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Patapons

    The Almighty 
The supreme god and leader of the Patapons. Also, you! As the Patapons' leader, it's your job to lead the Patapons to greatness, to destroy their enemies and to help them to reach Earthend.
  • Addressing the Player: The Patapons worship you and call upon you for help: "Aid us, Oh Mighty [Troper]!". The default name is "Kami" (Japanese for god or deity) but the player can choose to choose their own.
  • A God Is You: The player is frequently addressed as a god, being called the "Mighty Patapon", "The Almighty", or "The Mighty One." The Patapons worship the player and follow their commands throughout gameplay.
  • Gods Need Prayer Badly: At the start of each game, worship of the Almighty has all but died out, explaining why you'll need to rebuild your forces and providing an in-universe justification for each Bag of Spilling.
  • Hello, [Insert Name Here]: As mentioned in Addressing the Player, the game asks you to choose a name for yourself when you start a new save file and all the Patapons will continue to address you as such throughout the story, particularly by Priestess Meden.
  • The Power of Rock: The drum beats that you input using the four Sacred Drums endow your Patapons with tremendous strength and courage, allowing them to overcome any obstacle.
    Hatapon 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_12_15_20_hataponwebp_webp_image_457_1114_pixels_scaled_67.png
The flag-bearer of your armies, Hatapon is the direct conduit between the Almighty's(read:your) commands and the Patapons, relaying their orders via the Patapon standard.
  • Determinator: Hatapon is the flag-bearer of your army, and if he gets taken out your entire army is routed. Naturally, he's immune to all status effects, so the only thing that's going to kill him is pure damage.
  • The Generic Guy: Unlike the rest of the Patapons, who gets varying levels of characterization throughout the games, Hatapon remains solely "the guy that carries your army's flag", and that's about it.
  • Have You Seen My God?: Hatapon is always the sole remaining Patapon at the start of each game whom you can control, and your inspiring him onward allows you to reform the Patapon army and begin your campaign toward Earthend.
  • Keystone Army: If Hatapon the flag-bearer dies, your entire army is routed. Justified in that Hatapon is apparently the one relaying your commands to your army via his flag-waving, so if he dies, your entire army permanently loses the beat.
  • Lame Last Words: If he dies, he has this to say:
    Hatapon: Pon...pootie...plop...
  • Non-Action Guy: Hatapon is the only Patapon among your ranks who can't defend himself, and making sure he doesn't die is priority number 1. However, you can also lose if he's the only one in your army left standing, since he can't fight.
    Priestess Meden 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_15_22_06_lady_medenwebp_webp_image_2280_3090_pixels_scaled_24.png
The high priestess of the Almighty and your right-hand woman in the crusade to Earthend in both Patapon and Patapon 2. While she may not assist you directly, she runs Patapolis in your absence and offers advice on your next steps should you be stuck.

In Patapon 3, she is one of the Patapons who is explicitly turned to stone by the Seven Archfiends at the beginning of the story, and remains as a statue in your base. After clearing the Cave of Valor, some of her sentience returns and she opens Meden Mart, where she sells a rotating list of rare crafting materials and items to you in exchange for Ka-Ching. If the Uberhero sacrifices themself to un-petrify the Patapons, she is unpetrified as a result, thanking you sincerely and promising to rebuild Patapolis in the Patapon Hideout.


  • Cloudcuckoolander: She frequently digresses from her point or offers strange and useless advice, much to her assistant's chagrin.
  • Damsel in Distress: In both games that she appears in, there is at least one mission where she is captured by Makoton and you must mount an attack to rescue her.
  • Exposition Fairy: This is primarily her job. She'll tell you what's going on and what you need to do next, but otherwise won't get involved in your business.
  • Hypercompetent Sidekick: Her unnamed Yaripon assistant is the one that actually goes out scouting for you and brings back intel, while Meden usually only offers advice on how to resolve the current situation.
  • Pimped-Out Dress: She stands out from other generic Patapons by having a long yellow cape and multicolored tiara, accessorized with a pair of star-shaped earrings.
  • Really 700 Years Old: When Ormen Karmen is described as being 700+ years old, Meden says that's not much older than she is.
  • Speaking Simlish: While her text bubbles are perfectly legible, she only ever says "papaya!" when hovered over.
  • Staff of Authority: Being the high priestess of your religion, she carries an ornately-decorated staff with her and often waves it around authoritatively.
  • The Watson: Frequently she reacts to harbingers of news in your stead, before suggesting your next course of action.

     The Hero 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_17_47_39_herowebp_webp_image_899_1116_pixels_scaled_66.png
The leader of your army in 2 and a formidable foe all by himself, the Hero is an extremely powerful Hero Unit whom you convert to your side after learning his true name. Later on it is revealed that he is responsible for the downfall of Patapole, though the end of the game claims he will bring balance to the world.
  • Amnesiac Hero: He cannot remember anything about his past life, but the revelation that he shattered the World Egg comes to him very late in the game.
  • Death Is a Slap on the Wrist: The Hero is the only member of your army who can revive himself after a certain number of seconds(which increases by 15 with every death) have passed and jump back into the fray with full health.
  • Difficult, but Awesome: The Hero is capable of outputting some truly awesome damage or making your army effectively invulnerable and unstoppable, but it requires you to perpetually get an entire measure's worth of perfect beats, which involves insidiously precise timing.
  • Hero Unit: Hero is capable of acting as one of any of the normal Patapon units, but successfully activating his Super Mode will allow him to perform a unique ability depending on his class. He also has a lot more health than the average Patapon, but he is not immune to One-Hit Kill attacks.
  • I Know Your True Name: Naming him allows you to have complete control over him.
  • Nice Job Breaking It, Hero: Reaching Patapole reveals that he was the one responsible for shattering the World Egg, which resulted in the fall of the Patapon civilization.
  • Refusal of the Call: Initially he's not super thrilled at the ideal of working with you, but becomes bound to your will after you learn his true name.
  • Sealed Badass in a Can: He once sealed away the Seven Archfiends along with a Badass Crew of legendary Patapon warriors, but was turned to stone when they were once again released. He wouldn't remember this until Silver Hoshipon explained it to the Uberhero in Patapon 3.
  • Super Mode: Successfully performing four perfect beats in a row(heralded by a cymbal crash) will activate the class ability of the class he is currently selected as; he will always stay in this state for at least one measure, but continuing to perform four perfect beats will allow him to use it for longer. For example, his Tatepon ability is to use his shield to make your whole army invulnerable, while his Mahopon ability allows him to summon a highly-damaging meteor shower.
    The Uberhero 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_22_16_13_image_972webp_webp_image_207_210_pixels.png
Born from desperation and a need to save the world, the Uberhero is the physical avatar of the Almighty, created by fusing the Hero and Almighty together as one. They are the main protagonist of Patapon 3, and can take on a multitude of different unique classes, each extremely powerful in their own right.
  • Amnesiac Hero: Like the Hero in Patapon 2, the Uberhero cannot remember anything before they were turned to stone. Revelations about their past unfold as the story progresses. Silver Hoshipon later explains that by sacrificing their memory, they inversely gained a proportional amount of the Almighty's power.
  • Beehive Barrier: Pingrek can create one of these around each ally by defending with certain staffs.
  • BFG: Cannogabang Uberheroes carry these by design.
  • BFS: The Uberhero has a natural tendency toward using these, no matter what class they are, but especially as the Grenburr class.
  • Boring, but Practical: No matter what the situation, the three basic Uberhero classes all function like this, giving you at least one class to fall back on if you're stuck. Taterazay is a great tank hero who can shield themselves and their teammates from damage, Yarida is a powerful damage dealer with explosive room-clearing AoE attacks and Yumiyacha is a capable Long-Range Fighter that can dispense plenty of damage while staying out of the line of fire. Their abilities and skills aren't nearly as flashy or cool as, say a wizard conjuring a wall of fire or a charioteer grinding their enemies to dust, but they get the job done.
  • Black Mage: Oohoroc is explicitly called one, being a powerful damage dealer who only gets exponentially stronger the more dedicatedly you use a certain staff.
  • Critical Hit Class: There are several Uberhero classes that can be specced to output ridiculous damage when they get a crit, such as Charibasa in a non-support role and Grenburr with a greatblade.
  • Deadpan Snarker: They frequently get zingers in against the Dark Heroes and sometimes Silver Hoshipon, usually calling out his Ice Cream Koans or remarking on the stupid things the Dark Heroes say.
  • Death Is a Slap on the Wrist: As in 2, the Uberhero cannot permanently die in overworld levels and will come back to life after a certain number of seconds(which increases by 15 with every death) has elapsed. Averted in dungeons, as the Uberhero can only be revived with a Djinn or by clearing a floor like the rest of their party.
  • Fusion Dance: At the beginning of Patapon 3, The Almighty fuses with the Patapon Hero, creating the Uberhero.
  • Heroic Sacrifice: The Uberhero has the option at the end of the game to sacrifice themselves in order to un-petrify the Patapons, disappearing in a beam of light. This doesn't mean your character is permanently dead, as they just appear back at the Patapon Hideout like nothing happened.
  • Impossibly Cool Weapon: They wield a variety of these across their different classes, but they are all so comically oversized and overdesigned that they would be useless in real life.
  • Mega Neko: Myamsar shares a body type with Tondenga; they are much bigger than other classes.
  • One-Man Army: Make no mistake; Ton, Chin and Kan are there to provide backup for the Uberhero, who is going to be doing most of the damage and taking out large swaths of enemies without any help.
  • Only Sane Man: They seem pretty well aware about the insanity going around and often lampshade events and characters in their dialogue, even without the player's choice input.
  • Physical God: The Uberhero effectively possesses the Almighty's power, due to being their earthly incarnation, but can die just like any other Patapon, though they will revive themselves as long as they're not in a dungeon.
  • Spin to Deflect Stuff: The Uberhero Wooyari's Hero mode has them spin their weapon very quickly to make a ring of fire or ice, which can deflect arrows.
  • Super Mode: As in 2, their special class abilities can only be activated and maintained by performing a perfect measure of notes. The only difference is different Uberhero classes have different activation songs and different perpetuation songs depending on their role.
  • Telephone Polearm: One of their weapons is a club 4 times longer than the Uberhero's height. Really, most of their weapons are like this.
  • White Mage: Pingrek is explicitly called one, being a dedicated backline healer who can't directly attack and can summon structures to block incoming damage.

    Ton, Chin and Kan 
Three Patapon soldiers unpetrified by Silver Hoshipon's magic, Ton, Chin and Kan provide some much-needed support and backup for the Uberhero and Hatapon in Patapon 3.
  • Ascend to a Higher Plane of Existence: At the end of Patapon 3, they are the ones that manage to reach Earthend, where Silver Hoshipon transports them to a brightly-lit Ghibli Hills-type location, which is implied to be this happening to them.
  • Early-Bird Cameo: Ton, Chin and Kan were the three Yaripons that Hatapon first recruited and witnessed the sun at the end of Patapon 1 and watched the Hero free the Patapon Princess in 2.
  • Glass Cannon: Ton has access to the Spear hero classes, and is therefore usually capable of doing a ton of damage without a lot of health to spare. It is possible to make him a Lightning Bruiser under the right circumstances, though.
  • Heroic Lineage: They are descended from Gan Yaripon, Ban Tatepon and Don Yumipon respectively, AKA the three Patapon heroes who gave you the power of Yaripons, Tatepons and Yumipons respectively back in Patapon 1. These three heroes fought alongside the Hero long ago and were part of the team who originally sealed the Seven Archfiends away.
  • Support Party Member: While they can put out some high damage by themselves, their primary role is this. They don't have nearly as much health or strength as the Uberhero, so the idea is to have them fufill roles that the Uberhero's current class doesn't for good party composition.
  • Long-Range Fighter: Kan has access to the Archer hero classes, and as such always going to be in the very back raining hell on your opponents.
  • Mighty Glacier: Chin has access to the Shield hero classes, and is right on the frontlines next to the Uberhero. Many of his classes have high defense and can take a lot of punishment, but he's usualy pretty slow as a result.

    Sukopon 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_27_at_11_31_58_sukoponwebp_webp_image_136_294_pixels.png
The scoutmaster and weather forecaster of the Patapon Hideout, Sukopon's only job is to tell you if a Superboss has appeared on the world map by looking through his spyglass.
  • Optional Boss: Officially, all the bosses that Sukopon can spot are called "Bonus Bosses", since none of them are required to be defeated to progress the story and they just drop high-value loot.
  • Random Event: Very rarely, he'll tall you that he spots something huge out in the world, letting you know a Superboss has arrived there.
  • Unexplained Recovery: He is already waiting for the Uberhero and their team at the Patapon Hideout, even though as a Patapon he should also have been turned to stone.

    Silver Hoshipon(UNMARKED SPOILERS
https://static.tvtropes.org/pmwiki/pub/images/silverhoshipon.png
The mysterious savior and patron of the Uberhero and their Patapon warband, Silver Hoshipon is one of the Hoshipons, an enigmatic group of star-shaped Patapons seen throughout the series. Throughout Patapon 3, he basically fulfills Meden's role in giving you advice, but with much more of a Mentor Archetype feel to it. At the end of the game he is revealed to be IT, the MacGuffin that the Patapons have been searching for across three games, and transports Ton, Chin and Kan to Earthend for them to spend the rest of their lives.
  • Cool Old Guy: Silver Hoshipon is one of several characters who are Really 700 Years Old, but his Wizard Beard and frequent spouting of aphorisms makes him fall firmly into this archetype.
  • Eccentric Mentor: He's a helpful guide for the Uberhero and their team, but he's also got a few personality quirks which raise their head from time to time, such as his propensity for nonsense sayings.
  • Ice-Cream Koan: Downplayed. Much of his advice is genuinely profound, but the Uberhero isn't afraid to call him out on this whenever they sense that he's just having a Rambling Old Man Monologue and the things he says aren't making sense.
  • Living Macguffin: At the end of Patapon 3, he is revealed to be IT, the object of the Patapons' quest.
  • Mentor Archetype: He guides the remaining Patapons along their quest, offering them helpful advice, exposition and explaining various philosophical concepts to them.
  • Mysterious Past: Silver Hoshipon is not only a powerful magical being, but also IT itself. Nothing else about how he came to be or who he is is explained. In Ending 3, Meden says that he is "a shard of the Vessel". Is this the Vessel Arch Pandara was formed in? The World Egg? Something else? The end of the game says that the Vessel is the world itself, but what does that mean, exactly? It's ultimately inconsequential to the story, but it is a mystery.
  • Surrounded by Idiots: While the Uberhero usually picks up on at least some of what his sayings mean, Ton, Chin, Kan and Hatapon perpetually behave like easily-distracted, Literal-Minded children who take everything he says at the basest of base value, which clearly gets on his nerves.
  • Verbal Tic: Silver Hoshipon likes to end sentences with "Shzamm".

    The Patapon Princess(SPOILERS
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_22_39_10_patapon_princess___p2_remasteredwebp_webp_image_1200_1508_pixels_scaled_49.png
Naughtyfins 
The princess of the ancestral Patapon kingdom of Patapole, the Patapon Princess was imprisoned by Ormen Karmen in an egg-like structure, which caused the Hero to confusedly smash the World Egg, which was similarly shaped. After Ormen Karmen was defeated, she was freed and Patapole was reclaimed.

In Patapon 3, she is revealed to be the true identity of Naughtyfins, Dark Hero of Lust. After the Uberhero clears the Evilmass of Adamance, they manage to restore her memories with an embrace and she returns to her old identity.


  • Abhorrent Admirer: The Uberhero is visibly disturbed by her advances and how eagerly she wants to jump their bones at first, but warms up to her as she performs her Heel–Face Turn.
  • Damsel in Distress:
    • This is her only role in Patapon 2's story. Ormen Karmen imprisons her and threatens to marry her.
    • In Patapon 3, Naughtyfins is apprehended by the rest of the Dark Heroes and imprisoned in the Dark Hideout after she goes against the will of her Archfiend and aids the Uberhero.
  • Dark Action Girl: She is the only Dark hero confirmed to be female, and is a force to be reckoned with, although she leans even more heavily into her femininity by acting extremely flirtatiously.
  • Dub Name Change: She is the only Dark Hero to avert this, as her original Japanese name, "Midarana Fina", literally means "Naughtynote  Fin".
  • Lust: She is the Dark Hero of it, and it shows because she is the most sexually charged character in Patapon 3 and in the whole series.
  • Ms. Fanservice: Naughtyfins is this, as far as fanservice can go in a game with a minimalistic, stick-figure artstyle like Patapon. She frequently pole-dances for and flirts with the Uberhero, and there is one point in the game where she mimes rubbing her clitoris to taunt them. Her idle animation is even just her seductively swaying her hips.
  • Foreshadowing: The reason Naughtyfins flirts with the Uberhero so much is because she's really the Patapon Princess, who had a bit of Ship Tease with the Hero in Patapon 2. Naughtyfins is just more forward about it.
  • Heel–Face Turn: After Sonarchy starts kicking his schemes to stop the Uberhero into high gear, Naughtyfins discreetly starts becoming this over time due to her genuine love rather than lust for them. She starts out by covertly giving your team potions and the like during missions before outright being converted to your side after the Evilmass of Adamance.
  • Put on a Bus: If the Uberhero fails to turn Naughtyfins back into the Patapon Princess, then she will never take off the Mask of Lust and will leave forever. The only way to undo her decision at this point is to rescue her in the Herogate or start a new save file.
  • Prongs of Poseidon: She wields a trident and other spear weapons and has a piscine, nautical motif.
  • Ship Tease: She and the Uberhero get plenty of it throughout the game, due to her being the Patapon Princess.
    Naughtyfins: Don't let appearances fool you! Beauty's on the inside! Just look at me!
    Naughtyfins: Ooh, you're so sweet!~
  • Star-Crossed Lovers: Fate is cruel towards her relationship with the Hero. Long ago, he's tricked by the mask-wearing tyrant Ormen Karmen into shattering the underworld's seal and she's kidnapped by said tyrant. And not long after their reunion, he along with most of the Patapons are petrified after opening Pandora's Box in all but name and she falls to the dark side in despair. Only one ending allows them to stay together, the rest either involves him dying, or her self-exiling out of guilt, or both.
  • The Tease: Naughtyfins really likes flirting with everyone around her and flaunting her sexy stuff, especially to the Uberhero. It clearly starts getting them flustered after a certain point.
    The Uberhero: I wonder if Naughtyfins is a girl? Whoa, what am I talking about? She's...I mean...it's not even my type!
  • Walking Spoiler: It's basically impossible to mention her without spoiling both the ending of Patapon 2 and a major plot point in Patapon 3.

Zigotons

    In General 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_15_48_09_zigoton_basic_soldierwebp_webp_image_250_308_pixels.png
A regular Zigoton soldier
  • Amazing Technicolor Population: Zigotons are red-colored square people to distinguish from the white-colored circle-bodied Patapons. In the the first game they were almost a maroon color, before becoming a brighter red in 2 to distinguish them from the Dark Ones.
  • Color-Coded Armies: Zigotons and their buildings are red, to distinguish them from the white Patapons.
  • Defeat Means Friendship: Downplayed. After the Patapons defeat Queen Kharma and therefore consolidate their victory in the war against the Zigotons, they also help Kharma out by defeating Gorl so that her bloodline isn't beholden to its will. Additionally, the ending of the game reveals that the Zigotons misinterpreted what "Earthend" was and were only fighting the Patapons to stop them from ending the world. Therefore, it wasn't so much the defeat of the Zigotons that caused the alliance between the two tribes, but rather a clearing up of miscommunication. The Zigotons then go on to assist the Patapons in constructing a ship to sail across the sea and continue their search for IT, and later aid them in their war against the Karmen on several occasions.
  • Oculothorax: Like all humanoid beings in the Patapon universe, Zigotons have an eye that comprises most of their body, although it is square-shaped rather than circular like the Patapons.
  • Proud Warrior Race: The Zigotons are characterized as a strong and proud people who are only fighting the Patapons because they misunderstood a prophecy, but are also generally a warlike and militaristic culture, with a multitude of forts and other military installations built up throughout their territory.
  • Red and Black and Evil All Over: Subverted. The Zigotons have red sclerae on their otherwise black Oculothoraxes, but turn out later in the story to be Not Evil, Just Misunderstood and become the Patapons' allies after they defeat Gorl and free Queen Kharma's bloodline.
  • Tank Goodness: They constructed a decked-out laser tank called the Ziggerzank, which General Spiderton uses against you in his fight. After it is destroyed by the Patapons, it is rebuilt and assists them in both the assault on Sokshi Gate and the attack on Covet-Hiss' wall of cannons.
    General Gong "The Hawkeye" 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_11_57_30_zigoton_general_gong_the_hawkeye___patapon_1_appearencewebp_webp_image_3524_3442_pixels_scaled_21.png
In Patapon 2 
RottenLee Ravenous 
The supreme commander of the Zigoton armies, Gong the Hawkeye is a formidable foe who will challenge you and the Patapons every step of their journey to Earthend. With one swing of his scythe he can cleave into your ranks as well as conjure a tornado to hit your whole army.

In Patapon 2, he returns Back from the Dead to face down your army once again, but quickly realizes the Karmen are the greater threat and pragmatically joins forces with you.

In Patapon 3, he is revealed to be the old and true identity of RottenLee Ravenous, Dark Hero of Greed, having been enslaved by the Archfiend of Earnestness and given Laser-Guided Amnesia.


  • A Father to His Men: Gong the Hawkeye is widely respected by his underlings. Notably, most of the other Generals and commanders in the games treat their units like cannon fodder and hide behind them to attack while out of range, but Gong is always right on the front lines, and he only gets more enraged the more of his men the player manages to kill.
  • Anti-Villain: Gong believes that stopping the Patapons from reaching Earthend is genuinely the right thing to do, and the only thing that puts him in the "villain" camp is his undying allegiance to the Zigoton people. Averted once he becomes Ravenous, because he's Brainwashed and Crazy like the rest of the Dark Heroes.
  • Arrogant Kung-Fu Guy: He has shades of this. He is a terrific warrior who constantly boasts about how the Patapons will never be able to defeat him.
  • Blow You Away: Gong the Hawkeye's signature move is using his Sinister Scythe to hurl a tornado at your army that knocks them all flat on their rears. This is the biggest clue to Rottenlee Ravenous' real identity in Patapon 3, since he shares a stronger version of the same ability.
  • But Now I Must Go: After the Uberhero defeats Ravenous, he has a short conversation with them, asking if they are aware of their connection with the Almighty and of the importance of their past. With that, after three games of being pitted against each other, Ravenous—and Gong—bid the Uberhero farewell and leave for an unknown fate.
  • Deal with the Devil: The Archfiend of Earnestness convinced him to put on the Mask of Greed in order to gain enough power to defeat The Almighty, but outright lied and said that Gong could take off the mask whenever he felt like it. That turned out to be wrong.
  • Dragon Rider: Ravenous' most prized "rare thing" is a gigantic Dark Dragon, which he rides into his final duel to the death with the Almighty.
  • Dub Name Change: In the original Japanese, Ravenous' name was "Gattsuki Bikusu", which translates as something like "Greedybeak".
  • Duel Boss:
    • Downplayed. Gong frequently accompanies large masses of Zigoton troops, but the final confrontation with you is just him against...your entire army. He still doesn't go down easily.
    • Downplayed again with Ravenous. The fight is primarily your party against him, but he's also riding atop a huge Dark Dragon and reinforced by Kibadeths and purple Cyclopes.
  • Duel to the Death: This is the only way Gong knows how to die; going out in a blaze of glory fighting the Patapons in one last duel. As an Ironic Echo of his original Patapon 1 death, it's also how Ravenous dies in his last mission in 3.
  • Four-Star Badass: He lives and breathes this trope. He's the leader of the Zigoton armies, and while most of the other generals in the series die quickly without soldiers and fortifications to attack behind, Gong is easily capable of holding his own against the entire Patapon army! Even more badass is the fact that he's one of the only antagonists in the series not to die at the end of one story mission; it takes a grand total of four to kill him off in the first game, and then he just comes back in the sequels anyway!
  • Greed: Gong becomes consumed by this after becoming RottenLee Ravenous. A major trait of his character in 3 is that he is always trying to find new "rare things" to covet, even if they're worthless objects that are only rare because there aren't a lot of them.
  • Honor Before Reason: This is primarily the rationale Gong gives for trying to defeat you again in 2; he's trying to regain his lost honor at any cost. He quickly comes to grips with it and teams up with the Patapons to defeat the Karmens, loaning them his Ziggerzank to attack Sokshi Gate.
  • Horns of Villainy: He's got an impressive horned helmet which is twice as big as he is. In 2, he gains a second pair of horns that curve out from the main ones. Of course, Gong stops being a villain as the story goes on.
  • Mechanically Unusual Fighter: Ravenous is the only Dark Hero not to be based off of an existing Uberhero class, instead directly copying Gong's moveset from the first two games.
  • My Country, Right or Wrong: This is basically Gong's view of the war between Patapons and Zigotons. He respects the Patapons as a Worthy Opponent, but he swore loyalty to Queen Kharma and believes in her above all else. Taking advantage of these sympathies is partially how the Archfiend of Earnestness managed to enslave him as Rottenlee Ravenous.
  • The Only One Allowed to Defeat You: Gong attacks your army in 2 because he wants to reclaim his honor, but is interrupted by a Karmen attack and decides to put away his grievances with the Patapons to defeat a greater threat.
  • Red Baron: Throughout all three games, he is known as "Gong the Hawkeye". It's never explained where this name comes from, as he doesn't do anything that would demonstrate him necessarily having good accuracy.
  • Sinister Scythe: It's Gong's(and Ravenous') weapon of choice. Killing him allows a Tatepon to use it.
  • Thieving Magpie: Ravenous styles himself after a raven, and is also the Dark Hero of Greed, alluding to this Animal Motif.
  • Unexplained Recovery: He returns alive in 2, even though he definitely met a warrior's death in the first game.
  • Worthy Opponent: Gong considers the Almighty one, even though he himself is but a mortal Zigoton. In his new identity as Ravenous, he finally comes to peace with the fact that the Almighty will always be stronger than him.
    Makoton(SPOILERS
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_10_25_18_g34webp_webp_image_1000_1657_pixels_scaled_45.png
Makoton in his first appearance
Scorpiton 
Dark One 
Madfang Ragewolf 

Makoton was once an ordinary Zigoton soldier, but the death of his friendnote  Aiton at the hands of the Patapons caused him to swear eternal vengeance on them. Over the course of Patapon, he repeatedly harries or army with frequent schemes to stop them in their tracks, but they never work. Eventually, he is promoted to general and takes the name Scorpiton. When yet another of his plans fail, he sells his soul in desperation to Gate Ghoul Baban in hopes of gaining enough diabolical power to defeat the Patapons once and for all. Instead, the Patapons kill Baban and then Makoton as well.

In Patapon 2, he is all but outright stated to be Dark One, the servant of Black Hoshipon raised from the underworld and commander of the Dark Ones. They both have the same fighting style and Dark One also sells his soul to Gate Ghoul Bababaan, a larger and nastier version of Baban. The only thing that prevents him from confirming the link is that his memories have been wiped. Dark One perishes in the same way Makoton did after Bababaan is destroyed by the Patapons.

In Patapon 3 he is very heavily implied to be the true identity of Madfang Ragewolf, Dark Hero of Wrath, due to possessing a vehement hatred for all Patapons and having lost someone close to him in his backstory. Once the memories of his former life start coming back like Naughtyfins' and Ravenous', he is executed by Buzzcrave and Slogturtle on the orders of Miss Covet-Hiss.


  • Brain Bleach: In 3, when Naughtyfins taunts the Uberhero by touching her private parts, Ragewolf is audibly disgusted.
    Ragewolf: Yuck...oh no...You can't be...(This is wrong. This is very wrong!)
  • Butt-Monkey: Despite amassing more and more power throughout each game, he can never seem to catch a break. He is easily trounced after selling his soul in 1 and doesn't fare much better in 2, and his allies don't respect him whatsoever, especially in regards toward the other Dark Heroes' opinions of Ragewolf.
  • Cut His Heart Out with a Spoon: He is very fond of making remarks like this.
    Ragewolf: I'll tear out your insides and shove them down your throat!
  • Deal with the Devil: This is a staple of his character. In 1 and 2 he resigned his soul to two different Gate Ghouls to try and gain enough power to destroy the Patapons, and 3 implies this is how the Archfiend of Valor enslaved him into becoming Ragewolf.
  • Dub Name Change: In the original Japanese, Ragewolf's name is simply "Buchigire Fangiru", which means "Sharpnote  Fang".
  • "Eureka!" Moment: Ragewolf has forgotten the password to activate Ancient Superweapon Org, until he remembers it after yelling at the machine.
    Ragewolf: Come on, you heap of junk! Wait, that's it! HEAP! OF! JUNK!
  • Evil Counterpart: Dark One is this to your Hero in 2. He is capable of switching classes and wears a mask, though in his last level with Bababaan he is once again a Yaritan like Scorpiton was in Patapon 1.
  • Explaining Your Power to the Enemy: Played with in Patapon 3. Ragewolf taunts your Uberhero, informing him that heroes can't revive inside dungeons. Your hero drops to his knees in apparent defeat, but cheers himself up by pointing out aloud that in that case, Ragewolf probably can't revive in there either. Then Ragewolf laughs and gloats that he can revive there anyways, by usage of a Summon. Your hero then drops the act, thanks Ragewolf for the info, and ponders aloud how to learn to use a Summon.
    Ragewolf: Erk! Curses!
  • From Nobody to Nightmare: Makoton was a normal soldier until you killed his best friend Aiton. He becomes a Zigoton general, then he turned into the demonic, evil, and hard Dark One. It's also heavily implied that he was resurrected a third time as Madfang Ragewolf, due to him having lost someone very close to him in his backstory.
  • Ineffectual Sympathetic Villain: Downplayed. Makoton is still a trained warrior and somewhat of a threat, but none of his plans ever actually pan out for him, and his sympathetic backstory of trying to avenge Aiton makes him come off as this.
  • Power Fist: He gains a pair of deadly claws as Ragewolf, and can use them for a powerful drilling punch maneuver.
  • Roaring Rampage of Revenge: This is his primary motivation across all three games, even if he cant' remember it in 2 and 3. He wants to destroy the Patapons at any cost because of how they killed Aiton.
  • Tank Goodness: He gets the honor of piloting Ancient Superweapon Org, a gigantic four-legged walking tank with a huge plasma cannon and ice machine guns. It takes him a second to figure out the controls before he can use it properly, meaning your party can get some serious damage in on him
  • This Cannot Be!: This is one of his trademark idiosyncracies, expressing disbelief that the Patapons are managing to foil his current scheme or defeat the creature he just sold his soul to.
    Dark One: Impossible... Bababaan is weakening... it can't be... it... I can't let it happen!
  • The Unfettered: Makoton has no reservations about doing anything and everything he can to have his revenge and defeat the Patapons, up to and including kidnapping a non-combatant(Meden) and selling his soul to multiple demonic entities.
  • Unstoppable Rage: He tries to be like this. Unfortunately for him, it's pretty stoppable. His burning hatred of the Patapons caused him to be turned into Ragewolf by the Archfiend of Wrath.
  • What the Hell, Player?: Ragewolf chews you out if you fail to save Naughtyfins and turn her back into the Patapon Princess, asking you what kind of Uberhero fails to save the girl.
  • Who Dares?: This is another of his trademark Verbal Tics.
    Ragewolf: You rotten little spherical scoundrels! How dare you!
  • You Have Outlived Your Usefulness: Once Makoton starts regaining his memories as Ragewolf, he is swiftly and mercilessly put down by the other Dark Heroes. Since 3 is the last game in the series, this might mean Makoton was finally put to rest.
    Aiton 
An otherwise unremarkable Zigoton soldier, Aiton was stationed at the same desert outpost as her friend Makoton. When she perished in a Patapon attack, it sent Makoton down his Start of Darkness.
  • The Lost Lenore: Patapon 3 hints that she and Makoton were not only friends, but lovers, which would make Aiton into this for Makoton.
  • Satellite Character: Literally nothing is known about her besides her relation to Makoton.
  • Stuffed into the Fridge: Her death prompts Makoton to dedicate his life to destroy the Patapons. That's her only role in the story and the only information learned about her since.
    Generals Beetleton, Spiderton and Scorpiton 
Three Zigoton generals subordinate to Gong who act as the three final challenges in your path to the Zigoton capital.

For tropes concerning Scorpiton, look under Makoton's folder, since Scorpiton is Makoton after being promoted.


In General

  • Animal Motifs: They take on some of the associated attributes of the creature they're named after.
  • Theme Naming: They are all named after arthropods, specifically beetles, spiders and Scorpions.
  • Quirky Miniboss Squad: These three generals work closely together and must be taken out one by one to continue your advance.

General Beetleton

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_18_29_31_zigoton_general_beetleton___attack_posewebp_webp_image_3398_3525_pixels_scaled_21.png
A hulking and imposing Dekaton, Beetleton is a powerful foe your army faces in the mission "Zigoton Queen".
  • The Brute: Beetleton is by far the beefiest and most brutish Zigoton commander your Patapons will meet, smashing them to pieces with his hammer.
  • Carry a Big Stick: Being a Dekaton, he fights with a huge hammer which can stun your army.
  • Face Death with Dignity: He honorably surrenders once his army is defeated, and accepts his fate at the hands of the Patapons.
  • Tough Beetles: His general aesthetic is like that of a heavily armored stag beetle, and he is very tough.

General Spiderton

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_18_36_59_general_spidertonwebp_webp_image_851_493_pixels_0.png
A ruthless Kibaton general, Spiderton accompanies the Ziggerzank on horseback and fights alongside it in the mission "Across Enemy Territory". He can only be killed once the Ziggerzank is defeated.
  • Arachnid Appearance and Attire: He wears a huge spiked helmet that makes him look like a spider, making the name "Spiderton" appropriate.
  • Cool Helmet: His gigantic spiked helmet is his most noticeable attribute.
    Queen Kharma 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_19_11_46_queenkharmawebp_webp_image_1748_1267_pixels_scaled_58.png
The winged sovereign leader of the Zigotons, Queen Kharma is a master spellcaster who is the penultimate challenge your armies will face before Earthend. She sacrificed her Zigoton bloodline to the demon Gorl in exchange for power to defeat the Patapons, mistakenly believing that the Patapons seeking to reach "Earthend" means that when they reach it, the Earth will literally end. After Gorl is defeated, she and Meden make peace between the two tribes and begin construction of a great sailing ship to cross the ocean and continue the Patapons' search for Earthend.
  • The Archmage: Unlike the rest of the martial-oriented Zigotons, Kharma is a powerful spellcaster who can summon powerful attacks down onto your army. She also possesses the Zigoton Drum, which allows her to draw your Patapons in close for a deadly one-two punch.
  • Deal with the Devil: In exchange for being granted the power to defeat you, she has irrevocably doomed the Zigotons to be at the mercy of the demon Gorl. Fortunately, after defeating her you also defeat Gorl, freeing the Zigotons from its influence.
  • God Save Us from the Queen!: Subverted. It looks like she's being set up to be the irredeemably evil final boss of Patapon 1, but she's actually just as misinformed as Gong and sold her bloodline to Goruru in exchange for power to defeat you. She undergoes a Heel–Face Turn at the very end when she realizes that the Patapons reaching Earthend won't cause the world to end.
  • Meteor-Summoning Attack: One of her strongest abilities allows her to conjure a rain of fiery meteors down upon your army.
    Queen Kharma: Ooh, black and crispy!
  • Power Floats: She is the immensely powerful leader of the Zigotons, and she flies high above the ground, never touching it throughout the game.
  • Pre-Final Boss: She is the second-to-last challenge that you must face in Patapon 1.

Karmen

    In General 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_23_05_44_basic_karmenwebp_webp_image_2431_3551_pixels_scaled_21.png
A regular Karmen soldier
  • Defeat Means Friendship: Played straight. With the death of Ormen Karmen, the Karmen en masse commit a Heel–Face Turn and assist both the Patapons and Zigotons in building a bridge across the sea so the Patapons can continue their search for IT.
  • Color-Coded Armies: Karmen and their buildings are orange, to distinguish them from the red Zigotons and purple Dark Ones.
  • Malevolent Masked Men: They are the main villains of Patapon 2, and they are never seen without their tribal war masks.
  • Suspiciously Similar Substitute: Downplayed. The Karmen effectively serve the same role in 2's story as the Zigotons did in 1 and act very similarly to them at first, but as the story unfolds it becomes clear that they're really villainous zealots with an Evil Overlord, contrasting the Proud Warrior Race that was the Zigotons who were only against the Patapons due to a Prophetic Fallacy.
    Makomen and Aimen 
Two Karmen stationed in a desert outpost. After Aimen is killed in a Patapon attack, Makomen swears revenge on the Patapons(does this sound familiar?), and is never seen again.
  • Call-Back: Their only purpose in Patapon 2's story is to be a cute little gag re-enacting Aiton's death and Makoton's Start of Darkness but with Karmen instead of Zigotons. After completing the mission they are in, Meden will remark on the day's events saying it reminds her of a previous desert outpost the Almighty conquered where a Zigoton woman was killed, referring to Aiton.
    Generals Nomen, Kimen and Hukmen 
Three Karmen generals subordinate to Ormen Karmen, this trio operates almost identically to the three Zigoton generals, except they are Karmen instead of Zigotons.

In General

  • Quirky Miniboss Squad: They are effectively 2's version of the Zigoton generals, with similar levels of characterization and cameraderie.
  • Weapon-Based Characterization: They are always described alongside their weapons of choice, and their personality reflects it.

Nomen The Shieldbearer

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_22_37_59_karmen_general_nomen.png
The first of the three generals, Nomen attacks your army in Bryun Snowfield. He is a Tatemen who uses a combination of defensive maneuvers and a full-frontal charge attack.

Kimen The Spearbearer

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_22_38_36_kimen_the_spear_bearer___stand_posewebp_webp_image_1000_1361_pixels_scaled_54.png
The second of the three generals, Kimen obstructs your army from advancing to Sokshi Gate with a reinforcing contingent of Karmen in the Moakan Desert. He is a Yarimen who rains down death from atop a desert fortification with his spears.
  • Horns of Villainy: His mask is the most horned out of the villainous Karmen generals.

Hukmen The Staffbearer

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_22_39_37_karmen_general_hukmen.png
The final Karmen general your army must face, Hukmen is a powerful Mahomen wizard whom is second in line of succession to Ormen Karmen. He confronts your army in Menkame Jungle and boasts some powerful magic attacks.
  • Magic Staff: He wields his Heaven staff to great effect as a Mahomen, conjuring lightning bolts to strike your heroes with. Killing him allows you to take it for yourself.
  • The Starscream: Implied. He outright thanks you for killing the other Karmen generals because now he'll be the first choice for succession after Ormen Karmen dies, suggesting he has some kind of greater ambition.

    Ormen Karmen 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_24_at_09_07_47_ormenkarmenwebp_webp_image_174_127_pixels_9.png
The Big Bad of Patapon 2 and the diabolical overlord of the villainous Karmen tribe, Ormen Karmen was the one who tricked the Hero into shattering the World Egg and is responsible for the downfall of Patapon civilization, and now seeks to wed the kidnapped Patapon Princess He is also an extremely powerful sorcerer, even stronger than Queen Kharma. You must defeat him in order to rescue the Patapon Princess and obtain the right to challenge Dettankarmen.
  • And Now You Must Marry Me: He kidnaps the Patapon Princess and loudly boasts to you that she will become his bride. Luckily, you kill him before that happens.
  • The Archmage: He possesses even stronger magical attacks than Kharma and is implied to be stronger than her in general even at her weakest.
  • Calling Your Attacks: Before each one of his attacks he will announce what he's about to do, giving you a chance to dodge. However, if he's already hit your party with sleeping gas you may not have time unless you use the PATA PON DON CHAKA song.
  • Contrasting Sequel Antagonist: To Queen Kharma. In the first game, Kharma was Not Evil, Just Misunderstood and was fighting the Patapons due to a misinterpretation of the objective of their quest. Not only is Ormen Karmen just as evil as he seems, but he is actually the one who orchestrated the downfall of Patapole, meaning he and the Karmen have done far more to hurt the Patapons than Kharma and the Zigotons ever did.
  • Evil Overlord: Much more of this compared to the Zigoton Queen Kharma. It's implied that all the pain and suffering he caused the Patapons was For the Evulz and the Karmen tribe is steadfastly loyal to his will(except for maybe Hukmen).
  • Greater-Scope Villain: Ormen Karmen was the one who decieved the Hero into shattering the World Egg and the destruction of ancient Patapole, meaning he is directly responsible for the state the Patapons were in in Patapon 1 and is therefore ostensibly the most important threat the Patapons have ever faced.
  • Horns of Villainy: He wears a frightening mask covered with many horns, and is an Evil Overlord.
  • Humongous-Headed Hammer: His strongest attack is to summon a gigantic hammer called Giganthor and smash your army with it.
  • Lean and Mean: He has very long and thin noodle-like arms to accentuate his evilness.
  • Power Floats: Being a powerful sorcerer, he floats high in the air, and his legs are so stubby he may never fully come down.
  • Pre-Final Boss: Despite being the Big Bad, Ormen Karmen is fought before the demon Dettankarmen, who is the real final boss.
  • Really 700 Years Old: He is stated to be over seven hundred years old, older than the Patapon civilization itself.

Dark Ones

    In General 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_15_57_07_kuwagattan_and_his_minionswebp_webp_image_510_380_pixels.png
General Kuwagattan and a trio of Dark Ones
  • Always Chaotic Evil: Being Black Hoshipon's minions, they are this.
  • Arc Villain: They only show of for a cluster of five levels in 2, essentially replacing the Karmen. When their leaders, Dark One and General Kuwagattan are killed, they never appear again afterward. They also appear alongside the Bonedeths in the Volcano Zone Of The Lazy Demon and replace them completely in the Evilmass of Adamance in 3.
  • Color-Coded Armies: Dark Ones are light purple, to contrast with the bright orange Karmen, red Zigotons, and green Bonedeths.
  • Cool Helmet: Unlike the other tribes throughout the games, even their basic grunts get intimidating insectoid-looking helmets.
  • Elite Mooks: They are this when they accompany the Karmen or Bonedeths in battle, as they have a noticeably much faster attack speed.
  • Gratuitous French: When killed, they will sometimes shout "Au revoir!"
  • The Legions of Hell: Dark Ones are servants of Black Hoshipon brought up from the Underworld, so for all intensive purposes they are this.
  • Leitmotif: "Pokkurimakka's Theme" has a tendency to play in levels where they show up.
  • Night of the Living Mooks: The Dark Ones may or may not be the resurrected bodies of the hundreds of dead Zigotons the Patapons killed in the first game. The fact that they are the only other tribe in the Patapon universe to have square-shaped bodies besides Zigotons lends some credence to this theory.
    Black Hoshipon 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_11_34_33_black_hoshipon_hdwebp_webp_image_945_1000_pixels_scaled_74_4.png
The mastermind and supreme leader of the Dark Ones, Black Hoshipon is an enigmatic figure who exhibits a great deal of power over the denizens of the Underworld. She appears in Patapon 2 as an ally of the Karmen who obstructs the Patapons' march to Earthend with her army of Dark Ones, and also exhibits control over Garuru at the World's Core. In Patapon 3 she loans her army to the side of the Dark Heroes and once again halts the Uberhero's path with a demon named Balrog.
  • Ambiguous Gender: She is given female pronouns in 2, but is referred to multiple times as male and a "boy" in 3. It's also expressed by multiple characters that they can't tell by looking at them.
  • Arc Villain: Being the leader of the Dark Ones, she only shows up where they do.
  • Necromancer: She resurrected both General Beetleton and Makoton to serve her in undeath, and it's implied that the rest of her army is made up of undead Zigotons as well.
  • For the Evulz: This seems to be her only motivation for teaming up with the bad guys and loaning them her armies and demonic pets, as she's never seen negotiating with or demanding payment from them.
  • Pet Monstrosity: She boasts a large menagerie of demonic pets which she uses to threaten your army with, including Garuru and a handful of Balrogs.
  • Token Evil Teammate: Of the Hoshipons, Black Hoshipon is explicitly the only one who is not a world-wandering Cloudcuckoolander or on the Patapons' side. This is expressly evident when (s)he is contrasted with the other Hoshipons in a level in 3; Golden Hoshipon is a ditz always getting into trouble, Mecha-Hoshipon is a mysterious but neutral figure, and Silver Hoshipon is a Cool Old Guy who is mentoring your Uberhero's party.
    General Kuwagattan 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_19_06_47_kuwagattan.png
The intimidating and fearsome field commander of the Dark Ones, General Kuwagattan is General Beetleton brought Back from the Dead by Black Hoshipon. He faces your entire army alone in the level "At Ground Zero", but is eventually reinforced by the Sentient Demonic Mushroom Matango.
  • Calling Your Attacks: Right before he attacks, he will telegraph it by taunting your army, allowing you a split second to dodge.
  • Came Back Strong: Kuwagattan is a lot tougher than Beetleton ever was, going from a strong unit reinforced by a Zigoton army into a Four-Star Badass capable of taking on the whole Patapon army by himself.
  • Carry a Big Stick: Like Beetleton, Kuwagattan fights with a huge hammer that can squash your frontline Patapons, although it's much more spiky than before.
  • Damage-Sponge Boss: Kuwagattan takes quite a bit of punishment, made worse when he retreats behind Matango and calls for Dark One soldiers to reinforce him, making him harder to hit. Once Matango is dead, he'll fight to the death.
  • Duel Boss: Subverted. He looks like he's going to be like this until he's reinforced by Matango, who applies Sleep to your patapons and makes them easy pickings for Kuwagattan's hammer.
  • Four-Star Badass: He's one of the two military leaders of the Dark Ones, and he can seriously kick some ass.
  • Horns of Villainy: He wears a gigantic spiky four-pronged helmet that gives him this effect.
  • Humongous-Headed Hammer: His Heaven Hammer is much larger and spikier than the club he wielded as Beetleton, and a single strike of it on the ground is enough to stun your whole army.
  • I Shall Taunt You: He does this all throughout his boss fight. Before performing his Shockwave Stomp, he will tell your army to prepare itself.
  • Large and in Charge: He has the build of a Dekapon, and is either second-in-command or of equal rank to Dark One.
  • Meaningful Name: His name is one letter away from "Kuwagatton", AKA "Stag beetle-ton", which was Beetleton's name in the original Japanese, confirming the link between them.
  • Shockwave Stomp: In addition to bashing your units with his hammer, he can slam down on the ground with it and momentarily stun your whole army.

Dark Heroes

    In General 
  • Brainwashed and Crazy: The Dark Heroes have lost all memory of their past life except for Covet-Hiss. Three of them are in fact returning characters from the previous two games; Ragewolf is heavily implied to be Makoton, Naughtyfins is the Patapon Princess and Ravenous is really Gong the Hawkeye. Covet-Hiss and Sonarchy later tell Ragewolf that they somehow physically removed the Dark Heroes' memories from them, but Ragewolf, Naughtyfins and Ravenous all resisted the procedure, which allowed their memories to return. Subverted at the very end of the story, when it's revealed that Sonarchy didn't take Buzzcrave abd Slogturtle's memories away, he actually gave them back.
  • Clingy Costume: Gong/Ravenous' flashback reveals that each of the Dark Heroes wears a mask personifying their Deadly Sin that they can't remove which gives them Laser-Guided Amnesia and enslaves them to their Archfiend's will.
  • Evil Counterpart: Each of them is an antithesis to one of the Uberhero's classes; Ragewolf is a Destrobo, Sonarchy is a Jamsch, Slogturtle is a Guardira, etc.
  • Gameplay and Story Integration: As Ragewolf, Naughtyfins and Ravenous leave the Dark Heroes(or in Ragewolf's case, are dispatched without mercy), the Dark Hero Battles they used to take part in will be replaced by ones featuring the remaining Dark Heroes, including Covet-Hiss.
  • Last-Name Basis: The Dark Heroes all refer to each other and are referred to by their last names before their first. For example, no one is going around calling Sonarchy "Standoffish" or Ravenous "RottenLee".
  • Seven Deadly Sins: They each correspond to one of the Archfiends, who in turn each respresent one of the Seven Virtues, and embody the opposite of that virtue. For example, Naughtyfins represents Lust and is the servant of the Archfiend of Purity.
  • Theme Naming: The Dark Heroes are all named after one of the Seven Deadly Sins and an animal, respectively; Madfang Ragewolf(Wrath/wolf), Naughtyfins(Lust/fish), Standoffish Sonarchy(Pride/bat), RottenLee Ravenous(Greed/raven), Gluttonous Buzzcrave(Gluttony/fly), Slow-Moving Slogturtle(Indolence/turtle), and Miss Covet-Hiss(Envy/snake).
  • Quirky Mini Boss Squad: They each have their own unique personalities and infight frequently, but are not considered bosses by the game, although you can fight multiple of them at once.
    Standoffish Sonarchy 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_14_19_07_image_1684webp_webp_image_311_218_pixels.png
The second-in-command of the Dark Heroes, Standoffish Sonarchy is the Dark Hero of Pride and his personality heavily reflects it. Despite acting more important than he is, he is still subservient to the Dark Heroes' leader, Miss Covet-Hiss. He is a powerful foe in his own right, however, being an Evil Counterpart of the Wondabarappa and Jamsch Uberhero classes and possessing powerful Status Infliction Attacks with his horn.

In his previous life, Sonarchy was Prince Sonarch of the ancient Ah-Ooh tribe, and his father was King Ighl. Together they were responsible for releasing the Seven Archfiends and destroying the Patapon civilization.


  • The Bard: Of the Dark Heroes, Sonarchy is the only one who fights with a musical instrument.
  • Big Bad Wannabe: Standoffish Sonarchy acts like he's the "leader" of the Dark Heroes, despite his allies not really respecting his authority. Justified, since as the Dark Hero of Pride it would make sense that his ambitions would exceed his actual status.
  • Blow That Horn: Sonarchy has a huge, ornate double-barreled horn with which he plays deadly music.
  • The Dragon: Sonarchy is second in command to Miss Covet-Hiss, due to being their son.
  • Dub Name Change: In the original Japanese, Sonarchy's name is "Taka-P Sonacchi".
  • Heel–Face Turn: Sonarchy manages to snap out of Covet-Hiss' control after Arch Pandara is defeated, and kills them so that Buzzcrave and Slogturtle can escape unharmed. It's not known what becomes of him after this.
  • Even Bad Men Love Their Mamas: Despite being an arrogant prick and also a Dark Hero, he seems to genuinely love his parent Covet-Hiss, though it's also possible Covet-Hiss has brainwashed him to think this way.
  • Musical Assassin: Being a Wondabarappa/Jamsch counterpart, he deals damage by playing songs with his horn.
  • Signature Laugh: Sonarchy laughs a diabolical high-pitched "Kee hee hee hee!" which isn't shared by any of the other Dark Heroes.
  • Smug Snake: He's the Dark Hero who comes up with all the plans to stop the Uberhero from defeating the Seven Archfiends, only not a one of them ever succeeds. His plans' .000 batting average doesn't ever seem to affect him, though, as he's always back to laughing in the Uberhero's face and taunting them whenever they next meet.
  • "Well Done, Son" Guy: Despite being a prideful jerk who claims to be more in control of his teammates than he really is, Sonarchy is completely deferential to his father/mother Miss Covet-Hiss and seeks validation from impressing them. A late game cutscene suggests that Covet-Hiss is actually forcing him to act like this.
    Gluttonous Buzzcrave 
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A disgusting fly-headed fiend, Gluttonous Buzzcrave is the Dark Hero of Gluttony, and is a Kibadda counterpart to the Uberhero, ruthlessly impaling his foes atop his trusted steed, Ponteo.

In his previous life, Buzzcrave was a royal knight of the Ah-Ooh tribe who served Prince Sonarch and King Ighl, which is the reason for his extreme politeness in battle.


  • Affably Evil: Buzzcrave is undoubtedly the most polite out of the Dark Heroes(Sonarchy is more mocking than affable), but he is no less antagonistic than any of them.
  • Beelzebub: He evokes depictions Beelzebub due to being linked to the Archfiend of Restraint, representing the Deadly Sin of Gluttony, and he wears a purple fly mask with Yellow Eyes of Sneakiness. He usually talks about devouring his foes and also talks about eating a couple more of Zaknels and chewing on a Cyclops. He is never seen eating anything in-game though.
  • Big Eater: Justified as he is the Dark Hero of Gluttony. He even declares in a letter he'll wait for you while munching on a cyclops!
  • Cool Horse: His horse is named Ponteo, and is an extremely fast and agile steed. Buzzcrave says using Ponteo in his Racing Alley challenge is practically cheating because of how fast he is.
  • Dub Name Change: In the original Japanese, his name is "O Gui Bazuzu", which is something like "Big Buzzo".
  • Hellish Horse: Being a Kibadda Evil Counterpart, his horse Ponteo has a fiery, "evil" look to it.
  • Mounted Combat: He fights atop his Hellish Horse with a huge lance. Goes double if any of your Patapons or Uberhero is a Kibadda or Pyokorider, meaning you can fight him on his own terms.
  • Pest Controller: He can summon a deadly swarm of poisonous flies to bombard your party with.
  • Scary Stinging Swarm: His special attack allows him to summon a huge swarm of damaging locusts that can make mincemeat of your party.
  • Villainous Glutton: Being a Dark hero themed around gluttony, he naturally is this. He frequently mentions gorging himself on creatures many multiple times his size.
    Slow-Moving Slogturtle 
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A lazy but powerful and extremely durable foe, Slow-Moving Slogturtle is the Dark Hero of Indolence. Wielding a massive shield, Slogturtle refuses to fight and relies on his teammates to do the work for him.

In his previous life, Slogturtle was a Royal knight and General of the Ah-Ooh tribe who served Prince Sonarch and King Ighl.


  • Anti-Magic: Slogturtle has an ability called this, which allows him to creat a No-Sell barrier around his allies.
  • Beehive Barrier: Slogturtle can activate one when metaphysics need to be denied using his "Anti-Magic" ability.
  • Dub Name Change: In the original Japanese, his name was "Gutara Karapashi", which means "Lazy Carapace".
  • Lazy Bum: Justified, since he's the Dark Hero of Indolence. His refusal to do any work visibily irritates the other Dark Heroes, especially Sonarchy and Ragewolf.
  • Luckily, My Shield Will Protect Me: His weapon of choice is a gigantic shield. He can't attack with it, but he can prevent most damage from hitting himself and his teammates.
  • No-Sell: His "Anti-Magic" ability negates all non-melee damage and prevents him and his teammates from receiving status effects for a short duration.
  • Shoot the Mage First: It's a good idea to take him out first when he accompanies other Dark Heroes or it will be a lot harder to do damage to them.
  • Stone Wall: Even though he can't attack, he is very durable and is capable of making all your magic attacks a No-Sell on him and his allies for a short period.
  • Support Party Member: Slogturtle cannot directly attack whatsoever because he is so lazy, and instead prevents his teammates from taking damage.
     Miss Covet-Hiss(SPOILERS
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The de facto leader of the Dark Heroes, Miss Covet-Hiss is the serpentine Dark Hero of Jealousy and the effective Big Bad of Patapon 3. Wielding a massive cannon, they are an analogue to the Cannogabang uberhero, blasting your party for tremendous damage.

In their past life, Covet-hiss was King Ighl of the ancient Ah-Ooh tribe, and together with his son Prince Sonarch released the Seven Archfiends to destroy the Patapon civilization after the Patapons wiped out their tribe in pursuit of Earthend.


  • Abusive Parents: On a late-game cutscenes, they are shown dragging a pleading Sonarchy away to give him some more "Medicine", which sounds like a Deadly Euphemism for the Room 101 procedure they used on Buzzcrave and Slogturtle, indicating that they keep Sonarchy brainwashed like the rest of their underlings.
  • Ambiguous Gender: Covet-Hiss's gender is inconsistently referred to throughout the game. They used to be King Ighl, a male character, and Sonarchy refers to them multiple times as "Papa", but they refer to themselves at various points as a "big girl" and a "mother" and the Uberhero can refer to them as "Ma'am". They also at one point say that their gender is "unglued", meaning they could be Transgender or even Non-Human Non-Binary.
  • BFG: Being a Cannogabang Evil Counterpart, these are Covet-Hiss' weapons of choice. Their introductory level is even called "Covet-Hiss loves cannons".
  • Betrayal by Offspring: Sonarchy not only reveals to them that he restored Buzzcrave and Slogturtle's memories, but then proceeds to kill them after they try to murder their former generals one last time.
  • Do Not Call Me "Paul": They despise it when Sonarchy calls them "Papa". Whether it's because Sonarchy is embarrassing them or accidentally misgendering them is unknown.
  • Dub Name Change: In the original Japanese, their name was "Yakimochi Koiru", or "Jealous Coil".
  • Even Evil Has Loved Ones: It's unclear how much genuine affection they have for Sonarchy, as they seem legitimately worried upon finding him collapsed and are briefly terrified since they think he's dying(enough to not get mad when he calls them "Papa"), but they are also clearly willing to brainwash him to keep him in line just like Ragewolf, Ravenous and Naughtyfins and generally treat him as just another servant.
  • Frickin' Laser Beams: They carry an extremely powerful laser with them, and their special ability has them fire it twice in quick succession. It can be avoided with the Jump song, but Dark Hero fights have a lot going on in them, so you may not notice until it's too late.
  • Near-Villain Victory: They almost succeed in wiping out the Patapons entirely, but thanks to Silver Hoshipon's magic, the Uberhero manages to bring them Back from the Brink.
  • Punny Name: Their name is the only one besides Ravenous to incorporate a pun regarding the Animal Motifs of their character, "Covet-Hiss" being a play on both the word "Covetous" and the fact that they have a serpentine character design.
  • Snakes Are Sinister: Their costume and mask take after a snake and they are the Big Bad of Patapon 3.

    Bonedeths 
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A warband consisting of six Yarideths and a Tatedeth
The skeletal minions of the Dark Heroes and the Archfiends, the Bonedethsnote  and their fortifications can be found all throughout the Patapon world. They are the reanimated armies of the ancient Ah-Ooh Tribe bound by death in servitude to King Ighl and Prince Sonarch, AKA Covet-Hiss and Sonarchy.
  • Color-Coded Armies: Bonedeths and their buildings are green.
  • Dem Bones: They are the reanimated dead and their skull masks give off this impression, but it's not known what they actually look like under them.
  • Horns of Villainy: Every single one of them has horns of some kind, and the longer and more elaborate their horns are the higher the rank and the more deadly they are.
  • Malevolent Masked Men: They all wear intimidating skull masks.
  • Night of the Living Mooks: They are the reanimated armies of the Ah-Ooh Tribe and now serve the Archfiends and their servants, the Dark Heroes.
  • Stealth Pun: An accidental one to be sure, but per Patapon naming conventions, horn-wielding Bonedeths are called Megadeths.
  • Suspiciously Similar Substitute: The Bonedeths are a clear stand-in for the Karmen tribe after their entire tribe was Killed Offscreen in between 2 and 3. Like the Karmen, they hide their faces behind masks and are the dedicated "evil tribe" characters that your army has to destroy the fortifications of.

Minigame characters

    Pan Pakapon and Ubo Bon 
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A carefree bard and a sentient tree, Pan Pakapon will gladly supply you with tree branches by getting Ubo Bon to shake them out of his hair if you give him something to eat. Doing well in the minigame has a higher change of Ubo Bon dropping rare wood.
  • The Bard: Pan Pakapon is but a simple trumpet player who makes camp in Patapolis after you find his cap.
    Fah Zakpon and Pop Bean 
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A humble Patapon farmer and his giant beauty-obsessed legume, Fah Zakpon is happy to offer you various vegetables from Pop Bean by watering her, including the cabbages Rah Gashapon needs to make stew. That is, if he can catch them first before they hit the ground.
  • Simple, yet Awesome: Pop Bean's minigame is probably the simplest out of all of them, but it provides you with an almost-guaranteed source of cabbages for making Stew, which offers powerful buffs to your army.
    Kon Kimpon and Rumble Thump 
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A spoon-player and a sentient baby mountain, Kon Kimpon can offer you various types of rocks and minerals by tapping rhythmically on Rumble Thump's feet, causing him to cry rock Tears of Joy.
  • Rock Monster: Rumble Thump is a baby mountain who likes to play music on his toes, and is generally pretty friendly.
    Rah Gashapon and Simmer Slurp 
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Patapolis' master chef, Rah Gashapon will create some truly terrific stew by slicing incredients into the starving Simmer Slurp, a giant talking stew pot.
  • Big Eater: Simmer Slurp is always perpetually starving and is never satiated for long, meaning Rah Gashapon has to constantly be slicing more ingredients into him for the next stew.
  • Team Chef: Rah Gashapon is one for the Patapons, and is capable of whipping up stews that give some truly stellar bonuses in combat for them to eat.
    Ton Kampon and Fwoosh Famooze 
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The master blacksmith of the Patapons and his anvil, Ton Kampon will create fine alloys that ring when tapped and can work Mithral and Admantine into Divine and Demon weapons.
  • The Blacksmith: Ton Kampon. Oddly, while being a Dekapon means he fits the standard "large and muscular" depiction, he doesn't do anything except work the (admittedly large) hammer; Fwoosh Famooze itself takes care of everything else.
  • Forged by the Gods: Divine and Demon weapons. Well, you don't actually forge these yourself, but you guide Ton Kampon's hammer to forge the ultimate weapon.
  • Forging Scene: The minigame plays out like this, with Ton Kampon striking the metal delicately while Fwoosh Famooze heats and cools it.
    Shuraba Yapon and Kururu Beruru 
A Patapon conductor and his student who happens to be a giant bell, Shuraba Yapon will take your junk items and reward you with Ka-Ching if you help him to give a good lesson to Kururu Beruru.
  • Cartoon Conductor: Shuraba Yapon, who doesn't even have an orchestra. All he has is a single student, who is a giant bell that does a ballet-like dance at his command.
     Tsun and Tsuku Tsukupon and Juice Machine 
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Two alchemist brothers and their lethargic old juice machine, Tsun and tsuku Tsukupon work hard to produce alchemical juices necessary for upgrading your Patapons.

Bosses

Introduced in Patapon 1

    Dodonga and Majidonga 
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Dodonga
Majidonga 
Two fearsome draconic creatures, Dodonga and Majidonga are likely the first challenges The Almighty will face in their journey to Earthend. They are capable of breathing fire and gobbling up your patapons in a single bite.
  • Call a Rabbit a "Smeerp": Call a dragon a Dodonga. Patapon 3 justifies calling them Dodongas, as less cartoonish real dragons are present in that game.
  • Dinosaurs Are Dragons: They both resemble a cross between megatheropod dinosaurs(especially T. Rex with their stubby two fingered arms) and huge fire-breathing dragons.
  • Our Dragons Are Different: Dongas are flightless land dragons which can breath fire, but otherwise more resemble dinosaurs like Tyrannosaurs, with two birdlike legs and stubby two-fingered arms.
  • Super-Scream: They both gain a new move in 2 where they rear back and let loose a Mighty Roar, hitting all your Patapons for massive damage. You could dodge it with the Jump song in 2 but are forced to defend from it in 3.
  • Swallowed Whole: Majidonga possesses the first such attack you'll encounter in the series. It will rear back its head after momentarily looking like it's going to use its fire attack and then gulp down one of the patapons standing next to it for a One-Hit Kill. This move is especially deadly when you first encounter it as you won't have access to the Retreat song that allows you to dodge it and Patapons suffer Permadeath in 1.
  • T. Rexpy: They both resemble humongous megatheropods, and even have small two-fingered arms like T. rex.

    Zaknel and Dokaknel 
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Zaknel
Dokaknel 
Two gigantic fire-breathing worms, the Kunels are powerful adversaries which require good use of the Defend song to defeat due to many of their attacks targeting you whole army and being undodgeable.
  • Dig Attack: Starting at level 10 in 2, the Kunels will use an attack where they tunnel underground and form a wheel shape before launching themselves at your heroes for massive damage.
  • Eyes Do Not Belong There: Their entire backside is covered in huge pupilless eyes that close when they die. Being worms, they shouldn't really have eyes to begin with.
  • Sand Worm: Making your way across the desert brings you to a confrontation with Zaknel, a huge fire-breathing worm that apparently has vegetation growing on it. Its primary form of attack is slamming its huge bulk on top of your Patapons. Averted with Dokaknel, its stronger version, which is just a normal giant worm without the "sand" part.
  • Wormsign: The whole screen shakes on their approach. In the remastered PS4 versions of 1 and 2, they activate the Dualshock controller's rumble with every attack.

    Gaeen and Dogaeen 
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Gaeen
Dogaeen 
A pair of colossal war constructs created out of stone(or wood) and steel respectively, they will smash your armies to bits with powerful punching attacks and set them ablaze with their lasers.
  • Bare-Fisted Monk: Their primary method of attack is by slamming your army with their fists.
  • Early-Installment Weirdness: In Patapon 1, Gaeen was implied to made out of wood since it dropped wood-related items when staggered or killed and was weak to Fire damage. In both games after that, it's explicitly said to be made out of stone and has a normal amount of Fire resistance.
  • Frickin' Laser Beams: One of their attacks has them shoot out a laser beam in an arc from their mouth. It can just barely be avoided with the Retreat song, but powering through it with Defend is also an option.
  • Golem: They both heavily evoke the concept of a Golem, being artificial constructs given life by some unknown force. The primary difference is that they are a lot bigger than other types of golems.
  • Wrestler in All of Us: They gain a new ability in 2 where they rear back and land a tremendously damaging body slam on your whole army. The only way to avoid it is with the Jump song.

    Ciokina and Cioking 
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Ciokina
Cioking 
A pair of titanic crabs, Ciokina and Cioking will stop at nothing to put your Patapons to sleep with their bubbles and mercilessly rib them apart with their claws.
  • Giant Enemy Crab: They are both huge crabs.
  • King Mook: They appear to be this to the Parcheek crabs which you can encounter hunting, especially Ciokina since she has the same color scheme.
  • One-Hit Kill: They possess a powerful and hard to avoid version of this where they reach down and delicately select a Patapon from the middle of your army rather than the front and violently thrash them around before tossing the now-dead Patapon aside. If they've just hit your party with Sleep bubbles, this attack becomes borderline unavoidable.
  • Status Infliction Attack: They can hit your army with a torrent of bubbles which put them to sleep, making them easy pickings for their claws and grab attack.

    Shookle and Shooshookle 
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Shookle
Shooshookle 
A pair of poisonous plant-like monsters, Shookle and Shooshookle are capable of grabbing up to three of your Patapons at once, but are very weak to fire damage and can have their limbs burned off.
  • Botanical Abomination: They are definitely plants, but they are huge and capable of somewhat-cumbersomely hopping around by themselves. They also have a predisposition towards snacking on your tasty Patapons.
  • Eaten Alive: After eating your Patapons, you are treated to the grisly sight of watching them dissolve in their stomach acid through their transparent belly.
  • Kill It with Fire: Being plants, they are highly susceptible to fire and can have their limbs burned off, freeing any Patapons in their grasp.
  • Man-Eating Plant: They want nothing more than to digest your Patapons in their bellies, and can eat up to 3 at a time if you're not careful, which especially brutal in 1 due to Swallowed Whole attacks causing Permadeath.
  • Pet Monstrosity: Queen kharma keeps Shookle as a pet in Patapon 1. It lives in the Royal Gardens of the Zigoton palace and must be killed to reach her.
  • Status Infliction Attack: They can emit poison gas which puts your Patapons to sleep, making it easier for them to be grabbed.
  • Swallowed Whole: They can eat up to three of your Patapons like this at a time, but cannot eat them immediately since that would be unbalanced and are vulnerable to having their arms burned off.

    Gorl 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_27_at_11_51_37_gorlswebp_webp_image_1000_439_pixels.png
LEFT: Gorl in Demon Form RIGHT: Gorl in Beast Form
The final boss of Patapon and a returning boss in both subsequent games, Gorlnote  is the demon whom Queen Kharma sold the Zigoton Bloodline to in exchange for power to defeat the Patapons as they marched on the Zigoton capital. With Kharma defeated, it is the last foe standing in the path between the Patapons and Earthend.Combat-wise, Gorl is capable of switching bewteen its magic-oriented Demon Form and its wild, unpredictable, damaging Beast Form. Mastering the attacks of both is crucial to defeating it.
  • Belly Mouth: Its Beast Form causes one to open up on its stomach, along with a giant pair of eyes.
  • Blow You Away: In 2, its Demon Form gains a new ability where it can flap its wing very aggressively and blow your patapons back, potentially freezing them.
  • Casting a Shadow: Its Demon Form has this as its primary attack, conjuring a big fireball of darkness and lobbing it at your army. Its Beast Form also possesses an attack like this where it vomits a bunch of smaller darkness globs out of its mouth.
  • Cheshire Cat Grin: Its Beast Form has one of these, to contrast the stoic and serious look its Demon Form has.
  • Deal with the Devil: Queen Kharma sold her bloodline to it to gain power.
  • Degraded Boss: In Patapon 1, it was the Final Boss and was considered to be immensely powerful. In both games after that, it's just another boss which is fought around the midpoint of the game. In order to even fight it in 2 you first have to defeat Garuru, which Meden says afterward is explicitly stronger than it.
  • Disc-One Final Boss: Of the series in general. It's no Ormen Karmen or any other Greater-Scope Villain, it's just a powerful unaffiliated fiend that happens to be in your way to Earthend, and is but the first of many extremely powerful beings the Almighty will face on their way.
  • Foe-Tossing Charge: This is its Beast Form's most dangerous attack. After retreating so far off the screen that you can't even see your army anymore, it will suddenly charge directly at and slam into them, dealing tons of damage and sending them flying.
  • Frickin' Laser Beams: It inherits a move from Garuru in 2. Its Beast Form will sometimes rear back before firing out a giant freezing beam of energy which will almost certainly kill any Patapon it touches. The only way to avoid it is with the Jump song.
  • Giant Space Flea from Nowhere: Downplayed. Gorl is somewhat telegraphed and foreshadowed to the player through Meden and Kharma's dialogue, but the entire game right up to the fight with Kharma makes it seem like she's going to be the Final Boss, and Gorl showing up almost seems like an afterthought.
  • Godzilla Threshold: Only when the Zigotons are greatly losing the war and been nearly beaten back to the Zigoton capital does Queen Kharma agree to make a deal with it, and the Patapons have to take care of it after the deal goes sour and Kharma is defeated.
  • Engrish: Zig-zagged. In the second game, it and its' stronger version are written as "Goruru" and "Garuru" respectively, implying that it was either accidentally translated as being an "l" in the first game due to the "uru" suffix or the localizers went for a more literal translation in 2.
  • Leitmotif: "Gyorogyoro's Theme", a Dark Reprise of "Goroch's Theme", the first song heard in—and the de facto main theme of—the series. Nowhere else in all three games does this music play except when fighting Goruru and Garuru.
  • One-Hit Kill: Its Demon Form is capable of picking up one of your Patapons and using them as an Improvised Lightning Rod, summoning a lightning bolt to instantly kill them.
  • Our Demons Are Different: Gorl is a powerful winged, horned fiend from the Underworld who can grant power to those that make a deal with it, and is capable of shifting between two radically different forms in combat.
  • Transformation Horror: When it changes into its Beast Form, it contorts its body backward before a huge unblinking eye on its stomach opens up and a gigantic Belly Mouth reveals itself, suddenly giving the Beast Form a terrifying Slasher Smile.
  • Transformation Is a Free Action: Averted: While changing to and from its Beast Form, it is still very vulnerable to attacks, giving you a good opportunity to get some damage in.

Introduced in Patapon 2

    Kacchindonga 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_30_at_10_41_11_kacchindongafullpngwebp_webp_image_280_196_pixels.png
An extremely formidable and dangerous foe, Kacchindonga, AKA "The Great Ice Dragon", is a rarely-appearing boss who only shows up when snow is falling at Dongara Ruins. It is essentially an incredibly souped-up Majidonga with ice attacks instead of fire.
  • An Ice Person: It has ice breath which can freeze your Patapons en masse, similar to Manboth/Manboroth's ice attack.
  • Superboss: Kacchindonga is capable of completely one-shotting lower-level armies with a single strike and also has Majidonga's One-Hit Kill Swallowed Whole attack. You will likely only be able to attempt to defeat it once you are well into the late game and have acquired some seriously good gear and leveled up your Patapons quite a bit.
  • Underground Monkey: It's an ice version of Majidonga which has a deadly freezing breath instead of fire breath.

    Mochichichi and Fenicci 
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Mochichichi
Fenicci 
A duo of gigantic corpulent birds, Mochichichi and Fenicci are king-size versions of the Mochichi family of birds that you hunt. Unlike their smaller brethren, they do not run away when attacked and instead put up a good fight.
  • Fartillery: They are easily staggered, but when they are they will deploy a massive fart on your army which inflicts sleep and run away.
  • "Get Back Here!" Boss: Moreso than usual, since they run away any time they're staggered and stagger quite easily.
  • Giant Flyer: They are both no smaller than any of the other building-sized bosses and are also perpetually hovering in place, except at the very beginning of the fight and when they run away.
  • King Mook: Mochichichi is an obvious one to the Mochichi birds, made especially clear by its name just being a longer version of "Mochichi".
  • The Phoenix: Fenicci is the Patapon world's version of a phoenix, being a massive firebird encountered in a volcanic region with powerful fire attacks.

    Centura and Darantula 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_30_at_11_05_58_centurap2webp_webp_image_682_236_pixels.png
Centura
Darantula 
A pair of titanic spiders, Centura and Darantula are unique among Patapon bosses in that they have a unique level mechanic; they cannot be attacked while obscured by the fog, and require use of the Rain Juju to defeatnote . They are still no less powerful even when revealed, hoever, and love to drink your Patapons' organs from the inside out.
  • Beware My Stinger Tail: Their sharp-tipped probosces function like this. When they rear back, that's your cue to dodge because it is about to spear one of your Patapons and drink them alive for a One-Hit Kill. It can also just thrash the ground with it, hitting your whole army at once, or spear them from below, requiring the Jump song to dodge it.
  • Big Creepy-Crawlies: Even if they don't at all resemble Giant Spiders, they are still definitely this, being towering arthropods of some kind.
  • Informed Species: The game repeatedly claims that they are spiders, despite them looking nothing like a spider or even an insect. They have only three legs and some kind of proboscis appendage and a single body segment consisting of an inverted head with four eyes on stalks, making them look like a bizarre cross between a harvestman, a scorpion and an Octuptarra Droid.
  • Mysterious Mist: They are always encountered in these, and it must be dispelled with the Rain Juju in order to damage them. The first time you encounter Centura, the mission is even called "Centura in the Fog".
  • Status Infliction Attack: They will sometimes stab themselves in the head, releasing a wave of poisonous liquid that inflicts Sleep.

    Manboth and Manboroth 
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Manboth
Manboroth 
A pair of towering Mammoths encased in ice, Manboth and Manboroth are Patapolis' largest source of meat. However, in order to obtain those mammoth steaks, your army will have to be prepared for a grueling battle.
  • Cruel Elephant: They will stop at nothing to squash your Patapons with their feet and gore them with their tusks.
  • Monster in the Ice: When you first encounter them in a mission, they are encased in a gigantic wall of ice. You can actually use this to your advantage since the fight will not start until you break them out of it, meaning you can prepare Fever or send your hero into Super Mode. Even when you break them out, they still have a big sheet of ice attached to their back. Uniquely, instead of running away like other bosses, they will instead refreeze themselves and your whole army when they get damaged enough.
  • Status Infliction Attack: They can shoot out a line of snowflakes to cover your army, inflicting Freeze. They will almost always follow this up with their tusk attack, so watch out.

    Garuru 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_07_01_at_12_21_41_garuru_0webp_webp_image_647_494_pixels.png
Garuru in Demon Form
A powerful fiendish servant of Black Hoshipon, Garuru is a demon which confronts your army in the mission "At the World's Core". It is a nastier and more powerful demon of the same type as Goruru, and possesses some deadly new attacks.
  • Disc-One Final Boss: Garuru is fought around the midpoint of the game, and with its defeat Black Hoshipon gives up and stops aiding the Karmen. The second half of the game has the Karmen as the lone remaining threat. It's also a powered-up version of the previous Final Boss and fought at a mission called "At The World's Core", potentially leading the player to think the game is wrapping up.
  • Frickin' Laser Beams: Its Beast Form will sometimes rear back before firing out a giant freezing beam of energy which will almost certainly kill any Patapon it touches. The only way to avoid it is with the Jump song.
  • Pet Monstrosity: It is Black Hoshipon's most powerful pet, stronger than Matango or any of her other minions. How she is capable of controlling a demon that is an explicitly more powerful version of a demon so fearsome it was the Final Boss of Patapon 1 is unknown.
  • The Worf Effect: An example for the villainous side. Meden outright states after you kill it that it was a much more powerful version of Goruru(Gorl), meaning your army has already gotten so strong with the addition of the Hero that even the Final Boss of Patapon 1 is So Last Season for your enemies, and they'll need to start throwing some seriously tough stuff your way if they want to have a chance of stopping you from reaching Earthend.

    Kanogias and Ganodias 
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Kanogias
Ganodias 
A pair of gigantic war machines, Kanogias and Ganodias are dangerous late-game foes that are loaded up with a truly staggering amount of firepower, though you will be rewarded with rare alloys for defeating them.
  • BFG: Their most powerful attack is the Ultimate Destruction Cannon, a massive gun that unfolds out of the top of their head and releases a huge blast into your army, instantly killing them all if it landsnote . It can only be fully avoided with the Jump song, and if you miss the dodge window, you're done for.
  • Chicken Walker: They are carrying all that weaponry on two stubby, squat legs that can barely support it.
  • Epic Flail: A huge wrecking ball dangles from their forehead, which they can use to bowl over your army and potentially zero in on and crush Hatapon with the downswing unless you manage to dodge it.
  • More Dakka: They come equipped with bombs, machine guns, and a big-ass cannon and will use them on your army relentlessly unless you can stagger them reliably.
  • Siege Engines: They are building-sized living war machines that are tricked out with every weapon imaginable, such as a wrecking ball, machine guns and a BFG that's as big as their entire head. Fortunately, being equipped with so much weaponry makes them extremely top-heavy and easy to stagger, especially since they're bipedal.
  • Superboss: Ganodias technically is one in Patapon 2, since it can only be fought after you've fully completed the campaign. The only way to access the mission it's in is by defeating the Zugagang a second time, which itself is only available to do after defeating Dettankarmen and beating the game. It has stats to match the overpowered state your army will be in as well, and will not go down without a serious fight.

    Dettankarmen and Zuttankarmen 
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Dettankarmen at the start of the fight
Zuttankarmen at the start of the fight 
A pair of immensely powerful demonic entities, Dettankarmen and Zuttankarmen are terrible foes controlled by the Karmen tribe which serve as the Final Bosses of Patapon 2. Even with the defeat of Ormen Karmen, they must still be defeated in order to save the Patapon Princess and reach Earthend.
  • Giant Space Flea from Nowhere: Compared to Patapon 1, this is played straight. While Goruru was somewhat telegraphed in the levels immediately leading up to it, everything in this game points toward Ormen Karmen being the Final Boss, and having to defeat Dettankarmen as well is only brought up after you've already defeated him and immediately before its level.
  • He Knows About Timed Hits: While in Beast Form, they are the only two bosses in the series to perform a charging attack and then immediately rear back and do a slashing attack, meaning you will have to play two Dodge songs back to back in order to avoid them perfectly. In general, their attacks very rarely conform to the 4/4 time measure system that every other boss telegraphs their attacks with, making them especially tricky to predict.
  • Leitmotif: "Hey Whazzat Theme", which exclusively plays only when fighting either of them.
  • Living Shadow: They both appear to be this, being amorphous masses of darkness that coalesce into a variety of forms throughout their fight.
  • Meteor-Summoning Attack: While in Cyclops Form, they can call down a rain of meteors on your army, not unlike a gross mockery of a Mahopon hero's ability.
  • One-Hit Kill: In Cyclops Form, they can grab one of your frontline Patapons and roasts them on their torch before popping them in their mouth and eating them alive.
  • Our Demons Are Different: Unlike Goruru and Garuru, Dettankarmen and Zuttankarmen are demons that are formless Living Shadows which can switch between at least three different forms rather than two, although one of their forms has no attacks and is only seen at the beginning of the fight.
  • Post-Final Boss: Dettankarmen is fought after Ormen Karmen, whom for all intensive and narrative purposes is the Final Boss and leader of the Karmen tribe, has been defeated.
  • Superboss: Zuttankarmen is an extra-hard version of Dettankarmen that can only be fought after defeating Dettankarmen three times. Since it is the absolute last challenge your army will face in Patapon 2, you will need to bring a tremendously powerful army to defeat it.

Introduced in Patapon 3

    The Accursed Dodonga 
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A spikier, more dinged-up version of Dodonga enslaved by the Archfiend of Valor, The Accursed Dodonga serves as the boss of the Cave of Valor and by extension the first boss of Patapon 3.
  • Underground Monkey: It's a cursed version of Dodonga, and that's really where the differences end.

    Gigans 
Humongous, towering Cthulhumanoids, the legendary Gigantus, Gigante King and Terantus are Patapon 3's toughest and most dangerous Superbosses. Standing so tall you won't even be able to see them onscreen all at once, they will squish your Uberhero beneath their sandals and flatten the rest of your army with their gigantic weapons.

In General

  • Cthulhumanoid: They all have faces which are a mass of tentacles. They're also Cthulhu-sized, being the three tallest bosses in the series.
  • Lean and Mean: They have very thin, sticklike limbs and the bones of their spinal columns are visibly straining against their skin, giving them an emaciated look. They are also extremely deadly giants.
  • Our Giants Are Bigger: They are far and away the most titanic creatures in any of the games, far surpassing the measly cyclopes in height. This means they run more concurrent with descriptions of giants in Classical Mythology as towering demigod-like figures, alluded to with the faux-Greek hoplite helmets Gigantus and Terantus wear.
  • Superboss: They only show up as rare Sukopon events(except for Terantus, who is DLC-exclusive), and they're mountain-sized monstrosities that look like they've been ripped straight out of Shadow of the Colossus and are some of the hardest fights in the series. They're intended to be completed with Co-Op Multiplayer help, but a courageous enough Uberhero with a high-level and well-equipped team just might be able to take them down.
  • Weapon-Based Characterization: The daggers they have equipped on their belt show how difficult they are in relation to each other; Gigantus is the weakest, and carries one dagger. Gigante King is stronger than Gigantus and carries two. Terantus is stronger than both of them and has a whopping three daggers.
  • Wrestler in All of Us: They all share a deadly body slam move, which is usually capable of wiping your party no matter what unless they are insanely overleveled.

Gigantus

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Despite being the weakest of the Gigans, Gigantus is still an extremely powerful foe and it is outright impossible for him to be defeated by a party with an aggregate level of less than 25.

Gigante King

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The king of the Gigans, Gigante King is the strongest boss in the game, more powerful than even the Final Boss, Arch Pandara.
  • BFS: He wields a giant sword like Gigantus, though it is much more ornate and in better condition than Gigantus'.
  • Royals Who Actually Do Something: Despite being an aged king, he is still a humungous badass who can wipe the floor with your party.

Terantus

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A boss that can be fought in his own quest in the first DLC pack, Terantus is much stronger than even Gigante King.
  • Palette Swap: He basically looks the same as Gigantus, with a slightly different headpiece and a brown coloration as opposed to green.

    Arch Pandara(FINAL BOSS SPOILERS
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Arch Pandara in Skeleton Form
The coalesced form of all Seven Archfiends, Arch Pandara is the Archfiend of Tolerance's last-ditch attempt to stop the Uberhero and the Final Boss of both Patapon 3 and the Patapon games as a whole. Summoned from a box-like vessel, this titanic shadowy being possesses numerous dangerous attacks in its normal form. However, it also possesses a completely unique mechanic never seen before in all three games; while in Chest Form, it will sometimes change into its ultimate form of a humongous cyclopean arachnid-like entity which traps your army underneath its great mandibles. The only way to escape the perpetual damaging thunderbolts of this attack is to advance to the other side of the screen using the PATA PATA PATA PON command and strike the Vessel to return it to its damageable Chest Form.
  • All Your Powers Combined: It possesses the strength of all seven Archfiends, who have coalesced into one mighty form.
  • Autobots, Rock Out!: The theme that accompanies it is "Whoa Gyorocchi Theme", an electric guitar remix of "Goroch's Theme" which effectively serves as both a Theme Music Power-Up for the Patapons and a Last Episode Theme Reprise.
  • Demon Lords and Archdevils: It is essentially an Arch-Archfiend, and possesses all of their power as well.
  • Fusion Dance: The Seven Archfiends coalesce inside the Vessel in order to transform into it.
  • Living Shadow: Much like Dettankarmen and Zuttankarmen, Arch Pandara is an amorphous demonic creature made out of shadowy bats, and changes vetween three different forms during its fight.
  • Pocket Dimension: Its summoning seems to send your Patapons into one of these, a vast gray wasteland covered with barren trees. They are immediately catapulted back into the Tomb of Tolerance's final floor after defeating it.
  • The Worm That Walks: Arch Pandara seems to be made of shadow bats. They come flying out of the open Vessel along with Arch Pandara. When you stagger it in skeleton form, bats come flying out of its back and then fly back in. After it finishes summoning a giant worm, bats can be seen flying from the worm and into Arch Pandara's arm. When it shapeshifts between its two main forms, it first morphs into a giant red eye with bats flying around it which then coalesce, and when you kill it, it morphs back into its shapeshifting form, but the bats that usually fly around it die and fall to the ground.

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