of the pot. If he performs this move first, he can use a different technique in the same turn.
Heat Up - Kawasaki stokes the flames under the pot - he has the option to raise the Heat Level by either 1 or 2.
Fill Up - Kawasaki fills the pot with more water - he has the option to raise the Water Level by either 1 or 2.
Waste- Kawasaki dumps the contents of the pot onto the ground, allowing them to spill towards his enemies. The attack inflicts the Scald status effect, which has the combined properties of fire and water. The attack deals more damage with higher heat, and has more range with more water. Resets Kawasaki's Heat and Water Level.
Taste Test- Kawasaki samples the contents of his pot. If the dish is being prepared properly, it will heal him, but will deal damage if it spoiled. Plain water does nothing.
Hot Pan- Kawasaki heats his pan over the flames for a moment, then batters an enemy with it. Deals fire damage, proportional to his Heat Level.
Roast Pot- Kawasaki fills his pot with water and stokes the flames, raising both Heat and Water Levels by 3 each. Can be used to quickly initiate a new recipe or be chained directly into the Waste move.
Master Chef- Kawasaki can prepare recipes in any Kawasaki House for free, rather than having to pay him a fee. He also grants access to the storerooms of these houses, which contain exclusive food items and ingredients that aren't normally available.
"Shadow Kirby is the mirror counterpart of our Kirby, who hails from the Mirror Dimension. In contrast to Kirby's adventurous, almost reckless personality, Shadow Kirby is timid and self-conscious, relying on Kirby to save the Mirror Dimension from Dark Meta Knight and Dark Mind. Since then, Shadow Kirby has made a greater to keep his world safe, but Shadow Dedede may be more than he can handle alone."
Shadow Kirby has a defensive strategy, relying on summoned partner Kirbys to help him in battle. He can also call in the Warp Star to provide faster, stronger attacks! In order to get any help in battle, he needs to use his cell phone, which runs on Battery power. Keep it charged up to stay in the fight!
Ally Variable: Battery | Maximum value: 3 (increased to 5 by leveling up) Shadow Kirby uses Battery every time he makes a call, but has no way to control when it recharges. The battery recharges at a rate of 1 unit every 10 turns - make the most of every call in order to recharge!
Head Drop / Kirby Combo- Shadow Kirby floats into the air, then drops onto a foe headfirst. Cannot damage foes who are armored from above. If any other Kirbys are with him, they will attack with their abilities as well. In general, Keeby uses ranged attacks, Korby uses mid-ranged special attacks, and Karby uses powerful dash attacks.
Air Bullet / Air Stack- Shadow Kirby inhales air, before firing a concentrated bullet at a foe. Deals modest damage, and can make foes dizzy. If any other Kirbys are with him, they will stack up and fire a larger air bullet proportional to their number.
Kirby Call / Star Bullet- Shadow Kirby uses his phone to call in more Kirbys. Uses up 2 units of Battery, and randomly summons 1-3 Kirbys. Each Kirby will have a random ability, determined by their color. This also determines the attack the use in the Kirby Combo. Individual Kirbys will take damage from enemy attacks, and leave once they lose their ability.
Yellow (Keeby): Cupid (Fires two Angel Arrows), Beam (Charges a Wave Beam from afar) , Cutter (Launches a multi-hitting Hyper Boomerang).
Green (Korby): Mirror (Uses Reflect Force to launch multiple mirrors), Plasma (Charges a Plasma Arrow or Laser), Magic (Releases three Doves).
Red (Karby): Missile (Uses Launch to strike a foe and explode), Wheel (Dashes through with Sky Wheel), Burning (Uses Burning Attack to incinerate an enemy).
Warp Call / Warp Drive- Shadow Kirby calls in the warp star using 3 units of Battery. While it is in use, Kirby will be considered as flying rather than standing. The warp star has a chance of hitting an enemy on its way in. If the star has already been summoned, Kirby can dash through enemies while riding it, creating an explosion. The explosion is larger the more Kirbys he has on board. The Warp Star will be destroyed if hit by several strong attacks.
Star Drop- Shadow Kirby rides the Warp Star high into the air, then slams it onto the ground, creating a massive explosion. Deals massive damage, and is even stronger with several Kirbys on board, but destroys the Warp Star.
Mirror Gate- Kirby can use mirrors to create doors to the Mirror Dimension; these parallel zones won't be as extensive as the normal overworld, only extending for a few rooms. These areas have stronger versions of enemies, and are generally useful for gaining experience. If you notice any empty chests in the Mirror Dimension, be sure to check the same place in the normal world - Shadow Kirby can reveal hidden chests in these areas!
"Daroach is the leader of the Squeak Squad, a band of thieving mice. He and Kirby first crossed paths after they stole Kirby's cake; he, Doc, Spinni, and Storo had to face Kirby several times on their quest for treasure. In the end, however, it was Kirby who rescued him from the influence of Dark Nebula. In return, he helped Kirby when he was Necrodius cursed him by telling Kirby how to acquire the Rainbow Medals."
Daroach is a luck based ally who can deal high elemental damage with his staff, bombs, and beams. He can change the properties of his attacks by Gambling with his Chance and Bonus modifiers. Be careful not to get to reckless, or you'll be all out of luck!
Ally Variable: Chance and Bonus | Maximum value: 7 for Chance, varies for Bonus. Daroach can use his gamble ability to change the effects of his attacks. The two are related - his Bonus determines the effect of a "lucky" hit, and his Chance determines the probability of dealing a lucky hit (equal to 1/Chance). If he gets lucky, he can be a real power house, but he runs the risk of being stuck with a subpar draw. Chance and Bonus are set to "3" and "x2" by default.
Gamble- Daroach uses his Triple Rod to change his luck, by setting his Chance and Bonus to random values. He does this by spinning two wheels; the resulting affects will be locked for 5 turns before he can change them, and will return to their default values in 7 turns. The first determines his Chance, and has 28 spaces contains numbers between 1 and 7. Each number appears on only so many of spaces (1 appears on one space, 2 appears on two spaces, and so on). The second wheel has 13 spaces, with the following symbols:
"X" Space- This space has no additional effect. Getting a lucky hit will not deal any extra damage, but will still inflict elemental damage.
"x2" Space- This space doubles the damage of a lucky hit. Daroach will deal twice the damage, the same as his default lucky hits.
"x3" Space- This space triples the damage of a lucky hit. Daroach will deal thrice the damage, and status effects will last for an extra turn.
Heart Space- This space allows Daroach to restore health. Getting a lucky hit will heal Daroach by a set amount and remove any status effects.
Wing Space- This space grants Daroach an extra turn. Getting a lucky hit will allow Daroach to use another move right after; if he scores another lucky hit on his extra turn, he will be allowed to attack one final time.
Star Space- This space gives Daroach the ability to instantly defeat enemies. A lucky hit will deal such high damage, it kills most enemies easily. Midbosses and bosses won't die instantly, but will take high damage.
Skull Space- This space inflicts recoil damage on Daroach. A lucky (or unlucky, rather) hit will deal self damage to Daroach, inflict a status effect, and cancel his turn.
Triple Rod- Daroach hits a foe three times, inflicting a status effect if any of them are lucky hits. It will either burn, freeze, or stun the enemy.
Triple Star- Daroach launches three bouncing stars at three enemies. Each star can inflict a status effect if it is a lucky hit, and will randomly strike a second enemy as well.
Bomb Squad- Daroach launches bombs at each enemy. These bombs always deal elemental damage, but become even stronger if they are lucky hits. Fire Bombs are the weakest and most common, while Ice Bombs are the strongest and most rare. Spark Bombs are moderately powerful and semi-rare.
Rod Beam- Daroach generates a beam of powerful energy and fires it at an enemy. These beams always deal elemental damage, but become even stronger if they are lucky hits. Ice Beams are the weakest and most common, while Fire Beams are the strongest and most rare. Spark BEams are moderately powerful and semi-rare.
Treasure Tracker- Daroach can instinctively locate hidden treasures, and can also tell whether a chest's contents are helpful or harmful before opening it. He also grants access to his airship once recruited, where rare treasures can be sold and traded.
"Prince Fluff is the ruler of Patch Land, a magic world made entirely out of fabric. When the wizard Yin-Yarn escaped Patch Land to terrorize Dream Land, he captured Kirby and turned him to yarn, removing his ability to inhale. Prince Fluff teamed up with Kirby to stop the crazed magician, using his ability to transform his yarn body and wield a yarn whip. As to why he's Prince Fluff instead of King Fluff...tradition, I guess."
Prince Fluff is light with both weak defensive and offensive stats, but his Yarn is useful for binding enemies and grabbing projectiles. He can even use yarn to transform and alter his stats! Be sure to keep up your yarn supply, though!
Ally Variable: Yarn | Maximum value: 6 Prince Fluff needs yarn to use most of his attacks, including binding enemies and transforming. Unraveling enemies and projectiles will keep his Yarn well stocked, so be sure to know when to hold back.
Yarn Bind- Prince Fluff uses a length of yarn to bind an enemy unit for three turns. The unit can break out faster if repeatedly attacked. Uses one Yarn piece for small units, and two for larger ones. Fluff can't trap enemies this way if they are too big.
Yarn Grab / Yarn Throw- Prince Fluff prepares a yarn lasso, and will catch the first projectile thrown at him, winding it into a yarn ball. While holding a yarn ball, he takes less damage. If he has a yarn ball already, he has the option to throw it at an enemy, dealing moderate damage with high accuracy.
Unravel- If an enemy is currently bound with yarn, Prince Fluff will latch onto the enemy and yank his string, dealing damage. If the damage kills the enemy, Prince Fluff will wind the enemy into yarn and add it to his Yarn counter. He gains two yarn for small units, and three for large ones. If Prince Fluff is currently holding a yarn ball, he will instead unravel the ball and add one Yarn count to his total.
MetaMorph- Prince Fluff morphs into a new form; in addition to granting a new special attack, these new forms alter his stats. Car form increases speed and reduces power, Fire Truck form increases power and reduces speed, UFO form increases evasion and reduces defense, and Sleigh form increases defense and reduces critical. When fighting underwater, Prince Fluff can also choose the Dolphin Form, which increases critical and reduces defense.
Morph Attack- Prince Fluff executes a special attack, determined by his form. Each attack uses 1 unit of yarn.
Crusher- While in his normal form, Prince Fluff jumps over an enemy and turns into a weight, pounding them. This move has no special effects.
Drifter- While in Car form, Prince Fluff dashes headfirst into an enemy. This move can bury foes.
Gusher- While in Fire Truck form, Prince Fluff releases a powerful blast of water at an enemy. This move can soak foes.
Cracker- While in UFO form, Prince Fluff releases an explosive charge of electricity that hits all enemies. This move has a low chance of stunning its targets.
Slider- While in Sleigh form, Prince Fluff slowly bashes into an enemy while encircled with ice. This move can freeze adjacent enemies.
Diver- While in Dolphin form, Prince Fluff can rapidly charge three times towards any enemy he wants. The attack has no special effects, but is hard to block.
Sock Dimension- Prince Fluff can use his magic sock to travel to Patch Land at any time, essentially carrying a safe zone in his pocket. The team can visit the store in Patch Land to buy a few food items or complete side-quests. The phone there can be used to switch Prince Fluff for another ally, but leaving with another Ally will prevent the team from returning until they reach another phone.
"Magolor is a mysterious voyager who pilots the Lor Starcutter. When he crashed his ship on Pop Star and lost several essential pieces, Kirby and his friends helped recover them for him. In return, he took them on a trip to Halcandra, where they faced the dragon Landia; however, it turned out that Magolor was really after Landia's Master Crown the whole time, and was using Kirby to get it. He was no match for them in the end, and disappeared once the crown was destroyed... has he truly reformed now?"
Magolor is not much a fighter, with low defense and only one weak attack. However, by collecting Energy Spheres, he can summon powerful entities to fight for him for a few turns. Bide your time and gather spheres, then let loose with devastating attacks when your foe is vulnerable.
Ally Variable: Energy Spheres | Maximum value: 50 Magolor can use his Energy Spheres to summon bosses, and control them for a limited time. Magolor must level up to summon the stronger bosses.
Energy Draw- Magolor uses his magic to summon Energy Spheres from a rift. The number of spheres he gets is random, gaining at least 1 and at most 10 spheres.
Shadow Orbs- Magolor charges and fires orbs of magic at enemies. Each one is slow, but very accurate. The move will fire either 3 spheres or 5, depending on if Magolor has leveled up. Costs 3 Energy Spheres to use. This move can be used while a summon is present, but it will still count as a turn for the summon.
Rift Summon- Magolor uses his powers to open a rift to another dimension, summoning a powerful boss to fight for him. Each one has different attacks, lasts a certain number of turns, and costs a different number of Spheres. Magolor has a 20% chance of summoning an EX version of the boss, which has a higher critical rate and lasts for an extra turn.
Doomer- Sphere Doomers last for 2 turns, and cost 10 Energy Spheres. Magolor can summon a second Doomer the following turn for only 5 Spheres. Doomers come in Purple, Red, Green, and White.
Sweep- Doomer flies into an enemy, dealing contact damage. Used by all Doomers.
Orb Blaster- Doomer launches slow orbs at random enemies. Used by all Doomers.
Fire Blast- Doomer charges into an enemy while engulfed in flames. Only used by Red Doomer.
Thunder Bolt- Doomer fires electric bolts at two enemies, stunning them. Only used by Green Doomer.
Frost Wave- Doomer charges and releases a blast of icy energy, freezing three enemies. Only used by White Doomer.
Mr. Dooter- Mr. Dooter lasts for 2 turns, and costs 15 Energy Spheres.
Skull Bash- Mr. Dooter tosses three skulls at enemies, dealing modest damage.
Tornado Drop- Mr. Dooter jumps into the air while spinning, then slams onto an enemy. Bypasses defense.
Flame Punch- Mr. Dooter charges up fire in his hands, then throws three fiery punches at one enemy. Produces a fiery blast that burns adjacent enemies.
Fatty Puffer- Fatty Puffer lasts for 3 turns, and costs 20 Energy Spheres.
Wash Blast- Fatty Puffer blasts a stream of water at all enemies, inflicting the Soak status.
Fish Roll- Fatty Puffer inhales air, then rolls rapidly into an enemy, crushing them.
Stalactite- Fatty Puffer causes 3 stalactites to fall onto random enemies.
Grand Doomer- Grand Doomer lasts for 3 turns, and costs 30 Energy Spheres.
Bullet Strike- Grand Doomer fires waves of orbs at all enemies, dealing high damage. Difficult to avoid, but can be blocked.
Boost Wing- Grand Doomer flies rapidly through an enemy, dealing high damage to them and slight damage to adjacent foes.
Sky Bomb- Grand Doomer drops three large orbs onto a single enemy, bypassing defense. The orbs sometimes bounce off onto adjacent enemies.
Landia- Landia lasts for 4 turns, and costs 40 Energy Spheres.
Double Flame- Landia fires two streams of fire at 2 enemies, dealing burn damage.
Wing Blade- Landia flaps its wings and fires five large wind blades at an enemy. Two of the blades may curve away to hit different enemies.
Quadrant Dash- Landia splits into four smaller dragons and dive bombs random foes. Interrupted one of them by countering will not stop the others.
Team Flare- Landia splits into four and volleys around a massive ball of fire. The flare strikes several foes in the process before it is thrown into their midst, exploding.
Lor Starcutter- The Lor Starcutter lasts for 5 turns, and costs 50 Energy Spheres.
Star Cannon- Lor Starcutter fires a stream of bullets from its crest, striking all enemies at least once.
Mast Cyclone- Lor Starcutter fires a massive tornado from its mast, throwing two foes. Knocks down flying foes and makes them dizzy.
Wing Boomer- Lor Starcutter fires its two wings at two enemies, striking each twice.
Oar Salvo- Lor Starcutter fires its six oars at random enemies. Has a very high critical rate.
Warp Speed- Lor Starcutter summons an energy barrier and blasts through enemy lines, dealing high damage to all foes.
Star Wanderer- Magolor is able to travel to distant planets on the Lor Starcutter. While traveling, he can also enter rifts to Another Dimension, and engage in a side-scrolling mini game to get extra money and items.
"Taranza is the former henchman of Queen Sectonia, ruler of Floralia. In a bid to rule all of Pop Star, Sectonia sent Taranza to abduct the hero of the lower world. He captured King Dedede, assuming Dream Land's ruler must be also its hero; unfortunately for him, he was completely wrong. When Kirby, the true hero of Dream Land, arrived to ruin Taranza's plans, Sectonia disposed of him for failing to follow orders. Taranza was left no choice but to help Kirby defeat the power-crazy ruler. No one knows what he's up to now, but he proably won't be causing any more trouble."
Taranza is a skilled magician, but depends on his Psyche Power to execute spells. Taranza can use his magic to ensnare enemies and possess them, forcing them to fight for him. He can also power up allies to use special attacks, even without Kirby's help.
Ally Variable: Psyche | Maximum value: 20 Taranza can use his mind to puppet enemies and allies alike; all he needs is to siphon Psyche Power. Taranza can quickly regain Psyche by focusing, but will be relatively defenseless while doing so. He can also make foes he captures more powerful, at the risk of them escaping.
Octo Ball- Taranza fires off eight energy blasts - four of them strike a targeted enemy, while the other four strike random foes. Has a chance of making the targeted enemy dizzy. Uses 5 PP.
Focus In- Taranza calms himself and focuses energy, quickly refilling his PP. Can restore 20 PP in ideal conditions, but will be less effective if he is under a status effect.
Possess / Release- Taranza fires an electric net at an enemy, dealing electric damage. The move has a chance of possessing the enemy as well, pulling them over to his side. The enemy can be commanded to attack their allies - Taranza will be able to choose from a couple of their original moves. While possessed, the enemy will take damage every turn. The technique costs 3 PP to initiate, and drains 1 PP every turn. If Taranza already has an enemy in hand, he can release the foe by flinging them away, dealing high damage. The foe can also break away on its own if it is struck by a strong attack or if Taranza's PP drops too low.
Artificial Skill- Taranza hooks up to a helper on Kirby's team, allowing that helper to use any special offensive or defensive technique for the next turn. Deals slight damage to the helper, and costs 5 PP to use. If Kirby has been set to a helper, Taranza cannot use this move on them- he also cannot use this move while possessing an enemy unit.
Buff / Debuff- Taranza powers up an enemy he is possessing, doubling their damage, speed, and critical rate. The move itself has no PP cost, but buffed enemies drain 2 PP each turn instead of 1. The foe can also escape more easily one buffed, and will retain their stat increases once they escape. If Taranza is possessing a buffed enemy, he will instead remove the buff, reducing their stats to normal. The unit's defense will also be lowered for the following turn.
Mind Hold- Taranza can take control of enemies in the overworld, controlling their movements for a short time. Using this skill, he can attack other enemies without entering battles, or even make the unit kill itself to avoid unwanted battles. Some puzzles can also be solved with this skill.
The overworld is divided into several connected levels, each based on locations from past Kirby games. Helpers can be moved around these environments using the circle pad; pushing the pad farther will move them faster. Helpers can also jump using the Y button. Some helpers can perform mid air jumps, hover, or fly for short distances.
Objects such as doors and chests can be interacted with by pressing the A button. Pressing the Y button performs a helper-specific move, which can be used to attack enemies or use special stage elements. Allies can also interact with certain objects by pressing A next to them. The current helper can be changed with the trigger buttons, cycling between the three current helpers. Teams of 3 helpers can be saved ahead of time, and quickly chosen from a menu by holding both trigger buttons at once. The full helper menu can be opened with the B button.
The select button opens the inventory, and the start button pauses the game. While the game is paused, the player has access to several functions:
Helper Status- Shows the health of the current helpers, current experience and level for each class of helper, gives descriptions for all helpers found, can change the current helpers, and can be used to save preset teams of helpers for convenience.
Ally Status- Shows the current health and experience of the ally, provides a description of the moves and abilities of the ally, and keeps track of all allies recruited.
Inventory- Shows all of the items found thus far, including food, weapons, and summons, provides descriptions of any plot-significant items, and allows these items to be used, equipped by helpers and allies, or dropped.
Map- Shows a map of the current area, a world map of all levels visited, and the location of important landmarks in the area.
Log Book- Shows current and completed objectives, a record of past bosses and enemies defeated, side quests that have been accepted, the total play time for the current save file, and the location and time of the most recent save. Also contains various statistics, such as the number of perfect attacks and the number of enemies beaten.
Several levels contain Kawasaki Houses- the areas surrounding these houses are always free of enemies and hazards. As implied by the name, Chef Kawasaki can be found here, and for a fee he will cook food for the team, or provide special healing items. Newly visited houses also contain a limited supply of free healing items. Kawasaki Houses also contain telephones, which can be used to switch the current ally- the only way to do so outside of Hub Levels. If there are multiple houses in a given level, they can be warped between using Switch Stars for faster travel. Last but not least, they contain save points.
Several Hub Levels are found throughout the game. These levels are usually towns or airships populated by NPC's. Each level contains a Kawasaki House (or a similar establishment), a warp room (which can be used to travel quickly between Hub Levels), and various stores selling weapons or gear. Different hub levels also contain unique areas- for example, the Halberd contains a training room, and the Squeak Airship has a store where special treasures can be sold.
Worlds and Levels
Level Name / Game of origin
Helpers / Allies recruited
Midbosses / Bosses
World A- Dream Land
H-Blade Knight, Burning Leo, Wheelie
(Right Back at Ya)
(Kirby's Dream Land)
H-Sir Kibble, Waddle Doo
(Kirby's Dream Land)
H-Poppy Bros. Jr.,
B-Lololo and Lalala
(Kirby's Dream Land)
Mt. Dedede + Castle Dedede
(Kirby's Dream Land)
M-Twin Fire Lions
World A- The Great Cave Offensive
(Kirby Super Star)
(Kirby Super Star)
(Kirby Super Star)
(Kirby Super Star)
M-Wham Bam Rock
B-Wham Bam Jewel
World B- The Rainbow Islands
(Kirby's Dream Land 2)
M-Nruff and Nelly Team
B-Rick the Hamster + Pon and Con
(Kirby's Dream Land 2)
A-Kine (joins Rick)
M-Kine the Sunfish
(Kirby's Dream Land 2)
A-Coo (Joins Rick and Kine)
M-Coo the Owl
(Kirby's Dream Land 2)
M-Efreeti, Master Green, Waiu
B-Dark Matter Swordsman
True Dark Matter
World C- MetaKnightmare
(Kirby's Dream Land 2)
M-Mr. Shine and Mr. Bright
(Kirby Super Star)
(Kirby Super Star)
B-Meta Knight (if visited last)
(Kirby Super Star)
B-Meta Knight (if visited last)
(Kirby Super Star)
B-Meta Knight (if visited last)
World D- Crystal Chase
(Kirby and the Crystal Shards)
M-Possessed Fairy Queen
(Kirby and the Crystal Shards)
(Kirby and the Crystal Shards)
(Kirby and the Crystal Shards)
(Kirby and the Crystal Shards)
World A- Squeak Squad
(Kirby Squeak Squad)
M-Moley and Mrs. Moley
(Kirby Squeak Squad)
(Kirby Squeak Squad)
B-Doc + Yadogaine
(Kirby Squeak Squad)
M-Doc + Mecha Kracko
(Kirby Squeak Squad)
A-Chef Kawasaki (after his side-quest)
World B- Mirror Dimension
(Kirby and the Amazing Mirror)
(Kirby and the Amazing Mirror)
(Kirby and the Amazing Mirror)
B-Master Hand and Crazy Hand
(Kirby and the Amazing Mirror)
World C- Paint Dimension
(Kirby Canvas Curse)
(Kirby Canvas Curse)
(Kirby Canvas Curse)
(Kirby Canvas Curse)
World D- Milky Way
(Kirby Super Star)
(Kirby Super Star)
M-Boxy and Wiz
(Kirby Super Star)
B-Marx / Marx Soul
World A- Deluxe Islands
(Kirby Triple Deluxe)
(Kirby Triple Deluxe)
(Kirby Triple Deluxe)
(Kirby Triple Deluxe)
World B1- Patch Land
(Kirby's Epic Yarn)
(Kirby's Epic Yarn)
(Kirby's Epic Yarn)
World B2- Seventopia
(Kirby and the Rainbow Curse)
M-Clay Hot Wings
(Kirby and the Rainbow Curse)
(Kirby and the Rainbow Curse)
World B Final- Clay Tangle
B-Dark Crafter and Mega Yin Yarn
World C- The Return
(Kirby's Return to Dreamland)
(Kirby's Return to Dreamland)
(Kirby's Return to Dreamland)
M-Waddle Dee Tank
(Kirby's Return to Dreamland)
(Kirby's Return to Dreamland)
(Kirby's Return to Dreamland)
World D- Ancient Dream
The Final Dream
The Superstar Coliseum is located in the Cappy Town hub page. Kirby and company may enter the Coliseum and engage in low-level battles at any time. There is also a tournament that can be unlocked, where only a single helper is used instead of three. The player must use Knuckle Joe when entering the tournament for the first time.
Siamese Gaw Gaws
Mam of Steel
Boss- Hook Boxin
Knuckle Joe must be on your team.
Rapid XP Gain
Unlocks Coliseum for all helpers
The Royal Feast
King Dedede was planning a feast for all the citizens of Dreamland, but DATA's attack caused all the food to be lost. Kirby and company are tasked with restocking the King's cupboard by donating food they collect along their adventure.
Must have food on hand
Unlocks the Gourmet a La Castle star rush technique.
Once Adeleine gains her easel and paints, she can draw portraits of various locations and characters. Portraits of locations in particular can be sold to the museum in the Old Tower.
Adeleine must be unlocked and leveled up.
The Great Cave Offensive must be cleared.
Paid commission for each piece donated.
Character Portraits may be used as summon items.
Chef Kawasaki has been entered into a cooking competition, and needs help preparing his entry. The ingredients for his dish are rare and expensive, and so Kawasaki tasks Kirby and company with recovering them. Each ingredient is guarded my an elemental enemy.
Ice Dragon EX
Master Green EX
Must have reached the Kawasaki house on the Squeak's Airship.
Unlocks Kawasaki as a playable ally
Grants access to the exclusive cook's storeroom
The Squeaks are always on the lookout for treasure, but even they need help sometimes. As Kirby and company collect rare treasures on their journey, they can be sold to Daroach and his gang for immense sums of money. For every set of 5 treasures, a Deluxe Weapon can be attained, that doesn't wear down over time but has a cooldown between uses.
Daroach must have been beaten, and the Squeak Airship unlocked.
Rapid Gold Gain
A New High Score
The Mirror version of CPU Virus has issued Kirby and company a challenge - beat its high scores in every subgame! Once begun, all scores must be beaten for every game back to back. On the first playthrough, Dark CPU Virus must be fought as a boss afterwards. On the second playthrough, try to clear each high score within the time limit on Hard Mode!
Dark CPU Virus
All Subgames must be unlocked and cleared.
Unlocks the Hard Mode for all subgames.
When beaten on Hard Mode, unlocks the Digital Crusher star rush technique.
Chambers of Skill
Several Chambers of skill have been hidden around the game world. Each one contains numerous battles with additional objectives, such as not taking damage, executing perfect special attacks, or winning within a set number of turns. At the end of the chambers, the three chamber masters must be challenged.
The same set of 3 helpers cannot be used in two different chambers
No allies may be used
Allows one helper class to instantly level up.
Magolor has updated his challenge rooms to include multiple abilities. These challenges test the players use of each helpers overworld abilities. Each room is dedicated to a certain class of helpers:
A variety of items can be used to make battles a little easier. Items are stored in the team inventory, and can be accessed during the planning phase of battles. Items fall into three classes: Foods, Weapons, and Summons. Food restores health, while also imparting passive status buffs; Weapons deal powerful damage to enemies, similar to Special Attacks; Summons unleash massive damage to enemies on par with Kirby's Super Attacks.
Food restores health, but can also impart status buffs. The buff is determined by the food type: Starches, Meats, Dairy, Fruit, Vegetables, and Sweets.
Starches grant temporary defense increases when eaten. Starch foods include:
Meats grant temporary standard strength increases when eaten. Meaty foods include:
Dairy grants temporary special defense increases when eaten. Dairy foods include:
Strawberry Ice Cream
Fruits grant temporary speed increases when eaten. Fruits include:
Vegetables grant temporary accuracy increases when eaten. Vegetables include:
Sweets grant temporary critical increases when eaten. Sweets include:
There are also a few entrees that Chef Kawasaki can create using these foods as ingredients. In addition to a stronger healing effect, entrees also grant all the stat increases of the individual ingredients.
Continental Breakfast (Coffee + Bagel + any fruit)
Chilled Apple Crepes (Apple + Crepes + Shaved Ice)
Lastly, there are six rare foods that have additional bonuses.
Pep Brew - Restores 50% HP immediately.
Maxim Tomato - Restores 100% HP immediately
Reviving Tomato - Can revive a fallen helper or eaten to restore 50% HP over time.
Invincibility Candy - Grants its user invincibility for 3 turns.
Jumbo Candy - Grants invincibility for one turn, plus a massive damage boost for 3 turns.
Superspicy Curry - Increases speed and damage output for 3 turns, while burning melee attackers. Deals slight recoil damage.
Weapons can be used in battle to deal more damage than would normally be possible. Weapons require require simple inputs to use properly, similar to special attacks. Weapons are based on various media from the Kirby Series.
Kirby's Dream Land
Shotzo will remain alongside the helper that uses it. Every turn, it will fire a few shots at random enemies. It is also invincible, so it will remain for the rest of the battle.
The microphone allows a helper to unleash a loud blast of sound, damaging all enemies regardless of defense. Can be charged to deal a stronger blast.
This spiked entity can be thrown at an enemy, dealing high contact damage, and blocking their path for several turns afterwards. The enemy will not be able to approach directly.
When used, this pop-gun charges automatically, firing at an enemy when a button is pressed. Timing the shot at max charge will deal the most damage.
Kirby's Dream Land 2
Gooey will lick up an enemy when released, dealing high damage and possibly defeating them instantly. While powerful, Gooey takes up a lot of inventory space.
Rainbow Drops can be launched at enemies, dealing random elemental damage. It is difficult to predict, but very strong.
Kirby Super Star
This treasure was found deep in a cave. When thrown, it will bounce of enemies. By timing button commands, the shell can be kicked repeatedly, leading to a final devastating strike.
This treasure contains the power of a legendary being. When used, it will fire a watery snake at the user's foes, dealing moderate damage and inflicting the Soak status.
Kirby's Dream Land 3
This robotic assistant will fire weak gyro toys at enemies, possibly tripping them. If you are lucky, it will instead fire a powerful laser beam, dealing lots of electric and fire damage.
This strange alien creature has the ability to leech energy from enemies. Be careful around foes with ice powers - Metroids will not be able to harm them.
Kirby 64: The Crystal Shards
Sword of Fire
The Sword of Fire is a power mix ability, forged by combining Cutter and Burning. The massive blade can be swung at grounded enemies, held straight up under flying ones, or even thrown as a projectile. Deals high burn damage.
Explosive Ninja Star
The Explosive Ninja Star is a fast projectile created by mixing Bomb and Cutter. When thrown, the star disappears, only becoming visible when it strikes its target; this makes it difficult for enemies to dodge.
Kirby and the Amazing Mirror
This modified Warp Star can reach impressive speeds when bounced over water. A helper can ride the Wave Racer towards enemies - timing jumps over waves helps build up more speed and deal more damage.
While not exactly a weapon, the Spray Paint has practical uses in battle. When used, a selected enemy will be sprayed with paint, inflicting the Paint status. It also changes their color.
Kirby: Canvas Curse
A balloon that resembles Kirby. When used it will fill with paint, and can be thrown at enemies. It deals moderate damage, and inflicts the Paint status for a few turns.
This mystical paintbrush can produce tangible barriers with its paint. When used, it will target an enemy and encircle them with painted rings, preventing them from moving from that spot.
Kirby: Squeak Squad
Treasure chests are known to contain helpful items, but can also be used in battle. When thrown, the chest will drop on top of an enemy, dealing high damage. It will also produce a rare item if the foe is defeated.
These swords have been imbued with the power of Ability Scrolls, granting them elemental powers. This item can be used three times, each time striking an enemy with a fiery, electric, or icy blade.
Kirby Super Star Ultra
This hammer is an early version of Dedede's Jet Hammer. It can be used several times to deal hard-hitting blows, but tends to malfunction at unfortunate times. Use it sparingly.
A set of blank Karuta Cards. When thrown, they bounce of an enemy, dealing slight damage. Enemies can be captured in cards, but only one card can hold a particular enemy type.
Kirby's Epic Yarn
A large drum commonly used at festivals, which could be purchased from Woole's shop. It releases a loud noise when struck, dealing moderate damage and making enemies dizzy.
A trash can that transports its contents to another dimension. Once activated, the bin will absorb all projectiles used for the next turn, including any helper's projectiles.
Kirby Mass Attack
These rotund birds once held a grudge against Kirby for breaking their fruit basket, but aid him later after he rescues their young. Birdee carries spiked balls and throws them down at enemies.
A massive turnip - well, massive if your only a few inches tall, but still above average. Regardless this turnip can still bury enemies it is thrown at, or crush them on tougher surfaces.
Kirby's Return to Dream Land
These dangerous explosives grow in size the longer they are held, dealing more damage but becoming harder to carry. Balance the bombs for as long as possible before throwing them for maximum destruction.
These spiked shoes are tough to control, but deal massive damage when used well. Use it to bounce on enemies, crushing them from above while bypassing their defense.
Kirby: Triple Deluxe
A massive missile rack that can fire three rockets. Each missile can be aimed after firing it, and deals massive amounts of burn damage on contact.
The team cannon is designed to resemble the Halberd's Combo Cannon. When used, one or more helpers can mount the cannon to fire a beam- more helpers power a stronger attack.
Kirby and the Rainbow Curse
The head of a massive warship designed by Claycia. When activated, Batron will fire a barrage of six cannonballs at an enemy, dealing burn damage.
Elline is a friend of Kirby, possessing the ability to create ropes of color from thin air. Elline uses this ability to draw protecting rings around an ally, blocking projectiles.
Kirby Air Ride
This Drill can be attached to Warp Stars as weapons. In battle, the Drill allows helpers to ram into enemies, dealing high damage that breaks shields. It also slightly increases its users speed.
This innocuous tire significantly slows down its victims. When used in battle, the tire deals only slight damage, but sticks to an enemy and reduces their speed. Melee contact with the enemy pass the tire, whether attacking or defending.
Kirby: Right Back at Ya!
This Baton has only been seen once, but has interesting powers. When used, the baton takes control of a single enemy, forcing them to attack their allies.
This small toy was once used by Kirby as a full ability, but hasn't been seen since. When thrown, the top will slice through enemies, dealing multiple hits.
Each helper can hold a single item designed for summoning. When used, summons will attack in place of the helper for that turn. There are three main types - Keychains summon bosses to deal high damage to several enemies, but have a long cooldown period. Kurata Cards summon weaker enemies and midbosses to attack a single enemy, but have shorter cooldown periods. Lastly, Paintings summon allies to grant temporary bonuses to the team or helper, and have the shortest cooldown. There are also special Trophies, which can only be gained through secret battles in Candy Constellation - these deal even more damage than keychains, but are limited to one use per battle.
Whispy Woods fires several air bullets at enemies, making them dizzy.
Kracko flies over enemies and strikes them with electric bolts, stunning them.
Kabula fires cannonballs from her cannon. Sometimes she also launches Gordos.
Heavy Mole strikes the foe in the center with his missiles, and foes off to the side with his cutting arms.
Fatty Whale leaps into the air and creates a massive wave of water, throwing all enemies and inflicting Soak.
CPU Virus transforms one of the enemies into a low-level slime or puppet.
Ice Dragon summons icicles from the sky and drops them on enemies, freezing them.
Dark Matter fires energy lasers at enemies, dealing high damage through armor.
The Combo Cannon charges a devastating laser to blast enemies.
Mr. Shine and Mr. Bright
Shine and Bright attack in tandem, summoning stars from the sky and firing blasts of fire.
Heavy Lobster dashes through enemies at high speed, and drops exploding drones.
Miracle Matter hits all enemies with Needles, Blades, Fire, Ice, Electricity, Bombs, or Stones.
Magman creates a massive pool of lava and causes grounded foes to sink into it.
HR-H launches several missiles, before attacking with its head-mounted laser.
Yadogaine strikes the ground with its claws, tripping enemies and throwing massive boulders at them.
Mecha Kracko fires green electric bolts from above, dealing damage but not stunning.
King Golem strikes the ground to trip enemies, and summons Golems to attack them.
Mega Titan fires its four rocket hands into enemies, occasionally striking multiple times.
Master hand either uses his finger gun, crushes foes with his fist, or slaps them away.
Dark Meta Knight
Dark Meta Knight uses mirrors to create two clones, then uses a swooping attack to strike all enemies.
Dark Mind summons mirrors around himself, and fires powerful lasers at them to strike foes multiple times.
Drawcia launches massive orbs made of paint at enemies, inflicting paint and dealing high damage.
Galacta Knight devastates enemies with burning spires, electric bolts, and a giant rotating laser.
Shadow Dedede inhales all enemies on stage, then attacks them within his dark dimension with a battle axe.
Marx Soul splits himself in two, then either rains paint from the sky or sweeps the stage with twin energy balls.
Coily Rattler pounds enemies into the ground with his tail, then fires a salve of fiery stones at them.
The Steel Fortress fires giant missiles at enemies, and pierces them with a spiky pillar.
Queen Sectonia summons weak insect enemies to attack, then hurls giant diamonds and gold discs at them.
Space Kracko fires puffs of cloud at enemies that lift them up, then electrocute them.
Capamari grabs foes with his tentacles, then throws them against the ground.
Claykken forms itself into a drill, then smashes into enemies, burying them on contact.
Hooplagoon envelops itself in sparks, then rolls over enemies.
Hot Wings lets out a terrifying screech, before summoning a giant fiery blast from the ground.
Fatty Puffer drops stalactites from the ceiling, then fires a long-range blast of water.
Waddle Dee Tank
Waddle Dee Tank releases homing missiles, then fires a massive missile from its Doo cannon.
Goriath charges up a triple-blast energy attack after powering up for a bit.
Landia charges a massive fireball before splitting into four, then parries the fireball into enemies multiple times.
Metal General strikes enemies with his plasma sword, inflicting burn, pierce, and shock.
Grand Dommer launches rapid-fire energy spheres at enemies, before dashing straight through them.
Hero.EXE uses either the Fire Ability, Sword Ability, or Wheel Ability to attack enemies.
DATA charges and releases a devastating wave of electricity, stunning and terrifying foes.
Sirica attacks enemies with a flamethrower, missiles, and a piercing blade.
Not all Kurata Card attacks are listed here. Only attacks for midbosses are listed.
Fire Lion tackles an enemy and scratches them several times, burning them.
King Doo charges a homing Wave Beam, dealing high damage to an enemy.
Dashes through an enemy, creating an explosion, before dropping on them.
Master Green sends weak electric sparks at all enemies, with a chance to stun one of them.
Waiu disappears, then appears behind a random enemy and kicks them into the air. Works on aerial foes too.
Each of the Pix Trio targets a different enemy, striking them with a polygonal blade.
Paint Roller summons a random item (thundercloud, baseball, or car), and launches it at an enemy.
Jukid grabs an enemy with its rocket hand, and throws it down to the ground.
Boxy rams into an enemy, then spits out a box to damage them further. The box occasionally holds a bomb.
Gigant Chick fires a salvo of air bullets from afar, knocking a foe back.
Hornhead catches an enemy on its horn, then tosses them upwards.
Mega Wheelie charges up its wheel, then rides over an enemy. This move always crushes its target.
Blast Mariner launches missiles from its head, or a single unblockable missile.
Squashini throws a volley of cards at an enemy, dealing piercing damage.
Mecha Cotta slowly drives into an enemy. If the enemy counters the attack, its electrical body is exposed and deals damage.
Mr. Dooter summons three skulls and throws them at an enemy.
Water Galboros rides a wave of water to soak an enemy unit.
A purple Sphere Doomer swoops into an enemy. On occasion Sphere Doomer EX appears to do a dashing attack.
Tedhaun summons ghosts to attack an enemy. Has a very high chance of terrifying the enemy unit.
Big Data fires an electric blast at a unit, dealing moderate damage.
Mr. Star raises doubles the XP gain for enemies defeated for 3 turns.
Gryll summons its onion minions, who each block the next hit directed towards the three helpers
Chao and Goku
Chao and Goku detect incoming special attacks and slow them down.
Angel creates an aura of light around the helpers, increasing their accuracy.
Obachan sweeps up tons of dust, reducing the projectile accuracy of enemy units.
Heroic Heart hovers over a chosen helper, allowing them to use special attacks without Kirby.
Fairy Queen summons purifying crystal shards, halving the duration of all status ailments.
Spinni gives a helper the ability to dodge incoming attacks.
Storo holds Kirby for a single turn. This prevents Kirby from being taken, but also removes special attacks for that turn.
Doc drops bombs in the middle of the arena - enemies that approach will be hit by them.
Dynablade summons her Dynachicks, who lift the helpers and allies off the ground.
Claycia creates a clay block in front of a single helper or ally, blocking a significant amount of damage.
Big Birdee drops large melons that heal lots of health over several turns.
Angie will instantly rescue Kirby if he is captured by an enemy unit.
Beadrix causes enemies to drop beads when hit by attacks, that contribute to the final XP gain.
People of the Sky
The People of the Sky produce flowers around the arena that raise helpers critical power.
Sir Arthur will counter the first melee attack that a single enemy uses, usually defeating them. Has high accuracy.
Benikage will counter the first ranged attack that any enemy uses, usually defeating them. Has low accuracy.
Mario charges and fires two giant fireballs, dealing massive burn damage to enemies.
Luigi uses the Poltergust to draw in enemies, then launch them upwards.
DK uses his drums to fire damaging sound waves, striking through defense.
Yoshi transforms into his Dragon form, then fires several massive fireballs at enemies.
Link captures enemies in the Triforce, then slashes them several times before knocking them away.
Samus charges and fires a giant laser beam, dealing massive damage.
Pikachu strikes enemies while curled into an electric ball, stunning them.
Jigglypuff expands rapidly in size. Deals no damage, but can potentially knock all enemies away from the battlefield.
Captain Falcon strikes enemies with his Blue Falcon, before launching them with a Falcon Punch.
PK Star Storm
Ness summons balls of energy from the sky to strike down enemies.
Fox McCloud pilots the Landmaster to crush enemies, then fires laser blasts at them.
Crisis Mode draws much of its inspiration from the Fire Emblem series, specifically the perma-death mechanic in said series.
The only abilities to not receive helpers are Ball, Balloon, and Throw/Suplex. In the case of Throw and Suplex, their techniques are included in Fighter.
Blade Knight's Sky Sword and Sky Beam moves are based on Link's Skyward Strike technique from Skyward Sword.
Laser Ball's Super Diffusion Beam is based on R.O.B.'s final smash from SSB4. When Kirby inhales R.O.B. in that game, the resulting ability allows him to fire bouncing energy beams similar to those from Laser.
Bukiset's moveset and passive abilities are based on Kirby's moves from Smash Bros. and the rare Smash ability. This is despite the fact that Bukiset never granted this ability - however, Bukisets use a variety of abilities, making them ideal candidates to receive Smash.
Each of the cards from Wiz's Roulette move are based on possible outcomes from Magic's Roulette in Amazing Mirror and Squeak Squad. The only exception is the Fireworks, which likely comes from the Fireworks ability in Crystal Shards.