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** Rabbid Mario is a one-Rabbid wrecking crew. Nominally a CloseRangeCombatant, Rabbit Mario does massive amounts of AreaOfEffect damage with his Boomshots and Hammers, as well as his Boom Dash. His Boom Dash deals considerable damage in a large area-of-effect [[note]]fully upgraded, he can do up to 280 damage on every target he directly dashes into and 210 on anyone else, so long as he hits them with all three blasts.[[/note]] and allows him to directly run into three opponents per movement phase, which, considering he's tied with Luigi and Rabbid Yoshi for the best non-Team Jump movement range, is very easy to arrange. Much like Rabbid Luigi, his weapons often specialize in Stone and Vampire statuses, allowing him to either completely shut down entire groups of enemies or provide a smorgasbord of healing opportunities for himself and his teammates with a single shot, assuming, of course, that he doesn't knock them out entirely with their high damage. His Boomshots also do massive damage to any cover in its cone of fire (and triggering any status traps that happen to be in range), meaning that even if he misses his targets will likely be easy pickings for his teammates. Defensively, his Bodyguard makes him virtually immune to dash damage without upgrades (and can be upgraded to full immunity as well as a decent 30% weapon damage reduction), dramatically reducing the risk to himself if he fails to clear the room. Meanwhile, his Magnet Dance lures enemies towards him, not only increasing the likelihood that he'll catch them in his areas of effect but also leaving them exposed and triggering any allied Hero Sight within range, making it even less likely that his foes will survive until their turn. His only downside is that [[TrialByFriendlyFire he's likely to hurt his teammates if the player isn't careful]], but [[DifficultButAwesome with some practice and situational awareness, he's well worth the risk]].
** Yoshi might be an EleventhHourRanger who isn't unlocked until halfway through the final world, but he's capable of taking a huge bite out of the challenge of the end- and post-game. While his version of Hero Sight, Egg Beater, lacks the multi-shot functionality of Mario's and Luigi's and the area of effect of Peach's, it does devastatingly high damage to a single target, making him ideal for cutting down high-value targets like Mid-Bosses or Smashers. While Yoshi's Dash is mediocre, his Team Jump gives him a GroundPound that does considerable damage to anyone within its large impact radius and, unlike Rabbid Mario's Boom Dash, does heavy damage to cover, potentially letting him expose enemies before he's even fired a shot. Yoshi's most devastating ability, however, is his [[CriticalHitClass Super Chance]], which gives a 100% Critical Hit chance to himself and any teammate within its (potentially massive once upgraded) area of effect. Since Critical Hits don't just do increased damage (they apply Status Effects), a well-timed Super Charge combined with area-of-effect weapons (such as Sentries, Hammers, Boomshots, and Rockets, the latter of which Yoshi himself has) means coating large swathes of the enemy team in heavy damage and detrimental Status Effects[[note]]This makes him particularly nightmarish when paired with the aforementioned Rabbid Mario, since this means that his Stone or Vampire weapons will always completely shut down everyone he hits or turn them into fountains of easy healing respectively, especially with his Magnet Dance letting him potentially draw the majority of the enemy team into his trap.[[/note]]. And while Ink and Freeze, which Yoshi's weapons specialize in, might not completely cost an enemy their turn like the aforementioned Rabbid Mario Bros.' Stone weapons do, his ability to prevent enemies from using their standard attack or skills respectively should not be taken lightly[[note]]Nor should Mario's Honey or Bounce weapons, which are naturally also affected by the buff.[[/note]]. Like Rabbid Mario, he requires a certain level of caution to prevent him from accidentally harming his teammates with his Ground Pound or Status Effects from his Rocket and his teammates' area-of-effect weaponry, and getting too reckless with the Ground Pound can leave Yoshi exposed for a turn, but his pros easily outweigh his cons.

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** Rabbid Mario is a one-Rabbid wrecking crew. Nominally a CloseRangeCombatant, Rabbit Rabbid Mario does massive amounts of AreaOfEffect damage with his Boomshots and Hammers, as well as his Boom Dash. His Boom Dash deals considerable damage in a large area-of-effect [[note]]fully upgraded, he can do up to 280 damage on every target he directly dashes into and 210 on anyone else, so long as he hits them with all three blasts.[[/note]] and allows him to directly run into three opponents per movement phase, which, considering he's tied with Luigi and Rabbid Yoshi for the best non-Team Jump movement range, is very easy to arrange. Much like Rabbid Luigi, his weapons often specialize in Stone and Vampire statuses, allowing him to either completely shut down entire groups of enemies or provide a smorgasbord of healing opportunities for himself and his teammates with a single shot, assuming, of course, that he doesn't knock them out entirely with their high damage. His Boomshots also do massive damage to any cover in its cone of fire (and triggering any status traps that happen to be in range), meaning that even if he misses his targets will likely be easy pickings for his teammates. Defensively, his Bodyguard makes him virtually immune to dash damage without upgrades (and can be upgraded to full immunity as well as a decent 30% weapon damage reduction), dramatically reducing the risk to himself if he fails to clear the room. Meanwhile, his Magnet Dance lures enemies towards him, not only increasing the likelihood that he'll catch them in his areas of effect but also leaving them exposed and triggering any allied Hero Sight within range, making it even less likely that his foes will survive until their turn. His only downside is that [[TrialByFriendlyFire he's likely to hurt his teammates if the player isn't careful]], but [[DifficultButAwesome with some practice and situational awareness, he's well worth the risk]].
** Yoshi might be an EleventhHourRanger who isn't unlocked until halfway through the final world, but he's capable of taking a huge bite out of the challenge of the end- and post-game. While his version of Hero Sight, Egg Beater, lacks the multi-shot functionality of Mario's and Luigi's and the area of effect of Peach's, it does devastatingly high damage to a single target, making him ideal for cutting down high-value targets like Mid-Bosses or Smashers. While Yoshi's Dash is mediocre, his Team Jump gives him a GroundPound that does considerable damage to anyone within its large impact radius and, unlike Rabbid Mario's Boom Dash, does heavy damage to cover, potentially letting him expose enemies before he's even fired a shot. Yoshi's most devastating ability, however, is his [[CriticalHitClass Super Chance]], which gives a 100% Critical Hit chance to himself and any teammate within its (potentially massive once upgraded) area of effect. Since Critical Hits don't just do increased damage (they damage, they apply Status Effects), Effects, a well-timed Super Charge Chance combined with area-of-effect weapons (such as Sentries, Hammers, Boomshots, and Rockets, the latter of which Yoshi himself has) means coating large swathes of the enemy team in heavy damage and detrimental Status Effects[[note]]This makes him particularly nightmarish when paired with the aforementioned Rabbid Mario, since this means that his Stone or Vampire weapons will always completely shut down everyone he hits or turn them into fountains of easy healing respectively, especially with his Magnet Dance letting him potentially draw the majority of the enemy team into his trap.[[/note]]. And while Ink and Freeze, which Yoshi's weapons specialize in, might not completely cost an enemy their turn like the aforementioned Rabbid Mario Bros.' Stone weapons do, his ability to prevent enemies from using their standard attack or skills respectively should not be taken lightly[[note]]Nor should Mario's Honey or Bounce weapons, which are naturally also affected by the buff.[[/note]]. Like Rabbid Mario, he requires a certain level of caution to prevent him from accidentally harming his teammates with his Ground Pound or Status Effects from his Rocket and his teammates' area-of-effect weaponry, and getting too reckless with the Ground Pound can leave Yoshi exposed for a turn, but his pros easily outweigh his cons.
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** Yoshi might be an EleventhHourRanger who isn't unlocked until halfway through the final world, but he's capable of taking a huge bite out of the challenge of the end- and post-game. While his version of Hero Sight, Egg Beater, lacks the multi-shot functionality of Mario's and Luigi's and the area of effect of Peach's, it does devastatingly high damage to a single target, making him ideal for cutting down high-value targets like Mid-Bosses or Smashers. While Yoshi's Dash is mediocre, his Team Jump gives him a GroundPound that does considerable damage to anyone within its large impact radius and, unlike Rabbid Mario's Boom Dash, does heavy damage to cover, potentially letting him expose enemies before he's even fired a shot. Yoshi's most devastating ability, however, is his [[CriticalHitClass Super Chance]], which gives a 100% Critical Hit chance to himself and any teammate within its (potentially massive once upgraded) area of effect. Since Critical Hits don't just do increased damage (they apply Status Effects), a well-timed Super Charge combined with area-of-effect weapons (such as Sentries, Hammers, Boomshots, and Rockets, the latter of which Yoshi himself has) means coating large swathes of the enemy team in heavy damage and detrimental Status Effects[[note]]This makes him particularly nightmarish when paired with the aforementioned Rabbid Mario, since this means that his Stone or Vampire weapons will always completely shut down everyone he hits or turn them into fountains of easy healing respectively, especially with his Magnet Dance letting him potentially draw the majority of the enemy team into his trap.[[/note]]. And while Ink and Freeze, which Yoshi's weapons specialize in, might not completely cost an enemy their turn like the aforementioned Rabbid Mario Bros.' Stone weapons do, his ability to prevent enemies from using their standard attack or skills respectively should not be taken lightly[[note]]Nor should Mario's Honey or Bounce weapons, which are naturally also affected by the buff.[[/note]]. Like Rabbid Mario, he requires a certain level of caution to prevent him from accidentally harming his teammates with his Ground Pound or Status Effects from his Rocket and his teammates' area-of-effect weaponry, but his pros easily outweigh his cons.
** Sentries make a compelling argument to bring Luigi or Rabbid Peach along just to use them. Essentially landmines strapped to an RC car, Sentries [[SuperPersistentMissile relentlessly hunt down their target no matter where they run]][[note]]so long as they can be reached by ground travel or Pipes; they lack the ability to reach foes who are in areas only accessible by Team Jumping, though these are far and few between.[[/note]], exploding once an enemy (even if it's not the target) gets too close while ignoring (and damaging) cover and dealing considerable damage in their blast radius, which starts at 3x3 and is increased to 5x5 with late-game weapons. At mid-range or less, they can travel far enough to reach the target without a delay[[note]]starting with 6 tiles per turn, not including pipes, later being upgraded to 8[[/note]], making them great for wearing down targets in high-cover or Bucklers who can't be flanked that turn. If their target gets taken out before they reach them, they don't despawn, instead staying stationary and acting as landmines, which can be used as an OutsideTheBoxTactic for area denial. But what really makes them great is, counter-intuitively, the fact that enemies can destroy them. Enemies are [[ArtificialBrilliance smart enough to be rightly concerned about the bomb that is speeding toward them]], and will often prioritize their own self-preservation over taking shots at the player's team. While this means that a Sentry will likely not reach a target that's particularly far away, it also means a considerable amount of damage directed away from the actual team, especially since Luigi and Rabbid Peach can each create a new Sentry every other turn. They're also immune to Status Effects[[note]]This does not include buffs from the player's team, such as Mario's M-Power or Yoshi's Super Chance, which can buff a Sentry even if Luigi/Rabbid Peach are not within range themselves.[[/note]] (though not immune to the increased damage from a Critical Hit), meaning that enemy attacks, the player's area-of-effect attacks, or even the Tornado environmental hazard can knock a Sentry off-course so long as the damage doesn't destroy it[[note]]aside from the ones from the ''Donkey Kong Adventure'' DLC which are considerably more frail, Sentries have 150-300 HP, making them slightly tougher than [[GlassCannon Luigi]] without health upgrades, meaning they'll likely not survive too many attacks before being destroyed; nonetheless even two of three attacks per Sentry takes a lot of pressure off of the team itself, especially with the aforementioned one-turn cooldown on creating them.[[/note]]. Even better, since the Sentry automatically moves at the start of the player's turn, it'll often trigger any Villain Sight that would typically be directed at the team.

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** Yoshi might be an EleventhHourRanger who isn't unlocked until halfway through the final world, but he's capable of taking a huge bite out of the challenge of the end- and post-game. While his version of Hero Sight, Egg Beater, lacks the multi-shot functionality of Mario's and Luigi's and the area of effect of Peach's, it does devastatingly high damage to a single target, making him ideal for cutting down high-value targets like Mid-Bosses or Smashers. While Yoshi's Dash is mediocre, his Team Jump gives him a GroundPound that does considerable damage to anyone within its large impact radius and, unlike Rabbid Mario's Boom Dash, does heavy damage to cover, potentially letting him expose enemies before he's even fired a shot. Yoshi's most devastating ability, however, is his [[CriticalHitClass Super Chance]], which gives a 100% Critical Hit chance to himself and any teammate within its (potentially massive once upgraded) area of effect. Since Critical Hits don't just do increased damage (they apply Status Effects), a well-timed Super Charge combined with area-of-effect weapons (such as Sentries, Hammers, Boomshots, and Rockets, the latter of which Yoshi himself has) means coating large swathes of the enemy team in heavy damage and detrimental Status Effects[[note]]This makes him particularly nightmarish when paired with the aforementioned Rabbid Mario, since this means that his Stone or Vampire weapons will always completely shut down everyone he hits or turn them into fountains of easy healing respectively, especially with his Magnet Dance letting him potentially draw the majority of the enemy team into his trap.[[/note]]. And while Ink and Freeze, which Yoshi's weapons specialize in, might not completely cost an enemy their turn like the aforementioned Rabbid Mario Bros.' Stone weapons do, his ability to prevent enemies from using their standard attack or skills respectively should not be taken lightly[[note]]Nor should Mario's Honey or Bounce weapons, which are naturally also affected by the buff.[[/note]]. Like Rabbid Mario, he requires a certain level of caution to prevent him from accidentally harming his teammates with his Ground Pound or Status Effects from his Rocket and his teammates' area-of-effect weaponry, and getting too reckless with the Ground Pound can leave Yoshi exposed for a turn, but his pros easily outweigh his cons.
** Sentries make a compelling argument to bring Luigi or Rabbid Peach along just to use them. Essentially landmines strapped to an RC car, Sentries [[SuperPersistentMissile relentlessly hunt down their target no matter where they run]][[note]]so long as they can be reached by ground travel or Pipes; they lack the ability to reach foes who are in areas only accessible by Team Jumping, though these are far and few between.[[/note]], exploding once an enemy (even if it's not the target) gets too close while ignoring (and damaging) cover and dealing considerable damage in their blast radius, which starts at 3x3 and is increased to 5x5 with late-game weapons. At mid-range or less, they can travel far enough to reach the target without a delay[[note]]starting with 6 tiles per turn, not including pipes, later being upgraded to 8[[/note]], making them great for wearing down targets in high-cover or Bucklers who can't be flanked that turn. If their target gets taken out before they reach them, they don't despawn, instead staying stationary and acting as landmines, which can be used as an OutsideTheBoxTactic for area denial. But what really makes them great is, counter-intuitively, the fact that enemies can destroy them. Enemies are [[ArtificialBrilliance smart enough to be rightly concerned about the bomb that is speeding toward them]], and will often prioritize their own self-preservation over taking shots at the player's team. While this means that a Sentry will likely not reach a target that's particularly far away, it also means a considerable amount of damage directed away from the actual team, especially since Luigi and Rabbid Peach can each create a new Sentry every other turn. They're also immune to Status Effects[[note]]This does not include buffs from the player's team, such as Mario's M-Power or Yoshi's Super Chance, which can buff a Sentry even if Luigi/Rabbid Peach are not within range themselves.[[/note]] (though not immune to the increased damage from a Critical Hit), meaning that enemy attacks, the player's area-of-effect attacks, or even the Tornado environmental hazard can cannot knock a Sentry off-course with Bounce or Push (or stop it in its tracks with Honey) so long as the damage doesn't destroy it[[note]]aside it entirely[[note]]aside from the ones from the ''Donkey Kong Adventure'' DLC which are considerably more frail, Sentries have 150-300 HP, making them slightly tougher than [[GlassCannon Luigi]] without health upgrades, meaning they'll likely not survive too many attacks before being destroyed; nonetheless even two of three attacks per Sentry takes a lot of pressure off of the team itself, especially with the aforementioned one-turn cooldown on creating them.[[/note]]. Even better, since the Sentry automatically moves at the start of the player's turn, it'll often trigger any Villain Sight that would typically be directed at the team.team, making pushing forward much less hazardous.
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* ScrappyMechanic: While each of the characters' individual playstyles have been praised, the CharacterSelectForcing that mandates having [[CantDropTheHero Mario]] and at least one Rabbid in the party has been criticized by fans, since it means you can't have an all-Mario or all-Rabbid party and dramatically cuts down on possible team synergy.

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* ScrappyMechanic: While each of the characters' individual playstyles have been praised, the CharacterSelectForcing RequiredPartyMember rules that mandates mandate having [[CantDropTheHero Mario]] and at least one Rabbid in the party has been criticized by fans, since it means you can't have an all-Mario or all-Rabbid party and dramatically cuts down on possible team synergy.
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* CrossesTheLineTwice: One of the lines from the first verse of Tom Phan's TheHeroSucksSong essentially fat-shames Mario [[note]]''Slithering down every pipe, despite his plumb-shaped body type''[[/note]], and he directly reacts to this one. But given the nature of the song and how on-point the rest of the song is in roasting the plumber, this point is easily glossed over; the accompanying Rabbid struggling in futility to contain their laughter makes said dismissal easier. Not to mention the HypocriticalHumor caused by fact that the Phantom [[LargeAndInCharge is far from]] [[FatBastard in-shape himself...]]

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* CrossesTheLineTwice: One of the lines from the first verse of Tom Phan's TheHeroSucksSong essentially fat-shames Mario [[note]]''Slithering down every pipe, despite his plumb-shaped body type''[[/note]], and he directly reacts to this one. But given the nature of the song and how on-point the rest of the song is in roasting the plumber, this point is easily glossed over; the accompanying Rabbid struggling in futility to contain their laughter makes said dismissal easier. Not to mention the HypocriticalHumor caused by fact that the Phantom [[LargeAndInCharge is far is]] ''[[LargeAndInCharge far]]'' [[LargeAndInCharge from]] [[FatBastard in-shape himself...himself.]]



** The Phantom Of the Bwahpera has become a memorable character for his [[SugarWiki/AwesomeMusic awesome singing]] [[LargeHam moments]].

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** The Phantom Of of the Bwahpera has become a memorable character for his [[SugarWiki/AwesomeMusic awesome singing]] [[LargeHam moments]].



** Rabbid Luigi can really wreak havoc on the battlefield. His Vamp Dash, when maxed out, does more damage than Mario's GoombaStomp, dealing 160 versus Mario's 150, and, unlike Mario's stomp, can be used on two enemies in one movement turn. While the health regained from Vamp Dashing starts at only 30% of the damage dealt, it can be increased to a full 100%, which, when combined with a full damage skill for the dash, equates to 320 health, more than half of Rabbid Luigi's maximum of 500, healed just from movement. And since the Vampire effect lingers on an enemy for a turn after infliction, this means that everyone on the team can also boost their health from attacking the Vamped foes, making Rabbid Luigi an excellent CombatMedic. He's no slouch when it comes to combat either, boasting the highest chances of critical hits and accompanying Super Effects of the entire cast, with his two postgame weapons having a 100% guaranteed Super Effect on ''every'' shot; this includes the Round Shield Shocker, which inflicts Stone (which combines Honey [no movement], Ink [no attacking], and Freeze [no techniques] into a weapon that stops a single foe dead in their tracks), and Gag Me With A Spoon, which carries Vamp, allowing Rabbid Luigi to set up heals at a distance. And if he ever needs to get through dangerous territory, he can use either his Super Barrier, which negates all Super Effects and decreases movement damage taken by up to 50% and weapon damage taken by up to 60%, or Weaken, which can lower an enemy's damage output by up to 70%; Super Barrier goes especially well with Vamp Dash, allowing Rabbid Luigi to heal up and let his team do so too, without having to worry about being intercepted.
** Rabbid Mario is a one-Rabbid wrecking crew. Nominally a CloseRangeCombatant, Rabbit Mario does massive amounts of AreaOfEffect damage with his Boomshots and Hammers, as well as his Boom Dash. His Boom Dash deals considerable damage in a large area-of-effect [[note]]fully upgraded, he can do up to 280 damage on every target he directly dashes into and 210 on anyone else, so long as he hits them with all three blasts.[[/note]] and allows him to directly run into three opponents per movement phase, which, considering he's tied with Luigi and Rabbid Yoshi for the best non-Team Jump movement range, is very easy to arrange. Much like Rabbid Luigi, his weapons often specialize in Stone and Vampire statuses, allowing him to either completely shut down entire groups of enemies or provide a smorgasbord of healing opportunities for himself and his teammates with a single shot, assuming, of course, that he doesn't knock them out entirely with their high damage. His Boomshots also do massive damage to any cover in its cone of fire (and triggering any status traps that happen to be in range), meaning that even if he misses his targets will likely be easy pickings for his teammates. Defensively, his Bodyguard makes him virtually immune to dash damage without upgrades (and can be upgraded to full immunity as well as a decent 30% weapon damage reduction), dramatically reducing the risk to himself if he fails to clear the room. Meanwhile, his Magnet Dance lures enemies towards him, not only increasing the likelihood that he'll catch them in his areas of effect but also leaving them exposed and triggering any allied Hero Sight within range, making it even less likely that his foes will survive until their turn. His only downside is that [[TrialByFriendlyFire he's likely to hurt his teammates if the player isn't careful]], but [[DifficultButAwesome with some practice and situational awareness he's well worth the risk]].

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** Rabbid Luigi can really wreak havoc on the battlefield. His Vamp Dash, when maxed out, does more damage than Mario's GoombaStomp, dealing 160 versus Mario's 150, and, unlike Mario's stomp, can be used on two enemies in one movement turn. While the health regained from Vamp Dashing starts at only 30% of the damage dealt, it can be increased to a full 100%, which, when combined with a full damage skill for the dash, equates to 320 health, more than half of Rabbid Luigi's maximum of 500, healed just from movement. And since the Vampire effect lingers on an enemy for a turn after infliction, this means that everyone on the team can also boost their health from attacking the Vamped foes, making Rabbid Luigi an excellent CombatMedic. He's no slouch when it comes to combat either, boasting the highest chances of critical hits and accompanying Super Effects of the entire cast, with his two postgame post-game weapons having a 100% guaranteed Super Effect on ''every'' shot; this includes the Round Shield Shocker, which inflicts Stone (which combines Honey [no movement], Ink [no attacking], and Freeze [no techniques] into a weapon that stops a single foe dead in their tracks), and Gag Me With A Spoon, which carries Vamp, allowing Rabbid Luigi to set up heals at a distance. And if he ever needs to get through dangerous territory, he can use either his Super Barrier, which negates all Super Effects and decreases movement damage taken by up to 50% and weapon damage taken by up to 60%, or Weaken, which can lower an enemy's damage output by up to 70%; Super Barrier goes especially well with Vamp Dash, allowing Rabbid Luigi to heal up and let his team do so too, without having to worry about being intercepted.
** Rabbid Mario is a one-Rabbid wrecking crew. Nominally a CloseRangeCombatant, Rabbit Mario does massive amounts of AreaOfEffect damage with his Boomshots and Hammers, as well as his Boom Dash. His Boom Dash deals considerable damage in a large area-of-effect [[note]]fully upgraded, he can do up to 280 damage on every target he directly dashes into and 210 on anyone else, so long as he hits them with all three blasts.[[/note]] and allows him to directly run into three opponents per movement phase, which, considering he's tied with Luigi and Rabbid Yoshi for the best non-Team Jump movement range, is very easy to arrange. Much like Rabbid Luigi, his weapons often specialize in Stone and Vampire statuses, allowing him to either completely shut down entire groups of enemies or provide a smorgasbord of healing opportunities for himself and his teammates with a single shot, assuming, of course, that he doesn't knock them out entirely with their high damage. His Boomshots also do massive damage to any cover in its cone of fire (and triggering any status traps that happen to be in range), meaning that even if he misses his targets will likely be easy pickings for his teammates. Defensively, his Bodyguard makes him virtually immune to dash damage without upgrades (and can be upgraded to full immunity as well as a decent 30% weapon damage reduction), dramatically reducing the risk to himself if he fails to clear the room. Meanwhile, his Magnet Dance lures enemies towards him, not only increasing the likelihood that he'll catch them in his areas of effect but also leaving them exposed and triggering any allied Hero Sight within range, making it even less likely that his foes will survive until their turn. His only downside is that [[TrialByFriendlyFire he's likely to hurt his teammates if the player isn't careful]], but [[DifficultButAwesome with some practice and situational awareness awareness, he's well worth the risk]].
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** The Phantom Rabbid's song/diss track about Mario harkens back to the days of [[VideoGame/ConkersBadFurDay the Great Mighty Poo]], and is just as catchy.

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** The Phantom Rabbid's [[TheHeroSucksSong song/diss track about Mario Mario]] harkens back to the days of [[VideoGame/ConkersBadFurDay the Great Mighty Poo]], and is just as catchy.
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** Yoshi might be an EleventhHourRanger who isn't unlocked until halfway through the final world, but he's capable of taking a huge bite out of the challenge of the end- and post-game. While his version of Hero Sight, Egg Beater, lacks the multi-shot functionality of Mario's and Luigi's and the area of effect of Peach's, it does devastatingly high damage to a single target, making him ideal for cutting down high-value targets like Mid-Bosses or Smashers. While Yoshi's Dash is mediocre, his Team Jump gives him a GroundPound that does considerable damage to anyone within its large impact radius and, unlike Rabbid Mario's Boom Dash, does heavy damage to cover, potentially letting him expose enemies before he's even fired a shot. Yoshi's most devastating ability, however, is his [[CriticalHitClass Super Chance]], which gives a 100% Critical Hit chance to himself and any teammate within its (potentially massive once upgraded) area of effect. Since Critical Hits don't just do increased damage (they apply Status Effects), a well-timed Super Charge combined with area-of-effect weapons (such as Sentries, Hammers, Boomshots, and Rockets, the latter of which Yoshi himself has) means coating large swathes of the enemy team in heavy damage and detrimental Status Effects[[note]]This makes him particularly nightmarish when paired with the aforementioned Rabbid Mario, since this means that his Stone or Vampire weapons will always completely shut down everyone he hits or turn them into fountains of easy healing respectively, especially with his Magnet Dance letting him potentially draw the majority of the enemy team into his trap.[[/note]]. And while Ink and Freeze, which Yoshi's weapons specialize in, might not completely cost an enemy their turn like the aforementioned Rabbid Mario Bros.' Stone weapons do, his ability to prevent enemies from using their standard attack or skills respectively should not be taken lightly[[note]]Nor should Mario's Honey or Bounce weapons, which are naturally also affected by the buff.[[/note]]. Like Rabbid Mario, he requires a certain level of caution to prevent him from accidentally harming his teammates with his Ground Pound or Status Effects, but his pros easily outweigh his cons.
** Sentries make a compelling argument to bring Luigi or Rabbid Peach along just to use them. Essentially landmines strapped to an RC car, Sentries [[SuperPersistentMissile relentlessly hunt down their target no matter where they run]][[note]]so long as they can be reached by ground travel; they lack the ability to reach foes who are in areas only accessible by Team Jumping, though these are far and few between.[[/note]], exploding once an enemy (even if it's not the target) gets too close while ignoring (and damaging) cover and dealing considerable damage in their blast radius, which starts at 3x3 and is increased to 5x5 with late-game weapons. At mid-range or less, they can travel far enough to reach the target without a delay[[note]]starting with 6 tiles per turn, not including pipes, later being upgraded to 8[[/note]], making them great for wearing down targets in high-cover or Bucklers who can't be flanked that turn. If their target gets taken out before they reach them, they don't despawn, instead staying stationary and acting as landmines, which can be used as an OutsideTheBoxTactic for area denial. But what really makes them great is, counter-intuitively, the fact that enemies can destroy them. Enemies are [[ArtificialBrilliance smart enough to be rightly concerned about the bomb that is speeding toward them]], and will often prioritize their own self-preservation over taking shots at the player's team. While this means that a Sentry will likely not reach a target that's particularly far away, it also means a considerable amount of damage directed away from the actual team, especially since Luigi and Rabbid Peach can each create a new Sentry every other turn. Even better, since the Sentry automatically moves at the start of the player's turn, it'll often trigger any Villain Sight that would typically be directed at the team.

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** Yoshi might be an EleventhHourRanger who isn't unlocked until halfway through the final world, but he's capable of taking a huge bite out of the challenge of the end- and post-game. While his version of Hero Sight, Egg Beater, lacks the multi-shot functionality of Mario's and Luigi's and the area of effect of Peach's, it does devastatingly high damage to a single target, making him ideal for cutting down high-value targets like Mid-Bosses or Smashers. While Yoshi's Dash is mediocre, his Team Jump gives him a GroundPound that does considerable damage to anyone within its large impact radius and, unlike Rabbid Mario's Boom Dash, does heavy damage to cover, potentially letting him expose enemies before he's even fired a shot. Yoshi's most devastating ability, however, is his [[CriticalHitClass Super Chance]], which gives a 100% Critical Hit chance to himself and any teammate within its (potentially massive once upgraded) area of effect. Since Critical Hits don't just do increased damage (they apply Status Effects), a well-timed Super Charge combined with area-of-effect weapons (such as Sentries, Hammers, Boomshots, and Rockets, the latter of which Yoshi himself has) means coating large swathes of the enemy team in heavy damage and detrimental Status Effects[[note]]This makes him particularly nightmarish when paired with the aforementioned Rabbid Mario, since this means that his Stone or Vampire weapons will always completely shut down everyone he hits or turn them into fountains of easy healing respectively, especially with his Magnet Dance letting him potentially draw the majority of the enemy team into his trap.[[/note]]. And while Ink and Freeze, which Yoshi's weapons specialize in, might not completely cost an enemy their turn like the aforementioned Rabbid Mario Bros.' Stone weapons do, his ability to prevent enemies from using their standard attack or skills respectively should not be taken lightly[[note]]Nor should Mario's Honey or Bounce weapons, which are naturally also affected by the buff.[[/note]]. Like Rabbid Mario, he requires a certain level of caution to prevent him from accidentally harming his teammates with his Ground Pound or Status Effects, Effects from his Rocket and his teammates' area-of-effect weaponry, but his pros easily outweigh his cons.
** Sentries make a compelling argument to bring Luigi or Rabbid Peach along just to use them. Essentially landmines strapped to an RC car, Sentries [[SuperPersistentMissile relentlessly hunt down their target no matter where they run]][[note]]so long as they can be reached by ground travel; travel or Pipes; they lack the ability to reach foes who are in areas only accessible by Team Jumping, though these are far and few between.[[/note]], exploding once an enemy (even if it's not the target) gets too close while ignoring (and damaging) cover and dealing considerable damage in their blast radius, which starts at 3x3 and is increased to 5x5 with late-game weapons. At mid-range or less, they can travel far enough to reach the target without a delay[[note]]starting with 6 tiles per turn, not including pipes, later being upgraded to 8[[/note]], making them great for wearing down targets in high-cover or Bucklers who can't be flanked that turn. If their target gets taken out before they reach them, they don't despawn, instead staying stationary and acting as landmines, which can be used as an OutsideTheBoxTactic for area denial. But what really makes them great is, counter-intuitively, the fact that enemies can destroy them. Enemies are [[ArtificialBrilliance smart enough to be rightly concerned about the bomb that is speeding toward them]], and will often prioritize their own self-preservation over taking shots at the player's team. While this means that a Sentry will likely not reach a target that's particularly far away, it also means a considerable amount of damage directed away from the actual team, especially since Luigi and Rabbid Peach can each create a new Sentry every other turn. They're also immune to Status Effects[[note]]This does not include buffs from the player's team, such as Mario's M-Power or Yoshi's Super Chance, which can buff a Sentry even if Luigi/Rabbid Peach are not within range themselves.[[/note]] (though not immune to the increased damage from a Critical Hit), meaning that enemy attacks, the player's area-of-effect attacks, or even the Tornado environmental hazard can knock a Sentry off-course so long as the damage doesn't destroy it[[note]]aside from the ones from the ''Donkey Kong Adventure'' DLC which are considerably more frail, Sentries have 150-300 HP, making them slightly tougher than [[GlassCannon Luigi]] without health upgrades, meaning they'll likely not survive too many attacks before being destroyed; nonetheless even two of three attacks per Sentry takes a lot of pressure off of the team itself, especially with the aforementioned one-turn cooldown on creating them.[[/note]]. Even better, since the Sentry automatically moves at the start of the player's turn, it'll often trigger any Villain Sight that would typically be directed at the team.
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** In terms of midbosses, Calavera is surprisingly easy compared to the ones that came before him provided the player is using up-to-date weapons. While he [[DamageSpongeBoss has a lot of HP]] and can draw the player's team out of cover with Scaredy Hero (or, in the case of his Peek-a-Boo support team, Magnet Dance), his offense is lacking (his primary attack is basically the Pirabbid Plant's or Sandy's, but lacking the Fire status, and since Fire already had the ability to flush the player's team out of cover neither Scaredy Hero or Magnet Dance are a particularly new threat to deal with), his [[FlunkyBoss flunkies]] can easily be beaten down in a single turn with good weapons (and respawn slowly), he lacks the DualBoss nature of Blizzy and Sandy (not to mention his attack range is smaller than [[GlassCannon Blizzy]]), and he's still vulnerable to status effects at a time where the player should be drowning in weapons with a high chance to inflict statuses like Ink or Stone, which make him a sitting duck. He does have a Buckler-esque shield like the Icicle Golem, but the arena is large and open, making it easy to get around the shield, and by the time the player fights him they should have no trouble getting around that with explosives, Hammers, Dashes, and mobility skills.

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** In terms of midbosses, Calavera is surprisingly easy compared to the ones that came before him provided the player is using up-to-date weapons. While he [[DamageSpongeBoss has a lot of HP]] and can draw the player's team out of cover with Scaredy Hero (or, in the case of his Peek-a-Boo support team, Magnet Dance), his offense is lacking (his primary attack is basically the Pirabbid Plant's or Sandy's, but lacking the Fire status, and since Fire already had the ability to flush the player's team out of cover neither Scaredy Hero or Magnet Dance are a particularly new threat to deal with), his [[FlunkyBoss flunkies]] can easily be beaten down in a single turn with good weapons (and respawn slowly), he lacks the DualBoss nature of Blizzy and Sandy (not to mention his attack range is smaller than [[GlassCannon Blizzy]]), and he's still vulnerable to status effects at a time where the player should be drowning in weapons with a high chance to inflict statuses like Ink or Stone, which make him a sitting duck. He does have a Buckler-esque shield like the Icicle Golem, but the arena is large and open, making it easy to get around the shield, and even if that wasn't the case, by the time the player fights him they should have no trouble getting around that it with explosives, Hammers, Dashes, and mobility skills.

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** In terms of midbosses, Calavera is surprisingly easy compared to the ones that came before him provided the player hasn't been slacking on buying new weapons. While he [[DamageSpongeBoss has a lot of HP]] and can draw the player's team out of cover with Magnet Dance, his offense is lacking (his primary attack is basically the Pirabbid Plant's, but lacking the Fire status, which makes his Magnet Dance not look particularly special), his [[FlunkyBoss flunkies]] can easily be beaten down in a single turn with good weapons (and respawn slowly), he lacks the DualBoss nature of Blizzy and Sandy (not to mention his attack range is smaller than [[GlassCannon Blizzy]]), and he's still vulnerable to status effects at a time where the player should be drowning in weapons with a high chance to inflict statuses like Ink or Stone, which make him a sitting duck. He does have a Buckler-esque shield like the Icicle Golem, but the arena is large and open, making it easy to get around the shield, and by the time the player fights him they should have no trouble getting around that with explosives, melee, and mobility skills.

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** In terms of midbosses, Calavera is surprisingly easy compared to the ones that came before him provided the player hasn't been slacking on buying new is using up-to-date weapons. While he [[DamageSpongeBoss has a lot of HP]] and can draw the player's team out of cover with Scaredy Hero (or, in the case of his Peek-a-Boo support team, Magnet Dance, Dance), his offense is lacking (his primary attack is basically the Pirabbid Plant's, Plant's or Sandy's, but lacking the Fire status, which makes his and since Fire already had the ability to flush the player's team out of cover neither Scaredy Hero or Magnet Dance not look are a particularly special), new threat to deal with), his [[FlunkyBoss flunkies]] can easily be beaten down in a single turn with good weapons (and respawn slowly), he lacks the DualBoss nature of Blizzy and Sandy (not to mention his attack range is smaller than [[GlassCannon Blizzy]]), and he's still vulnerable to status effects at a time where the player should be drowning in weapons with a high chance to inflict statuses like Ink or Stone, which make him a sitting duck. He does have a Buckler-esque shield like the Icicle Golem, but the arena is large and open, making it easy to get around the shield, and by the time the player fights him they should have no trouble getting around that with explosives, melee, Hammers, Dashes, and mobility skills.



** Rabbid Mario is a one-Rabbid wrecking crew. Nominally a CloseRangeCombatant, Rabbit Mario does massive amounts of AreaOfEffect damage with his Boomshots and Hammers, as well as his Boom Dash, which he can activate up to three times per movement. Much like Rabbid Luigi, his weapons often specialize in Stone and Vamp statuses, allowing him to either completely shut down entire groups of enemies or provide a smorgasbord of healing opportunities for himself and his teammates with a single shot, assuming, of course, that he doesn't knock them out entirely with their high damage. His Boomshots also do massive damage to any cover in its cone of fire (and triggering any status traps that happen to be in range), meaning that even if he misses his targets will likely be easy pickings for his teammates. Defensively, his Bodyguard makes him virtually immune to dash damage without upgrades (and can be upgraded to full immunity as well as a decent 30% weapon damage reduction), dramatically reducing the risk to himself if he fails to clear the room. Meanwhile, his Magnet Dance lures enemies towards him, not only increasing the likelihood that he'll catch them in his areas of effect but also leaving them exposed and triggering any allied Hero Sight within range, making it even less likely that his foes will survive until their turn. His only downside is that [[TrialByFriendlyFire he's likely to hurt his teammates if the player isn't careful]], but [[DifficultButAwesome with some practice and situational awareness he's well worth the risk]].
** Sentries make a compelling argument to bring Luigi or Rabbid Peach along just to use them. Essentially landmines strapped to an RC car, Sentries [[SuperPersistentMissile relentlessly hunt down their target no matter where they run]], exploding once an enemy (even if it's not the target) gets too close while ignoring (and damaging) cover and dealing considerable damage in its 3x3 blast radius. At mid-range or less, they can travel far enough to reach the target without a delay, making them great for wearing down targets in high-cover or Bucklers who can't be flanked that turn. If their target gets taken out before they reach them, they don't despawn, instead staying stationary and acting as landmines, which can be used as an OutsideTheBoxTactic for area denial. But what really makes them great is, counter-intuitively, the fact that enemies can destroy them. Enemies are [[ArtificialBrilliance smart enough to be rightly concerned about the bomb that is speeding toward them]], and will often prioritize their own self-preservation over taking shots at the player's team. While this means that a Sentry will likely not reach a target that's particularly far away, it also means a considerable amount of damage directed away from the actual team, especially since Luigi and Rabbid Peach can each create a new Sentry every other turn. Even better, since the Sentry automatically moves at the start of the player's turn, it'll often trigger any Villain Sight that would typically be directed at the team.

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** Rabbid Mario is a one-Rabbid wrecking crew. Nominally a CloseRangeCombatant, Rabbit Mario does massive amounts of AreaOfEffect damage with his Boomshots and Hammers, as well as his Boom Dash, which Dash. His Boom Dash deals considerable damage in a large area-of-effect [[note]]fully upgraded, he can activate do up to 280 damage on every target he directly dashes into and 210 on anyone else, so long as he hits them with all three times blasts.[[/note]] and allows him to directly run into three opponents per movement. movement phase, which, considering he's tied with Luigi and Rabbid Yoshi for the best non-Team Jump movement range, is very easy to arrange. Much like Rabbid Luigi, his weapons often specialize in Stone and Vamp Vampire statuses, allowing him to either completely shut down entire groups of enemies or provide a smorgasbord of healing opportunities for himself and his teammates with a single shot, assuming, of course, that he doesn't knock them out entirely with their high damage. His Boomshots also do massive damage to any cover in its cone of fire (and triggering any status traps that happen to be in range), meaning that even if he misses his targets will likely be easy pickings for his teammates. Defensively, his Bodyguard makes him virtually immune to dash damage without upgrades (and can be upgraded to full immunity as well as a decent 30% weapon damage reduction), dramatically reducing the risk to himself if he fails to clear the room. Meanwhile, his Magnet Dance lures enemies towards him, not only increasing the likelihood that he'll catch them in his areas of effect but also leaving them exposed and triggering any allied Hero Sight within range, making it even less likely that his foes will survive until their turn. His only downside is that [[TrialByFriendlyFire he's likely to hurt his teammates if the player isn't careful]], but [[DifficultButAwesome with some practice and situational awareness he's well worth the risk]].
** Yoshi might be an EleventhHourRanger who isn't unlocked until halfway through the final world, but he's capable of taking a huge bite out of the challenge of the end- and post-game. While his version of Hero Sight, Egg Beater, lacks the multi-shot functionality of Mario's and Luigi's and the area of effect of Peach's, it does devastatingly high damage to a single target, making him ideal for cutting down high-value targets like Mid-Bosses or Smashers. While Yoshi's Dash is mediocre, his Team Jump gives him a GroundPound that does considerable damage to anyone within its large impact radius and, unlike Rabbid Mario's Boom Dash, does heavy damage to cover, potentially letting him expose enemies before he's even fired a shot. Yoshi's most devastating ability, however, is his [[CriticalHitClass Super Chance]], which gives a 100% Critical Hit chance to himself and any teammate within its (potentially massive once upgraded) area of effect. Since Critical Hits don't just do increased damage (they apply Status Effects), a well-timed Super Charge combined with area-of-effect weapons (such as Sentries, Hammers, Boomshots, and Rockets, the latter of which Yoshi himself has) means coating large swathes of the enemy team in heavy damage and detrimental Status Effects[[note]]This makes him particularly nightmarish when paired with the aforementioned Rabbid Mario, since this means that his Stone or Vampire weapons will always completely shut down everyone he hits or turn them into fountains of easy healing respectively, especially with his Magnet Dance letting him potentially draw the majority of the enemy team into his trap.[[/note]]. And while Ink and Freeze, which Yoshi's weapons specialize in, might not completely cost an enemy their turn like the aforementioned Rabbid Mario Bros.' Stone weapons do, his ability to prevent enemies from using their standard attack or skills respectively should not be taken lightly[[note]]Nor should Mario's Honey or Bounce weapons, which are naturally also affected by the buff.[[/note]]. Like Rabbid Mario, he requires a certain level of caution to prevent him from accidentally harming his teammates with his Ground Pound or Status Effects, but his pros easily outweigh his cons.
** Sentries make a compelling argument to bring Luigi or Rabbid Peach along just to use them. Essentially landmines strapped to an RC car, Sentries [[SuperPersistentMissile relentlessly hunt down their target no matter where they run]], run]][[note]]so long as they can be reached by ground travel; they lack the ability to reach foes who are in areas only accessible by Team Jumping, though these are far and few between.[[/note]], exploding once an enemy (even if it's not the target) gets too close while ignoring (and damaging) cover and dealing considerable damage in its 3x3 their blast radius. radius, which starts at 3x3 and is increased to 5x5 with late-game weapons. At mid-range or less, they can travel far enough to reach the target without a delay, delay[[note]]starting with 6 tiles per turn, not including pipes, later being upgraded to 8[[/note]], making them great for wearing down targets in high-cover or Bucklers who can't be flanked that turn. If their target gets taken out before they reach them, they don't despawn, instead staying stationary and acting as landmines, which can be used as an OutsideTheBoxTactic for area denial. But what really makes them great is, counter-intuitively, the fact that enemies can destroy them. Enemies are [[ArtificialBrilliance smart enough to be rightly concerned about the bomb that is speeding toward them]], and will often prioritize their own self-preservation over taking shots at the player's team. While this means that a Sentry will likely not reach a target that's particularly far away, it also means a considerable amount of damage directed away from the actual team, especially since Luigi and Rabbid Peach can each create a new Sentry every other turn. Even better, since the Sentry automatically moves at the start of the player's turn, it'll often trigger any Villain Sight that would typically be directed at the team.
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* MemeticBadass: Peach. Given how she's one of the most infamous cases of DamselInDistress, bordering on DamselScrappy, [[spoiler:it's somewhat refreshing to see her as the most powerful character in the game, due to having two very useful weapons as well as having a healing jump by default]]. Even the production leaks seem to agree, see MemeticMutation below.

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I was wrong, apparently. (though the Ice Golem doesn't, for some reason)


** Rabbid Mario is a one-Rabbid wrecking crew. Nominally a CloseRangeCombatant, Rabbit Mario does massive amounts of AreaOfEffect damage with his Boomshots and Hammers, as well as his Boom Dash, which he can activate up to three times per movement. Much like Rabbid Luigi, his weapons often specialize in Stone and Vamp statuses, allowing him to either completely shut down entire groups of enemies or provide a smorgasbord of healing opportunities for himself and his teammates with a single shot, assuming, of course, that he doesn't knock them out entirely with their high damage. His Boomshots also do massive damage to any cover in its cone of fire (and triggering any status traps that happen to be in range), meaning that even if he misses his targets will likely be easy pickings for his teammates. Defensively, his Bodyguard makes him virtually immune to dash damage without upgrades (and can be upgraded to full immunity as well as a decent 30% weapon damage reduction), dramatically reducing the risk to himself if he fails to clear the room. Meanwhile, his Magnet Dance lures enemies towards him, not only increasing the likelihood that he'll catch them in his area of effect but also leaving them exposed and triggering any allied Hero Sight within range, making it even less likely that his foes will survive until their turn. His only downside is that [[TrialByFriendlyFire he's likely to hurt his teammates if the player isn't careful]], but [[DifficultButAwesome with some practice and situational awareness he's well worth the risk]].
** Sentries make a compelling argument to bring Luigi or Rabbid Peach along just to use them. Essentially landmines strapped to an RC car, Sentries [[SuperPersistentMissile relentlessly hunt down their target no matter where they run]], exploding once an enemy (even if it's not the target) gets too close while ignoring (and damaging) cover and dealing considerable damage in its 3x3 blast radius. At mid-range or less, they can travel far enough to reach the target without a delay, making them great for wearing down targets in high-cover or Bucklers who can't be flanked that turn. But what really makes them great is, counter-intuitively, the fact that enemies can destroy them. Enemies are [[ArtificialBrilliance smart enough to be rightly concerned about the bomb that is speeding toward them]], and will often prioritize their own survival over taking shots at the player's team. While this means that a Sentry will likely not reach a target that's particularly far away, it also means a considerable amount of damage directed away from the actual team, especially since a new Sentry can be created every other turn. Even better, since the Sentry automatically moves at the start of the player's turn, it'll often trigger any Villain Sight that would typically be directed at the team.

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** Rabbid Mario is a one-Rabbid wrecking crew. Nominally a CloseRangeCombatant, Rabbit Mario does massive amounts of AreaOfEffect damage with his Boomshots and Hammers, as well as his Boom Dash, which he can activate up to three times per movement. Much like Rabbid Luigi, his weapons often specialize in Stone and Vamp statuses, allowing him to either completely shut down entire groups of enemies or provide a smorgasbord of healing opportunities for himself and his teammates with a single shot, assuming, of course, that he doesn't knock them out entirely with their high damage. His Boomshots also do massive damage to any cover in its cone of fire (and triggering any status traps that happen to be in range), meaning that even if he misses his targets will likely be easy pickings for his teammates. Defensively, his Bodyguard makes him virtually immune to dash damage without upgrades (and can be upgraded to full immunity as well as a decent 30% weapon damage reduction), dramatically reducing the risk to himself if he fails to clear the room. Meanwhile, his Magnet Dance lures enemies towards him, not only increasing the likelihood that he'll catch them in his area areas of effect but also leaving them exposed and triggering any allied Hero Sight within range, making it even less likely that his foes will survive until their turn. His only downside is that [[TrialByFriendlyFire he's likely to hurt his teammates if the player isn't careful]], but [[DifficultButAwesome with some practice and situational awareness he's well worth the risk]].
** Sentries make a compelling argument to bring Luigi or Rabbid Peach along just to use them. Essentially landmines strapped to an RC car, Sentries [[SuperPersistentMissile relentlessly hunt down their target no matter where they run]], exploding once an enemy (even if it's not the target) gets too close while ignoring (and damaging) cover and dealing considerable damage in its 3x3 blast radius. At mid-range or less, they can travel far enough to reach the target without a delay, making them great for wearing down targets in high-cover or Bucklers who can't be flanked that turn. If their target gets taken out before they reach them, they don't despawn, instead staying stationary and acting as landmines, which can be used as an OutsideTheBoxTactic for area denial. But what really makes them great is, counter-intuitively, the fact that enemies can destroy them. Enemies are [[ArtificialBrilliance smart enough to be rightly concerned about the bomb that is speeding toward them]], and will often prioritize their own survival self-preservation over taking shots at the player's team. While this means that a Sentry will likely not reach a target that's particularly far away, it also means a considerable amount of damage directed away from the actual team, especially since Luigi and Rabbid Peach can each create a new Sentry can be created every other turn. Even better, since the Sentry automatically moves at the start of the player's turn, it'll often trigger any Villain Sight that would typically be directed at the team.



** The DenserAndWackier tone of the game compared to the ''Mario'' series' already lighthearted setting is even more amusing when one remembers that, [[Franchise/SonicTheHedgehog when their biggest rival]] experimented with gunplay, [[VideoGame/ShadowTheHedgehog the result]] was [[DarkerAndEdgier on the exact other end of the tone spectrum]].



* ScrappyMechanic:
** While each of the characters' individual playstyles have been praised, the CharacterSelectForcing that mandates having [[CantDropTheHero Mario]] and at least one Rabbid in the party has been criticized by fans, since it means you can't have an all-Mario or all-Rabbid party and dramatically cuts down on possible team synergy.
** There's no way to skip the pre-battle animations, including boss cutscenes. This means that repeated attempts against bosses like the Icicle Golem require watching the same lengthy cutscenes.

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* ScrappyMechanic:
**
ScrappyMechanic: While each of the characters' individual playstyles have been praised, the CharacterSelectForcing that mandates having [[CantDropTheHero Mario]] and at least one Rabbid in the party has been criticized by fans, since it means you can't have an all-Mario or all-Rabbid party and dramatically cuts down on possible team synergy.
** There's no way to skip the pre-battle animations, including boss cutscenes. This means that repeated attempts against bosses like the Icicle Golem require watching the same lengthy cutscenes.
synergy.
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** In terms of midbosses, Calavera is surprisingly easy compared to the ones that came before him provided the player hasn't been slacking on buying new weapons. While he [[DamageSpongeBoss has a lot of HP]] and can draw the player's team out of cover with Magnet Dance, his offense is lacking (his primary attack is basically the Pirabbid Plant's, but lacking the Fire status, which makes his Magnet Dance not look particularly special), his [[FlunkyBoss flunkies]] can easily be beaten down in a single turn with good weapons (and respawn slowly), he lacks the DualBoss nature of Blizzy and Sandy (not to mention his attack range is smaller than [[GlassCannon Blizzy]]), and he's still vulnerable to status effects at a time where the player should be drowning in weapons with a high chance to inflict statuses like Ink or Stone, which make him a sitting duck. He does have a Buckler-esque shield like the Icicle Golem, but by the time the player fights him they should have no trouble getting around that with explosives, melee, and mobility skills.

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** In terms of midbosses, Calavera is surprisingly easy compared to the ones that came before him provided the player hasn't been slacking on buying new weapons. While he [[DamageSpongeBoss has a lot of HP]] and can draw the player's team out of cover with Magnet Dance, his offense is lacking (his primary attack is basically the Pirabbid Plant's, but lacking the Fire status, which makes his Magnet Dance not look particularly special), his [[FlunkyBoss flunkies]] can easily be beaten down in a single turn with good weapons (and respawn slowly), he lacks the DualBoss nature of Blizzy and Sandy (not to mention his attack range is smaller than [[GlassCannon Blizzy]]), and he's still vulnerable to status effects at a time where the player should be drowning in weapons with a high chance to inflict statuses like Ink or Stone, which make him a sitting duck. He does have a Buckler-esque shield like the Icicle Golem, but the arena is large and open, making it easy to get around the shield, and by the time the player fights him they should have no trouble getting around that with explosives, melee, and mobility skills.

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* BreatherBoss: The Icicle Golem is generally considered to be easier than the bosses before and after it. It's not a PuzzleBoss like Rabbid Kong or Phantom, essentially being a [[KingMook souped-up]] [[HeavilyArmoredMook Buckler]], which you've already fought plenty of times before, and its FlunkyBoss nature is generally negated by the massive size of the arena and the fact that most of its minions are [[MightyGlacier Smashers]]. It's also one of only two bosses that can be hit by melee attacks (the other being [[spoiler:the Megabug in its first and third phases]]), giving Mario a significantly easier time of it.

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* BreatherBoss: BreatherBoss:
**
The Icicle Golem is generally considered to be easier than the bosses before and after it. It's not a PuzzleBoss like Rabbid Kong or Phantom, essentially being a [[KingMook souped-up]] [[HeavilyArmoredMook Buckler]], which you've already fought plenty of times before, and its FlunkyBoss nature is generally negated by the massive size of the arena and the fact that most of its minions are [[MightyGlacier Smashers]]. It's also one of only two bosses that can be hit by melee attacks (the other being [[spoiler:the Megabug in its first and third phases]]), giving Mario a significantly easier time of it. it.
** In terms of midbosses, Calavera is surprisingly easy compared to the ones that came before him provided the player hasn't been slacking on buying new weapons. While he [[DamageSpongeBoss has a lot of HP]] and can draw the player's team out of cover with Magnet Dance, his offense is lacking (his primary attack is basically the Pirabbid Plant's, but lacking the Fire status, which makes his Magnet Dance not look particularly special), his [[FlunkyBoss flunkies]] can easily be beaten down in a single turn with good weapons (and respawn slowly), he lacks the DualBoss nature of Blizzy and Sandy (not to mention his attack range is smaller than [[GlassCannon Blizzy]]), and he's still vulnerable to status effects at a time where the player should be drowning in weapons with a high chance to inflict statuses like Ink or Stone, which make him a sitting duck. He does have a Buckler-esque shield like the Icicle Golem, but by the time the player fights him they should have no trouble getting around that with explosives, melee, and mobility skills.


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* ThatOneBoss: [[DualBoss Blizzy and Sandy]] are a surprisingly nasty DifficultySpike for being the midboss of the second world. Blizzy is a [[LongRangeFighter sniper with range far beyond most enemies in the game]], Villain Sight, [[GlassCannon withering firepower]], [[GeoEffects reliable access to high ground]] with very little quality cover nearby to shield the player's approach, and a status effect that leaves his victims unable to activate skills. Sandy is a MightyGlacier with an area-of-effect attack with decent range and large blast radius that ignores cover, can easily destroy cover, has a status effect that draws the player's team out of cover (and into the aforementioned Villain Sight), and a shield ability that completely negates one hit per turn and is often used to counter Hero Sight. Both need to be defeated to clear the level, they bring along a few Ziggies for extra firepower, and [[ArtificialBrilliance they have enough common sense to focus on the long-ranged and frail Luigi]] if the player brings him to try to counter Blizzy.

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** Rabbid Mario is a one-Rabbid wrecking crew. Nominally a CloseRangeCombatant, Rabbit Mario does massive amounts of AreaOfEffect damage with his Boomshots and Hammers, as well as his Boom Dash, which he can activate up to three times per movement. Much like Rabbid Luigi, his weapons often specialize in Stone and Vamp statuses, allowing him to either completely shut down entire groups of enemies or provide a smorgasbord of healing opportunities for himself and his teammates with a single shot, assuming, of course, that he doesn't knock them out entirely with their high damage. His Boomshots also do massive damage to any cover in its cone of fire (and triggering any status traps that happen to be in range, meaning that even if he misses his targets will likely be easy pickings for his teammates. Defensively, his Bodyguard makes him virtually immune to dash damage without upgrades (and can be upgraded to full immunity as well as a decent 30% weapon damage reduction), dramatically reducing the risk to himself if he fails to clear the room. Meanwhile, his Magnet Dance lures enemies towards him, not only increasing the likelihood that he'll catch them in his area of effect but also leaving them exposed and triggering any allied Hero Sight within range, making it even less likely that his foes will survive until their turn. His only downside is that [[TrialByFriendlyFire he's likely to hurt his teammates if the player isn't careful]], but [[DifficultButAwesome with some practice and situational awareness he's well worth the risk]].

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** Rabbid Mario is a one-Rabbid wrecking crew. Nominally a CloseRangeCombatant, Rabbit Mario does massive amounts of AreaOfEffect damage with his Boomshots and Hammers, as well as his Boom Dash, which he can activate up to three times per movement. Much like Rabbid Luigi, his weapons often specialize in Stone and Vamp statuses, allowing him to either completely shut down entire groups of enemies or provide a smorgasbord of healing opportunities for himself and his teammates with a single shot, assuming, of course, that he doesn't knock them out entirely with their high damage. His Boomshots also do massive damage to any cover in its cone of fire (and triggering any status traps that happen to be in range, range), meaning that even if he misses his targets will likely be easy pickings for his teammates. Defensively, his Bodyguard makes him virtually immune to dash damage without upgrades (and can be upgraded to full immunity as well as a decent 30% weapon damage reduction), dramatically reducing the risk to himself if he fails to clear the room. Meanwhile, his Magnet Dance lures enemies towards him, not only increasing the likelihood that he'll catch them in his area of effect but also leaving them exposed and triggering any allied Hero Sight within range, making it even less likely that his foes will survive until their turn. His only downside is that [[TrialByFriendlyFire he's likely to hurt his teammates if the player isn't careful]], but [[DifficultButAwesome with some practice and situational awareness he's well worth the risk]].



* GoddamnedBoss: Taken entirely on his own, the Icicle Golem isn't a particularly hard boss, but several factors around his fight make him irritating. [[CharacterSelectForcing Peach is introduced and forced into the party]] at the start of the fight, not only forcing the player to [[DieOrFly learn an entirely new character mid-boss fight]] but also forcing Peach into using her mediocre default weapons and a preset skill tree that [[GuideDangIt is not explained to the player until after the battle]] and isn't particularly efficient for this fight. Moreover, Peach replacing a teammate means breaking up the player's current team synergy, and because the boss cutscene is presented as an ambush, the player is locked out of changing their second teammate[[note]]This is particularly frustrating if Rabbid Mario is the second teammate, as between his and Peach's Boomshots and his and Mario's Hammers, [[CloseRangeCombatant most of the party's damage output comes from close range Area of Effect attacks]], meaning that without perfect planning [[TrialByFriendlyFire the team will be hurting themselves nearly as much as the Golem]]. Also, unlike the rest of the potential party members, none of his skills work on the Golem himself.[[/note]]. [[ArsonMurderAndJaywalking Also, every new attempt requires watching the same roughly-minute-long boss cutscene]].



* ScrappyMechanic: While each of the characters' individual playstyles have been praised, the CharacterSelectForcing that mandates having [[CantDropTheHero Mario]] and at least one Rabbid in the party has been criticised by fans, since it means you can't have an all-Mario or all-Rabbid party.

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* ScrappyMechanic: ScrappyMechanic:
**
While each of the characters' individual playstyles have been praised, the CharacterSelectForcing that mandates having [[CantDropTheHero Mario]] and at least one Rabbid in the party has been criticised criticized by fans, since it means you can't have an all-Mario or all-Rabbid party.party and dramatically cuts down on possible team synergy.
** There's no way to skip the pre-battle animations, including boss cutscenes. This means that repeated attempts against bosses like the Icicle Golem require watching the same lengthy cutscenes.

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* GameBreaker: Rabbid Luigi can really wreak havoc on the battlefield. His Vamp Dash, when maxed out, does more damage than Mario's GoombaStomp, dealing 160 versus Mario's 150, and, unlike Mario's stomp, can be used on two enemies in one movement turn. While the health regained from Vamp Dashing starts at only 30% of the damage dealt, it can be increased to a full 100%, which, when combined with a full damage skill for the dash, equates to 320 health, more than half of Rabbid Luigi's maximum of 500, healed just from movement. And since the Vampire effect lingers on an enemy for a turn after infliction, this means that everyone on the team can also boost their health from attacking the Vamped foes, making Rabbid Luigi an excellent CombatMedic. He's no slouch when it comes to combat either, boasting the highest chances of critical hits and accompanying Super Effects of the entire cast, with his two postgame weapons having a 100% guaranteed Super Effect on ''every'' shot; this includes the Round Shield Shocker, which inflicts Stone (which combines Honey [no movement], Ink [no attacking], and Freeze [no techniques] into a weapon that stops a single foe dead in their tracks), and Gag Me With A Spoon, which carries Vamp, allowing Rabbid Luigi to set up heals at a distance. And if he ever needs to get through dangerous territory, he can use either his Super Barrier, which negates all Super Effects and decreases movement damage taken by up to 50% and weapon damage taken by up to 60%, or Weaken, which can lower an enemy's damage output by up to 70%; Super Barrier goes especially well with Vamp Dash, allowing Rabbid Luigi to heal up and let his team do so too, without having to worry about being intercepted.

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* GameBreaker: GameBreaker:
**
Rabbid Luigi can really wreak havoc on the battlefield. His Vamp Dash, when maxed out, does more damage than Mario's GoombaStomp, dealing 160 versus Mario's 150, and, unlike Mario's stomp, can be used on two enemies in one movement turn. While the health regained from Vamp Dashing starts at only 30% of the damage dealt, it can be increased to a full 100%, which, when combined with a full damage skill for the dash, equates to 320 health, more than half of Rabbid Luigi's maximum of 500, healed just from movement. And since the Vampire effect lingers on an enemy for a turn after infliction, this means that everyone on the team can also boost their health from attacking the Vamped foes, making Rabbid Luigi an excellent CombatMedic. He's no slouch when it comes to combat either, boasting the highest chances of critical hits and accompanying Super Effects of the entire cast, with his two postgame weapons having a 100% guaranteed Super Effect on ''every'' shot; this includes the Round Shield Shocker, which inflicts Stone (which combines Honey [no movement], Ink [no attacking], and Freeze [no techniques] into a weapon that stops a single foe dead in their tracks), and Gag Me With A Spoon, which carries Vamp, allowing Rabbid Luigi to set up heals at a distance. And if he ever needs to get through dangerous territory, he can use either his Super Barrier, which negates all Super Effects and decreases movement damage taken by up to 50% and weapon damage taken by up to 60%, or Weaken, which can lower an enemy's damage output by up to 70%; Super Barrier goes especially well with Vamp Dash, allowing Rabbid Luigi to heal up and let his team do so too, without having to worry about being intercepted.intercepted.
** Rabbid Mario is a one-Rabbid wrecking crew. Nominally a CloseRangeCombatant, Rabbit Mario does massive amounts of AreaOfEffect damage with his Boomshots and Hammers, as well as his Boom Dash, which he can activate up to three times per movement. Much like Rabbid Luigi, his weapons often specialize in Stone and Vamp statuses, allowing him to either completely shut down entire groups of enemies or provide a smorgasbord of healing opportunities for himself and his teammates with a single shot, assuming, of course, that he doesn't knock them out entirely with their high damage. His Boomshots also do massive damage to any cover in its cone of fire (and triggering any status traps that happen to be in range, meaning that even if he misses his targets will likely be easy pickings for his teammates. Defensively, his Bodyguard makes him virtually immune to dash damage without upgrades (and can be upgraded to full immunity as well as a decent 30% weapon damage reduction), dramatically reducing the risk to himself if he fails to clear the room. Meanwhile, his Magnet Dance lures enemies towards him, not only increasing the likelihood that he'll catch them in his area of effect but also leaving them exposed and triggering any allied Hero Sight within range, making it even less likely that his foes will survive until their turn. His only downside is that [[TrialByFriendlyFire he's likely to hurt his teammates if the player isn't careful]], but [[DifficultButAwesome with some practice and situational awareness he's well worth the risk]].
** Sentries make a compelling argument to bring Luigi or Rabbid Peach along just to use them. Essentially landmines strapped to an RC car, Sentries [[SuperPersistentMissile relentlessly hunt down their target no matter where they run]], exploding once an enemy (even if it's not the target) gets too close while ignoring (and damaging) cover and dealing considerable damage in its 3x3 blast radius. At mid-range or less, they can travel far enough to reach the target without a delay, making them great for wearing down targets in high-cover or Bucklers who can't be flanked that turn. But what really makes them great is, counter-intuitively, the fact that enemies can destroy them. Enemies are [[ArtificialBrilliance smart enough to be rightly concerned about the bomb that is speeding toward them]], and will often prioritize their own survival over taking shots at the player's team. While this means that a Sentry will likely not reach a target that's particularly far away, it also means a considerable amount of damage directed away from the actual team, especially since a new Sentry can be created every other turn. Even better, since the Sentry automatically moves at the start of the player's turn, it'll often trigger any Villain Sight that would typically be directed at the team.



** The username of LetsPlay/RabbidLuigi, a [=YouTube=] gaming countdown maker and let's player, became this after the game was leaked and officially announced. The Rabbid dressed as Luigi is even called "Rabbid Luigi." This is even alluded in Nathaniel Bandy's ''[[https://www.youtube.com/watch?v=7DzhJ2G3CAo How Mario + Rabbids Kingdom Triggers You]]'', where [=YouTuber=] Rabbid Luigi says that Ubisoft stole his identity.

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** The username of LetsPlay/RabbidLuigi, a [=YouTube=] gaming countdown maker and let's player, Let's Player, became this after the game was leaked and officially announced. The Rabbid dressed as Luigi is even called "Rabbid Luigi." This is even alluded in Nathaniel Bandy's ''[[https://www.youtube.com/watch?v=7DzhJ2G3CAo How Mario + Rabbids Kingdom Triggers You]]'', where [=YouTuber=] Rabbid Luigi says that Ubisoft stole his identity.
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** The E3 trailer features the fist-pumpingly awesome [[https://www.youtube.com/watch?v=i-3ZGgLjja4 "It's All for Rock N' Roll"]] by Airbourne.
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* CrossesTheLineTwice: One of the lines from the first verse of Tom Phan's TheHeroSucksSong essentially fat-shames Mario, and he directly reacts to this one. But given the nature of the song and how on-point the rest of the song is in roasting the plumber, this point is easily glossed over; the accompanying Rabbid struggling in futility to contain their laughter makes said dismissal easier. Not to mention the HypocriticalHumor caused by fact that the Phantom [[LargeAndInCharge is far from]] [[FatBastard in-shape himself...]]

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* CrossesTheLineTwice: One of the lines from the first verse of Tom Phan's TheHeroSucksSong essentially fat-shames Mario, Mario [[note]]''Slithering down every pipe, despite his plumb-shaped body type''[[/note]], and he directly reacts to this one. But given the nature of the song and how on-point the rest of the song is in roasting the plumber, this point is easily glossed over; the accompanying Rabbid struggling in futility to contain their laughter makes said dismissal easier. Not to mention the HypocriticalHumor caused by fact that the Phantom [[LargeAndInCharge is far from]] [[FatBastard in-shape himself...]]
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* MoralEventHorizon: [[spoiler:The Megabug jumps over this when it possesses Bowser and then decides to destroy everything]].

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* MoralEventHorizon: [[spoiler:The Megabug jumps over this when it possesses Bowser and Bowser, then decides to destroy everything]].
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** Out of the Rabbids, Rabbid Peach has proved to have been the most divisive, with some viewing her CameraFiend personality hilarious while others are finding it grating.

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** Out of the Rabbids, Rabbid Peach has proved to have been the most divisive, with some viewing her CameraFiend personality hilarious hilarious, while others are finding find it grating.

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* SugarWiki/AwesomeMusic: The opera sung by the Phantom. But, really, the soundtrack is composed by Grant Kirkhope of classic Rareware fame, so it's hardly surprising that it'd be awesome. The fact that it's performed by a {{classical music}} orchestra (specifically, the City of Prague Philharmonic) rather than an in-studio band also helps lend a feeling of epic scope to the whole score.

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* SugarWiki/AwesomeMusic: SugarWiki/AwesomeMusic:
**
The opera sung by the Phantom. But, really, the soundtrack is composed by Grant Kirkhope of classic Rareware fame, so it's hardly surprising that it'd be awesome. The fact that it's performed by a {{classical music}} orchestra (specifically, the City of Prague Philharmonic) rather than an in-studio band also helps lend a feeling of epic scope to the whole score.score.
** The Phantom Rabbid's song/diss track about Mario harkens back to the days of [[VideoGame/ConkersBadFurDay the Great Mighty Poo]], and is just as catchy.



* EarWorm: The Phantom Rabbid's song/diss track about Mario harkens back to the days of [[VideoGame/ConkersBadFurDay the Great Mighty Poo]], and is just as catchy.
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dewicking


** A few weeks before the official announcement, internal documents were leaked of the game. They were never meant to be seen by the public, and thus they used wording that you'd never see in a formal press release and contained several typos. Peach being called "The BadassPrincess" particularly caught on. It was just so hilariously off from what official documents called her.

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** A few weeks before the official announcement, internal documents were leaked of the game. They were never meant to be seen by the public, and thus they used wording that you'd never see in a formal press release and contained several typos. Peach being called "The BadassPrincess" Badass Princess" particularly caught on. It was just so hilariously off from what official documents called her.

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* SugarWiki/AwesomeAnimation: The animations under Ubisoft's engine is quite nice, especially seeing Mario and the Mushroom Kingdom crew animated much more expressively under it. Even the in-game animations look very smooth.
* SugarWiki/AwesomeMusic: The opera sung by the Phantom. But, really, the soundtrack is composed by Grant Kirkhope of classic Rareware fame, so it's hardly surprising that it'd be awesome.

to:

* SugarWiki/AwesomeAnimation: The animations under Ubisoft's engine is are quite nice, especially seeing Mario and the Mushroom Kingdom crew animated much more expressively under it. Even the in-game animations look very smooth.
* SugarWiki/AwesomeMusic: The opera sung by the Phantom. But, really, the soundtrack is composed by Grant Kirkhope of classic Rareware fame, so it's hardly surprising that it'd be awesome. The fact that it's performed by a {{classical music}} orchestra (specifically, the City of Prague Philharmonic) rather than an in-studio band also helps lend a feeling of epic scope to the whole score.



* CatharsisFactor: Even though Mario's working to cure the enemy Rabbids of their HatePlague and enlisting a few Rabbids of his own to do so, this is still the third game that gives the player a chance to ''fight'' the Rabbids at all, as opposed to Rayman in the console ''Raving Rabbids'' games, who merely allowed them to have their way and escaped at the end without actually confronting them. This is also the first to allow so without A. being an obscure title (the Game Boy Advance ''Raving Rabbids'', a standard ''Rayman'' platformer with antagonistic Rabbids largely overshadowed by said console titles in the mainstream consciousness) or B. controversial circumstances (''VideoGame/TeenageMutantNinjaTurtlesSmashUp'', a PlatformFighter with playable Rabbids... at the expense of key ''Franchise/TeenageMutantNinjaTurtles'' staples up to and including Bebop and Rocksteady!). Thus, there's a sweet satisfaction in having Mario and co. pummel the Rabbids in various over-the-top ways.

to:

* CatharsisFactor: CatharsisFactor:
**
Even though Mario's working to cure the enemy Rabbids of their HatePlague and enlisting a few Rabbids of his own to do so, this is still the third game that gives the player a chance to ''fight'' the Rabbids at all, as opposed to Rayman in the console ''Raving Rabbids'' games, who merely allowed them to have their way and escaped at the end without actually confronting them. This is also the first to allow so without A. being without...
### Being
an obscure title (the Game Boy Advance ''Raving Rabbids'', a standard ''Rayman'' platformer with antagonistic Rabbids largely overshadowed by said console titles in the mainstream consciousness) or B. controversial consciousness);
### Controversial
circumstances (''VideoGame/TeenageMutantNinjaTurtlesSmashUp'', a PlatformFighter with playable Rabbids... at the expense of key ''Franchise/TeenageMutantNinjaTurtles'' staples up to and including Bebop and Rocksteady!). Thus, Rocksteady!).
:: :Thus,
there's a sweet satisfaction in having Mario and co. pummel the Rabbids in various over-the-top ways.



** The username of LetsPlay/RabbidLuigi, a [=YouTube=] gaming countdown maker and let's player, became this after the game was leaked and officially announced. The Rabbid dressed as Luigi is even called "Rabbid Luigi." This is even alluded in Nathaniel Bandy's ''[[https://www.youtube.com/watch?v=7DzhJ2G3CAo How Mario + Rabbids Kingdom Triggers You]]'', where Rabbid Luigi (the [=YouTuber=]) says that they stole his identity.

to:

** The username of LetsPlay/RabbidLuigi, a [=YouTube=] gaming countdown maker and let's player, became this after the game was leaked and officially announced. The Rabbid dressed as Luigi is even called "Rabbid Luigi." This is even alluded in Nathaniel Bandy's ''[[https://www.youtube.com/watch?v=7DzhJ2G3CAo How Mario + Rabbids Kingdom Triggers You]]'', where [=YouTuber=] Rabbid Luigi (the [=YouTuber=]) says that they Ubisoft stole his identity.



--> ''Just let me catch my breath,''\\

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--> ''Just -->''Just let me catch my breath,''\\



* RescuedFromTheScrappyHeap: Even long-time detractors of the Rabbids were eager to play this game, since they're not just doing their usual random crap for the sake of being annoying. The fact that you get to [[CatharsisFactor pummel the Rabbids silly helps, too]].

to:

* RescuedFromTheScrappyHeap: Even long-time detractors of the Rabbids were eager to play this game, since they're not just doing their usual random crap for the sake of being annoying. The fact that you get to [[CatharsisFactor pummel the Rabbids silly silly]] helps, too]].too.



** Some people have called the game's internal documents leaking an inversion, saying that if it hadn't been leaked beforehand, getting everyone used to the idea of Mario crossing over with the Rabbids and using a gun before the official reveal, it wouldn't have been nearly as well-received at E3 as it was.

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** Some people have called the game's internal documents leaking an inversion, saying that if it hadn't ''hadn't'' been leaked beforehand, getting everyone used to the idea of Mario crossing over with the Rabbids and using a gun before the official reveal, it wouldn't have been nearly as well-received at E3 as it was.



** Due to the Rabbids as being most of the focus in the story and constituting 95% of the enemy roster, it seemed like there was no way to incorporate any characters from the ''Mario'' franchise as enemies on the battlescape. Magikoopa, Hammer Bro, and Fire Bro are all examples that are very eligible and would've made for some interesting opposition.

to:

** Due to the Rabbids as being most of the focus in the story and constituting 95% of the enemy roster, it seemed like there was no way to incorporate any characters from the ''Mario'' franchise as enemies on the battlescape. Magikoopa, Magikoopas, Hammer Bro, Bros, and Fire Bro Bros. are all just a few examples that are very eligible and would've made for some interesting opposition.
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Require the work commercially fail to prove it alienated them. And You Thought It Would Fail means it didn't.


* AudienceAlienatingPremise: Though the game overcame [[AndYouThoughtItWouldFail initial expectations and reactions]] and was very well-received by critics and players for its surprising depth, fun gameplay, and pretty good humor, the very premise of ''Kingdom Battle'' still sent people running for the hills for various reasons. It's a game involving an EldritchAbomination that inexplicably fuses the two worlds of Mario and the Rabbids together and Mario & Friends have to team up with their Rabbid counterparts in a Strategy Shooter/RPG campaign, a gaming genre that neither franchise is exactly famous for.
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** Despite the Donkey Kong Adventure DLC taking place on Donkey Kong Island, none of the characters from the VideoGame/DonkeyKong series appear anywhere in the mode, not even Diddy Kong, Donkey Kong's main partner or Cranky Kong appear, despite there being a major rabbid character dressed as the latter.
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* AndYouThoughtItWouldFail: Oh, how people jeered and mocked this game before release. Just about ''nobody'' liked the game when it was first leaked, due to a long-standing grudge against the Rabbids for overshadowing Rayman. Even beyond that, the idea of this crossover being a TurnBasedTactics game of all things made this game come across as a weird fever dream. After its formal unveiling (and especially after its release) however, the game was praised for its surprisingly deep gameplay mechanics, music, and humor, with many reviewers urging readers and viewers not to overlook the title.
* AudienceAlienatingPremise: Though the game overcame [[AndYouThoughtItWouldFail initial expectations and reactions]] and was very well-received by critics and players for its surprising depth, fun gameplay, and pretty good humor, the very premise of ''Kingdom Battle'' still sent people running for the hills for various reasons. It's a game involving an EldritchAbomination that inexplicably fuses the two worlds of Mario and the Rabbids together and Mario & Friends have to team up with their Rabbid counterparts in a Strategy Shooter/RPG campaign, a gaming genre that neither franchise is exactly famous for. Selling two million plus copies worldwide and [[https://nintendoeverything.com/best-selling-third-party-games-for-switch/ being the highest selling third party game on Nintendo Switch in the United States as of May 2019]] is icing on top of the cake.

to:

* AndYouThoughtItWouldFail: Oh, how people jeered and mocked this game before release. Just about ''nobody'' liked the game when it was first leaked, due to a long-standing grudge against the Rabbids for overshadowing Rayman. Even beyond that, the idea of this crossover being a TurnBasedTactics game of all things made this game come across as a weird fever dream. After its formal unveiling (and especially after its release) however, the game was praised for its surprisingly deep gameplay mechanics, music, and humor, with many reviewers urging readers and viewers not to overlook the title.
title. Selling two million plus copies worldwide and [[https://nintendoeverything.com/best-selling-third-party-games-for-switch/ being the highest selling third party game on Nintendo Switch in the United States as of May 2019]] is icing on top of the cake.
* AudienceAlienatingPremise: Though the game overcame [[AndYouThoughtItWouldFail initial expectations and reactions]] and was very well-received by critics and players for its surprising depth, fun gameplay, and pretty good humor, the very premise of ''Kingdom Battle'' still sent people running for the hills for various reasons. It's a game involving an EldritchAbomination that inexplicably fuses the two worlds of Mario and the Rabbids together and Mario & Friends have to team up with their Rabbid counterparts in a Strategy Shooter/RPG campaign, a gaming genre that neither franchise is exactly famous for. Selling two million plus copies worldwide and [[https://nintendoeverything.com/best-selling-third-party-games-for-switch/ being the highest selling third party game on Nintendo Switch in the United States as of May 2019]] is icing on top of the cake.
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* AudienceAlienatingPremise: Though the game overcame [[AndYouThoughtItWouldFail initial expectations and reactions]] and was very well-received by critics and players for its surprising depth, fun gameplay, and pretty good humor, the very premise of ''Kingdom Battle'' still sent people running for the hills for various reasons. It's a game involving an EldritchAbomination that inexplicably fuses the two worlds of Mario and the Rabbids together and Mario & Friends have to team up with their Rabbid counterparts in a Strategy Shooter/RPG campaign, a gaming genre that neither franchise is exactly famous for.

to:

* AudienceAlienatingPremise: Though the game overcame [[AndYouThoughtItWouldFail initial expectations and reactions]] and was very well-received by critics and players for its surprising depth, fun gameplay, and pretty good humor, the very premise of ''Kingdom Battle'' still sent people running for the hills for various reasons. It's a game involving an EldritchAbomination that inexplicably fuses the two worlds of Mario and the Rabbids together and Mario & Friends have to team up with their Rabbid counterparts in a Strategy Shooter/RPG campaign, a gaming genre that neither franchise is exactly famous for. Selling two million plus copies worldwide and [[https://nintendoeverything.com/best-selling-third-party-games-for-switch/ being the highest selling third party game on Nintendo Switch in the United States as of May 2019]] is icing on top of the cake.
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Sinkhole that's not directly related to the index besides the name.


** Bucklers are one of the most troublesome enemies in the game. They carry a shield that blocks all non-explosive damage that isn't from the flank or rear (as in 180 degrees), wield powerful [[ShortRangeShotgun Boomshots]] to punish you when you inevitably have to get in close to them to circumvent their shield, and they have a special ability that guarantees a CriticalHit from ''all'' enemies in its area of effect (which also guarantees their weapon's status effects). This gets very dangerous very fast if they're paired up with Smashers, which have a skill that increases weapon damage, and ''[[ForMassiveDamage these buffs stack]]''. This can happen as early as World 2, while the player doesn't get the power to do this until halfway through the final world.

to:

** Bucklers are one of the most troublesome enemies in the game. They carry a shield that blocks all non-explosive damage that isn't from the flank or rear (as in 180 degrees), wield powerful [[ShortRangeShotgun Boomshots]] to punish you when you inevitably have to get in close to them to circumvent their shield, and they have a special ability that guarantees a CriticalHit from ''all'' enemies in its area of effect (which also guarantees their weapon's status effects). This gets very dangerous very fast if they're paired up with Smashers, which have a skill that increases weapon damage, and ''[[ForMassiveDamage these ''these buffs stack]]''.stack''. This can happen as early as World 2, while the player doesn't get the power to do this until halfway through the final world.
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* CrossesTheLineTwice: One of the lines from the first verse of Tom Phan's TheHeroSucksSong essentially fat-shames Mario, and he directly reacts to this one. But given the nature of the song and how on-point the rest of the song is in roasting the plumber, this point is easily glossed over; the accompanying Rabbid struggling in futility to contain their laughter makes said dismissal easier. Not to mention that fact that the Phantom [[LargeAndInCharge is far from]] [[FatBastard in-shape himself...]]

to:

* CrossesTheLineTwice: One of the lines from the first verse of Tom Phan's TheHeroSucksSong essentially fat-shames Mario, and he directly reacts to this one. But given the nature of the song and how on-point the rest of the song is in roasting the plumber, this point is easily glossed over; the accompanying Rabbid struggling in futility to contain their laughter makes said dismissal easier. Not to mention that the HypocriticalHumor caused by fact that the Phantom [[LargeAndInCharge is far from]] [[FatBastard in-shape himself...]]
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* AudienceAlienatingPremise: Though the game overcame [[AndYouThoughtItWouldFail initial expectations and reactions]] and was very well-received by critics and players for its surprising depth, fun gameplay, and pretty good humor, the very premise of ''Kingdom Battle'' still sent people running for the hills for various reasons. It's a game involving an Eldritch Abomination that inexplicably fuses the two worlds of Mario and the Rabbids together and Mario & Friends have to team up with their Rabbid counterparts in a Strategy Shooter/RPG campaign, a gaming genre that neither franchise is exactly famous for.

to:

* AudienceAlienatingPremise: Though the game overcame [[AndYouThoughtItWouldFail initial expectations and reactions]] and was very well-received by critics and players for its surprising depth, fun gameplay, and pretty good humor, the very premise of ''Kingdom Battle'' still sent people running for the hills for various reasons. It's a game involving an Eldritch Abomination EldritchAbomination that inexplicably fuses the two worlds of Mario and the Rabbids together and Mario & Friends have to team up with their Rabbid counterparts in a Strategy Shooter/RPG campaign, a gaming genre that neither franchise is exactly famous for.
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* GameBreaker: Rabbid Luigi can really wreak havoc on the battlefield. His Vamp Dash, when maxed out, does more damage than Mario's GoombaStomp, dealing 160 versus Mario's 150, and, unlike Mario's stomp, can be used on two enemies in one movement turn. While the health regained from Vamp Dashing starts at only 30% of the damage dealt, it can be increased to a full 100%, which, when combined with a full damage skill for the dash, equates to 320 health, more than half of Rabbid Luigi's maximum of 500, healed just from movement. And since the Vampire effect lingers on an enemy for a turn after infliction, this means that everyone on the team can also boost their health from attacking the Vamped foes, making Rabbid Luigi an excellent CombatMedic. He's no slouch when it comes to combat either, boasting the highest chances of critical hits and accompanying Super Effects of the entire cast, with his two postgame weapons having a 100% guaranteed Super Effect on ''every'' shot; this includes the Round Shield Shocker, which inflicts Stone (which combines Honey [no movement], Ink [no attacking], and Freeze [no techniques] into a weapon that stops a single foe dead in their tracks), and Gag Me With A Spoon, which carries Vamp, allowing Rabbid Luigi to set up heals at a distance. And if he ever needs to get through dangerous territory, he can use either his Super Barrier, which negates all Super Effects and decreases movement damage taken by up to 50% and weapon damage taken by up to 60%, or Weaken, which can lower an enemy's damage output by up to 70%; Super Barrier goes especially well with Vamp Dash, allowing Rabbid Luigi to heal up and let his team do so too, without having to worry about being intercepted.

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