Kongs (Donkey Kong) | Allies | Villains (Kremling Krew, Tiki Tak Tribe, Snowmads)
The minions of King K. Rool, the Kremlings are a clan of nasty-tempered, dim-witted reptiles from Crocodile Isle. They have a seafaring culture with an emphasis on piracy. Despite their generally evil disposition, a few Kremlings have switched sides to help out the Kongs.
- Action Bomb: Kaboom, Klasp, and Kracka.
- Airborne Mook: Kloak, Kackle, and Kopter.
- Ascended Extras:
- Klump and Krusha, two mooks in the first game, were made singular characters in the cartoon. Krusha also became a Secret Character in Donkey Kong 64's multiplayer mode. Klump also became a Secret Character in Barrel Blast.
- The playable Kopter in Barrel Blast.
- Kritter became a playable character in DK: King of Swing, the Mario Strikers series, Mario Super Sluggers as well as Donkey Kong Barrel Blast.
- Bash Brothers: Kuff 'n' Klout.
- BFG: Bazuka and Kannon.
- BFS: Kutlass. The instruction manual for DKC2 humourously states that he ordered the swords from a TV offer, and they turned out to be bigger than he expected because of his small TV screen.
- Bring It: Done by Krusha and Krumple, after shrugging off an ineffectual attack.
- Carry a Big Stick: Kudgel and Kosha.
- Cool Shades: Worn by Kasplats.
- Crosshair Aware: Kroc.
- Dem Bones: The skeletal Kritters, the teeth of Klaptraps and the Resident Demon in Donkey Kong 64. Kackle from DKC2.
- Dual Wielding: Kutlass and Krook, although Krook usually throws the hook from the same hand over again.
- Elite Mooks: Krusha, Kruncha, Krumple, and Kasplat.
- Enemy Summoner: Kloak.
- Evil Laugh: Kloak and Kackle in DKC2. The Resident Demon in DK64. Kalypso in Barrel Blast. Kroc in the GBA remake of DKC3.
- Fat Bastard: Klump and Kannon.
- Friendly Enemy: General Klump and Krusha were sometimes this to the Kongs in the cartoon.
- Giant Mook: Big Klaptraps in Donkey Kong 64.
- Golem: Rockkrocs. Their appearance and name suggest that they're made of rock, and they're activated and deactivated with Stop & Go barrels.
- Half-Dressed Cartoon Animal: In Donkey Kong Country 2, most of the Kremlings wear pants but not shirts (due to the pirate theme). In Donkey Kong 64, Kasplats wear black vests, boots and gloves as well as Cool Shades, but no pants.
- Hand Cannon: Literally in the case of Kannons and Bazukas.
- Hook Hands: Krook.
- Heavily Armored Mook: Koin and Koindozer.
- Instant Awesome: Just Add Dragons!: Dragon Kremlings from Jungle Climber.
- Invincible Minor Minion: Rockkrocs (except in the remakes and the Japanese version of the SNES DKC), Kackle and Kuchukas.
- Kung Fu-Proof Mook: Klumps in Donkey Kong 64 are immune to physical strikes from all but Chunky Kong in his giant form. The only ways to kill them are with Magic Music or throwing grenades.
- Mad Bomber: Kuchuka.
- Mecha-Mooks: The Robotic Kritters in Donkey Kong 64. The Super Team in Super Mario Strikers uses a Robo-Kritter as their goalie, instead of a regular Kritter.
- Monogender Monsters: Until Barrel Blast, when Kass and Kalypso were introduced.
- Mooks: Of the original trilogy, DK64 and Paon's games.
- Night of the Living Mooks: Kloak, Kackle, the Resident Demon, the skeletal Kritters, and the teeth of Klaptraps.
- Ninja Pirate Zombie Robot:
- Klump and Krusha are crocodile soldiers.
- All of the Kremling Kuthroats are crocodiles mixed with pirates. Some are also undead like Kackle and Kloak.
- Kosha from DK64 is a crocodile viking. Skeleton Kritters are also enemies in that game.
- One-Winged Angel: The Jungle Climber bosses are regular Kritters, powered up by the Crystal Bananas.
- Pirates: In Donkey Kong Country 2 and Donkey Kong Land 2.
- Real Men Wear Pink: Skiddas, Koindozers, Krimps, pink Krunchas and pink Klumps. Kritter also wears pink clothing/armor in the Mario Strikers series when on Princess Peach's team.
- Red Eyes, Take Warning: Rockkrocs, Kloaks, Kackles, Dark Klobbers, Robotic Kritters, Kip, Kass, Kludge and Kalypso.
- Shockwave Stomp: Done by Kasplats.
- Sssssnake Talk: In the GBA remakes. Krunch also does this in the intro of Diddy Kong Racing DS.
- Suspiciously Similar Substitute: Many of the Kremlings in the sequels for Kremlings from previous games in function and appearance.
- Top-Heavy Guy: Krusha, Kruncha, Kudgel, Klubba, Krumple, Kasplat, and Kuff 'n' Klout. Mooks with this appearance can only be defeated by a jump attack from the heavier Kong (or from Diddy and Dixie teamed up) without a barrel or Animal Friend.
- Turns Red: Kruncha.
- Xtreme Kool Letterz: All Kremlings share the trait of having their names start with K, especially when a C would make more sense, Mortal Kombat style.
A fat crocodile who acts as Donkey Kong's Arch-Enemy in the Donkey Kong Country series. Prone to adopting new personas (Kaptain K. Rool, Baron K. Roolenstein, etc.) in different games, complete with new powersets for battle. Whatever he likes to call himself, K. Rool's goals remain the same to get rid of the Kong clan and take over their island, and if he can't manage that, destroying the island along with every primate on it suits him just fine instead.
- Acrofatic: Take one look at the guy. Pretty overweight, right? Well, not only can he jump as high as Mario or Luigi, but he can also outrun Donkey Kong, is able to support his own weight with one hand, and is able to play an entire baseball game without tiring (at least when he isn't pitching).
- Adaptation Personality Change: In the games, he's a cold-blooded and maniacal Kremling overlord who manages to capture members of the Kong family with surprising efficiency and frequency. In the cartoon, he's a Laughably Evil Ineffectual Sympathetic Villain.
- Adaptational Wimp: In Michael Teitelbaum's Donkey Kong Country chapter book trilogy, K. Rool is a total coward who flees as soon as he loses the advantage and never ever tries to put a fight.
- Adipose Rex: He is clearly fat.
- Affably Evil: The cartoon version.
- Arch-Enemy: To Donkey Kong and the rest of the Kong clan.
- Ash Face: Gets it in Donkey Kong Country 2 every time his blunderbuss explodes in his face after Diddy or Dixie successfully throw cannonballs into it. He wipes the ash off quickly.
- Ax-Crazy: Lampshaded by Nintendo on more than one occasion, particularly in reference to his schizophrenic adoption of multiple personas as his love of overkill.
- Authority Equals Asskicking: He is the final boss in each game he appears in.
- Bad Boss: He keeps his minions in a constant state of misery, rules through fear, and is perfectly willing to sic Klaptraps on his already overworked engineers to speed things up.
- The Battle Didn't Count: Four times in DK64.
- Berserk Button: There was this time in the cartoon when Klump's video conference messed him up in the computer game he was playing. It angered him so much that he let out an epic Big "NO!" and smashed the computer.
- Beware the Silly Ones: King K. Rool is one of Nintendos goofiest antagonists, but he is also one of the more unrepentantly evil ones, whose plots and actions escalate every time he appears.
- Big Bad: Of all the games he appears in.
- Big Bad Ensemble: With Kaptain Skurvy in the cartoon.
- BFG: His blunderbuss in Donkey Kong Country 2.
- Boxing Battler: In Donkey Kong 64, where he dons a boxing outfit, complete with gloves and champion's belt, during the Final Boss battle.
- The Chessmaster: Mainly in the cartoon.
- Chuck Cunningham Syndrome: Until his appearance in Super Smash Bros. Ultimate, he hadn't made a non-cameo appearance since 2008 in Mario Super Sluggers, 10 years prior. The gap is even longer for Europe, where the game was never released.
- Cold-Blooded Torture: The first time you fight him on the Flying Krock in Donkey Kong Country 2, he is seen beating Donkey Kong. And by "beating", we mean firing cannonballs at him while he's tied up.
- Crocodile Tears: The manual for Donkey Kong 64 states he pretended to cry to motivate his soldiers to distract the Kongs from interfering with the Blast-o-Matic.
- Death Glare: He delivered one to Army Dillo after the latter's first failure. With his gruesome looking eye, he can do these easily.
- Determinator: The one consistent thing between his many personas is the fact that they all take immense amounts of effort to put down, usually being multi-stage bosses. In Donkey Kong 64, he goes through multiple rounds of being hammered by every Kong in ridiculously over-the-top ways, including having the stage lights dropped directly on his head and getting Megaton Punched across the boxing ring, and it still takes high explosives to merely get rid of him.
- Dr. Fakenstein: In Donkey Kong Country 3, complete with "-stein" prefix and "Baron" title. At the same time, he also wears Frankenstein's Monster-esque forehead and has bolts on the neck, so he manages to be both a scientist and a "monster".
- Evil Brit: In the cartoon and in Donkey Kong 64.
- Evil Is Hammy: Particularly in the cartoon.
- Evil Sounds Deep: In Donkey Kong 64 and Mario Super Sluggers.
- Evil vs. Evil:
- In the cartoon, he was often at odds with Kaptain Skurvy.
- In Mario Super Sluggers, he has bad chemistry with Bowser.
- Eye Scream: It's so bulgy and veiny... And that's just the more recent portrayals: in the DKC games and DK64, the red marks don't even look like veins but blood stains on the eye, which makes him look demonic. Subverted in the cartoon, though, where his eye is just bulgy.
- Fat Bastard: He might look like a silly overgrown lizard, but he's a ruthless villain who will resort to very evil actions to get what he wants, including kidnapping Donkey Kong himself in two games and planning to destroy DK Isles in 64.
- Final Boss: Of each game he appears in.
- Final-Exam Boss: In Donkey Kong 64, K. Rool has to be fought in at least five boxing rounds (more if time runs out in any of them), each with one of the playable Kong characters. And each Kong has to attack him using a specific strategy that makes use of their unique tools and/or abilities.
- For the Evulz: K. Rool clearly enjoys making others suffer whether its his enemies or his minions. Some of his plans were solely for sadistic pleasure such as kidnapping and torturing DK and trying to destroy his island.
- Friendly Enemy:
- He's shown performing a secret handshake with Donkey Kong in the bizarre secret ending of Donkey Kong 64.
- In the reveal trailer for Banjo and Kazooie in Super Smash Bros. Ultimate, K. Rool is seen chilling in DK's treehouse, and cheers on the bear and bird's return to Nintendo alongside the Kongs. Though he's later seen getting pushed off a cliff by the Jinjonator and crushed by a boulder like Banjo's own arch-enemy.
- Genius Bruiser: He's pretty smart and very strong. Quite fitting, as crocodiles in real life are highly intelligent animals, especially by reptile standards.
- Go-Karting with Bowser:
- In the cartoon, it turns out that originally he and Cranky Kong were friends, and in those days, there was peace between Kremling and Kong, with the feud only flaring up after their friendship broke up over K. Rool's cheating in one of their contests. So, Donkey Kong and the gang decide to try and get the two to remember their friendship and see if that'll put an end to the fighting. It works... too well; Cranky and K. Rool are such madcap pranksters and daredevils that they drive everybody, Kong and Kremling alike, nuts, and eventually they force them to break their friendship again simply because it's more peaceful when they're at open war with each other.
- King K. Rool can race with Donkey Kong in Barrel Blast, play baseball in Mario Super Sluggers, and engage in competitive brawling in Super Smash Bros. Ultimate. In a trailer for the latter, K. Rool is even seen napping alongside the Kongs in their treehouse, though he's still treated with a fair amount of contempt and even gets beaten up and crushed by a rock later in the same trailer, courtesy of returning Rare alumni Banjo and Kazooie.
- A God Am I: Sees himself as the "Supreme Ruler of all Evil" in the cartoon.
- Helicopter Pack: In the third game.
- Idle Animation: In Mario Super Sluggers, when left idle while batting, he will do a gesture with his left hand towards the pitcher that basically means "Come on!".
- Ineffectual Sympathetic Villain: Very much so in the cartoon.
- Inexplicably Tailless: While his appearances in the Rare games depict him with a tail, he lacks one in games after Donkey Kong 64. Super Smash Bros. Ultimate does depict him with a tail again, though it's much shorter than in his Rare appearances.
- Informed Species: Despite being a crocodile, he has an overbite and a wide U-shaped snout more akin to an alligator.
- The Insomniac: This is sometimes used to explain the way his eye looks.
- It's All About Me: Many of the evil actions he does in the games are solely to satisfy his personal objectives and goals.
- Jerkass Has a Point: King K. Rool's use of threats to keep his minions working on the Blast-O-Matic in Donkey Kong 64 is rightfully treated as a standout example of his Bad Boss and Ax-Crazy nature. However, the capstone of this, where he insists on firing the Blast-O-Matic despite his engineers insisting that it hasn't been properly safety-tested in the pre-Hideout Helm cutscene, is actually the entirely correct, if extremely reckless, decision to make in that context, as the Kongs are breaking into the Kremlings' base of operations literally at that very moment; there is literally no more time for preparations or fine-tuning. K. Rool's only two options at that point are to proceed straight to endgame regardless of the risks, or to watch his Evil Plan be torn to pieces.
- King Koopa Copy: K. Rool is the big green leader of a clan of reptilians that schemes to invade the hero's homeland and abducts his friends to hold them hostage. Over time this has been subverted as Divergent Character Evolution kicked in. These days Bowser is a Benevolent Boss who cares for his troops and can border on Friendly Enemy terms with Mario, while K. Rool got more evil, becoming a Bad Boss who abuses his underlings and wants to destroy Donkey Kong Island and every primate on it. Super Smash Bros. Ultimate helped further their differences from a mechanical standpoint, with Bowser focusing on his innate powers like fire-breathing and his physical bulk to fight, while K. Rool uses his various weapons and gadgets.
- Large and in Charge: Among the largest Kremlings, though some of the monster bosses are huge even compared to him.
- Laughing Mad: In Barrel Blast, if he repeatedly slams into breakable objects (such as barrels) or enemies (like the Zingers) while using a Wild Move. Then there's his triumphant Evil Laughter in the infamous Game Over sequence of Donkey Kong 64.
- Lightning Bruiser: Don't let his size fool you; K. Rool is not only very strong and very resilient, but he's also very fast. He also has very high stats in Barrel Blast.
- Mad Eye: One of his most iconic features.
- Mad Scientist: In DKC3, supported by his alias "Baron K. Roolenstein".
- Made of Iron: Fitting for his size and strength K. Rool can take an absurd amount of punishment. During the first boss fight with him in DKC2 Diddy and Dixie simply aren't strong enough to decisively finish him and he just keeps getting back up for more, forcing DK to struggle loose and land a punch strong enough that puts the croc down and keeps him there. It's taken to an extreme in DK64 where K. Rool fights all of the Kongs back to back no matter how hard he gets hit in the previous rounds. This even shows up in Super Smash Bros. Ultimate where not only is K. Rool heavy and hard to knock out but the majority of his attacks have super armor on his belly, allowing him to keep swinging through most attacks in the game so long as his gut doesn't take too many hits.
- Mighty Glacier: In Mario Super Sluggers, he is tied with Bowser and Petey Piranha for the best batting stat in the game, but he is also tied with Red Magikoopa as the slowest character.
- Names to Run Away from Really Fast: K. Rool sounds like "cruel".
- Never My Fault: Mainly in the cartoon, he would blame his flunkies for his mishaps.
- Never Smile at a Crocodile: He is the leader of an evil crocodile gang that likes to cause havoc for the Kongs.
- New Job as the Plot Demands: Shows up as the king of the Kremlings, a ship captain, and a Mad Scientist in the first three DK installments (and a pro boxer by the end of Donkey Kong 64 as his last time changing his personas). Interestingly, his plans always seemed to be one step ahead of his job; being on a pirate ship while acting as King, having a massive industrial airship while acting as a pirate captain, and living in a royal castle while acting as a scientist. He seems to settle on King after that.
- Ninja Pirate Zombie Robot: A crocodile king that is sometimes a pirate, a scientist or even a boxing champion.
- Odd Friendship: He has good chemistry with King Boo in Mario Super Sluggers. This would become much more fitting in retrospect when Luigi's Mansion: Dark Moon shows that King Boo has become just as sadistic and unhinged over the years.
- Older Than They Look: In the cartoon, where it turns out that he and Cranky Kong are actually childhood buddies, meaning he's roughly the same age as Donkey Kong's grandpa, yet still doing all the stuff he does.
- One-Hit Point Wonder: In his rematch in DKC2, he is defeated with a single cannonball... but before that cannonball can show up, he goes through a long sequence of attacks first.
- Pirate: In DKC2, where he goes by the alias "Kaptain K. Rool". Technically also in DKC1, where his home base and battle arena is a pirate ship.
- Pistol-Whipping: Does this with his blunderbuss in DKC2 to both the tied up DK and, if you get too close or get drawn in by the vacuum feature, to Diddy and Dixie. It sends Diddy or Dixie flying across the room.
- Politically Incorrect Villain: In Donkey Kong 64, he attempted to essentially commit genocide against the Kongs. If the Rare commentary is anything to go by, his stealing the banana hoard is meant to starve the Kongs out so he can move in on their land. As revealed in Jungle Climber, he does not even like bananas.
- Pragmatic Villainy: K. Rool's nuts, no question about that, but he's far from stupid. After every subsequent defeat, he takes great strides and greater care to avoid their attention and set up shop so that they can't intercept him until it's too late.note Unfortunately, the Kongs are a Badass Family, and no matter how many he removes as as a factor against his plans, there's always another or two somewhere in the woodwork. Other times, the Kongs happen upon just the right circumstances they need to overcome him by pure chance or luck, and there's just no accounting for that.
- Punny Name: Works on two levels. First, he's a king named "Rool" (rule). Then you add on the K and it becomes "cruel".
- Put on a Bus: He hasn't appeared in a Donkey Kong game since Jungle Climber in 2007 and his latest non-cameo appearance was in Mario Super Sluggers in 2008. He has had a trophy in all Super Smash Bros. games since Melee, so Nintendo hasn't forgotten him, but he's conspicuously absent with no mention from Donkey Kong Country Returns and Tropical Freeze...
- The Bus Came Back: ...Until he finally returned in Super Smash Bros. Ultimate. His reveal trailer is treated as this, with DK and Diddy shocked to see him return and instantly engaging in an epic battle. Considering it had been 10 years since he was last seen, and even longer since he'd been in a mainline Donkey Kong game, it's no wonder his return held such gravitas.
- Rasputinian Death: In a direct Call-Back to Gruntilda the witch, K. Rool suffers one at the hands of Banjo and Kazooie in their Super Smash Bros. Ultimate reveal trailer, getting beaten up by the Jinjonator, thrown off a cliff, splatting his way through the ground, and then getting crushed by a boulder.
- Red Eyes, Take Warning: Mainly because they're bloodshot.
- The Rival: Cranky Kong in Barrel Blast.
- Royal Brat: To Wrinkly while she taught him as a child.
- Royals Who Actually Do Something: K. Rool is a villainous example, always coming up with one scheme after another, and typically taking a direct hand in them.
- Sanity Slippage: K. Rool has never been particularly sound of mind, but he gets progressively worse in every appearance. In his latest appearance, he seems to have unhinged a bit; his dash puts him on all fours, his attacks are simple and brutal (though not to the same extent as Ridley), and his Final Smash has him fire the Blast-o-Matic while laughing maniacally.
- Sinister Silhouettes: The manuals for each of the Country games hides his main design as a silhouette. Although, his design as Kaptain K. Rool can be seen on the box cover and on the table of contents page for Diddy's Kong Quest.
- The Sociopath: Even while being one of Nintendo's silliest villains, K. Rool shows quite a few traits of this trope. Not only is he an insane, narcissistic tyrant who keeps his own minions miserable (sometimes even resorting to murder and torture should they fail him), but his plans often involve kidnapping/torturing the Kongs, some of whom are even kids, and he tried to destroy their island out of pure hatred and spite.
- Stout Strength: K. Rool is very fat, but also very strong and has visible muscles on his arms. Oftentimes, he's even faster than DK is! He's also able to support his own weight with one hand in DK: King of Swing.
- Surrounded by Idiots: Claims to be this during a cutscene in DK64, complete with a Face Palm. It's also a constant theme in the cartoon: in the episode "The Curse of Kongo Bongo," Krusha and Klump are trying to decode a plan they themselves came up with, only to forget said code, leading to this:K. Rool: It's at times like this I find that I must ask myself again and again: "Do I really want the Crystal Coconut this badly?"
- Tactical Suicide Boss: It's very common for K. Rool to be defeated in his boss fights simply because he keeps making the same mistakes again and again. For example, in the original DKC, he keeps throwing his crown at DK and Diddy, giving them the perfect opportunity to jump on his head, and in 64, his constant showboating leaves him open to the Kongs' attacks.
- Time-Limit Boss: Each of his battle phases in 64 is on a time limit.
- Took a Level in Badass: Every time he appeared in the original SNES-N64 saga, K. Rool got more ambitious and more competent. He began by stealing the banana hoard. Then he one-upped himself by kidnapping Donkey Kong and holding him hostage on the Kremlings' stronghold island. He trumped that by kidnapping DK and Diddy and using their brainpower to power a Killer Robot to lead a new army of Kremlings. Finally, in 64, he captures Diddy, Lanky, Tiny, and Chunky, attacks the island with a giant fortress seacraft, and attempts to use a Wave-Motion Gun to blow up the entire island and all the Kongs. Super Smash Bros. Ultimate ramps this up even further, showing him to be more feral and psychotic than his original appearances, having a final smash that depicts him ''successfully' blowing up DK Island with the Blast-O-Matic.
- Would Hurt a Child: He has no problems attacking the younger Kongs like Diddy, Dixie, Tiny and Kiddy.
- Your Size May Vary: In Donkey Kong 64 cinematics, he appeared the same height as in previous games, than suddenly appears a lot larger in the Final Boss fight.
The apparent new leader of the Kremlings in Donkey Kong Country 3: Dixie Kong's Double Trouble!, and a killer robot intent on world conquest, it's found to be secretly under the control of K. Rool in his latest guise and powered by the captured Donkey and Diddy Kong. Has multiple heads that appear when each is destroyed. Fought in Mekanos and then later in KAOS Kore.
- Cool Shades: His second head has sunglasses, which is also seen in the picture.
- Cranial Processing Unit: Which overlaps with Attack Its Weak Point.
- Degraded Boss: In the second fight, he goes down in two hits. Justified, as he's not the main boss, K. Rool is.
- The Dragon: To King K. Rool.
- Eye Beams: The first head fire these.
- Homemade Inventions: K. Rool apparently built him out of pots and pans.
- Human Resources: Was originally powered by the captured Donkey and Diddy's cerebral energies.
- Killer Robot: Fairly obvious.
- Losing Your Head: Happens when each is attacked enough, and in the first battle, it flies around firing lasers.
- Mad Bomber: His third head erratically fires grenades.
- The Man Behind the Man: K. Rool secretly controls it under the guise of Baron K. Roolenstein.
- Names to Run Away from Really Fast: Yep. Kastle Kaos, Kaos Kore, and KAOS Karnage even more so.
- Robo Speak: His quotes are incredibly mechanical.
- Shout Out: His second head resembles the Terminator.
- Trick Boss: The second fight. He only takes two hits before going down, then K. Rool shows himself.
The playable Kremlings characters introduced in Barrel Blast.
The bosses of the original Donkey Kong Country. A group of enlarged Mooks who each guard a portion of DK's stolen banana hoard. They consist of:
Very Gnawty/Really Gnawty (Kongo Jungle & Gorilla Glacier)
Master Necky (Jr. and Snr.) (Monkey Mines & Chimp Caverns)
Queen B. (Vine Valley)
Dumb Drum (Kremkroc Industries, Inc.)
- Animate Inanimate Object: The Dumb Drum is a giant version of the Mook Maker barrels you frequently find in Mine and Factory levels.
- Bee Afraid: Queen B. the giant Zinger queen.
- Big Creepy-Crawlies: As stated above, Queen B.
- Breaking the Fourth Wall: Both Gnawties laugh at the player whenever they damage him or player damages them.
- Collapsing Ceiling Boss: Really Gnawty becomes this in the GBA remake, once he moves to the side of the arena and causes stalactites to fall from the ceiling.
- Dual Boss: In the GBA remake, both Master Neckys are fought together. Defeating one will enrage the other.
- Easter Egg: In the GBA remake, after you defeat Really Gnawty and come back to the treehouse at the beginning of the game, Very Gnawty will reside there, uninvited. The moment he notices the Kongs, he reacts with Oh, Crap! and runs away.
- Flunky Boss: The Dumb Drum, naturally, as it is the boss version of a Mook Maker.
- In GBA version, Queen B. can summon Zingers similarly to King Zing in Donkey Kong Country 2.
- Feathered Fiend: Necky Jr. and Snr.
- Generic Doomsday Villain: They have no other known qualities besides being giant-sized enemies.
- I Shall Taunt You: Gnawties laugh at the player when they damage the player or are damaged.
- Insect Queen: Queen B. It's right there in the name.
- King Mook: All of them. Cranky lampshades it best:Cranky: I just hope they don't resort to enlarging the characters on the levels and calling them bosses this time; that giant beaver was a pretty cheap trick!
- Recurring Boss: In the GBA remake, Master Necky Jr. is fought twice, the second time together with Master Necky Snr.
- Red Eyes, Take Warning: Unlike its Mook form, the Dumb Drum has these.
- Rodents of Unusual Size: The Gnawties are gigantic beavers.
- Underground Monkey: Really Gnawty and Necky Sr. are stronger, differently colored forms of their respective predecessors.
Donkey Kong Country 2 Bosses
The boss of Gangplank Galleon, the first world. A large bird who lives in the ship's Krow's Nest. Later, he comes back from the dead as the ghostly Kreepy Krow in order to finish his business with the Kongs in the fifth world, Gloomy Gulch.
- Back from the Dead: He apparently dies from your first battle against him, which is the only way to explain his later appearance as a ghost.
- Deader Than Dead: First, he's the Warm-Up Boss. Then, after explicitly dying, he later returns as a ghost to serve as one of the last bosses too; naturally, you have to "kill" him again.
- Dressed to Plunder: He wears a typical pirate bicorne hat alongside a leather belt.
- Feathered Fiend: An evil, pirate vulture.
- Flunky Boss: Employs Mini-Neckies to help him out as Kreepy Krow.
- Ghost Pirate: As Kreepy Krow, the restless ghost of Krow.
- Giant Flyer: He's quite big alright.
- King Mook: He's an oversized Mini-Necky. Strangely, Krow debuts before his Mook counterparts, who start showing up only from the end of the second world onward.
- Non-Indicative Name: "Krow" is actually an oversized Necky, who are closer to vultures.
- Tactical Suicide Boss: Maybe he'd figure out that throwing those giant, pickable eggs is not a good idea by the time he gets hit the first time, but he never wises up.
A haunted, living cutlass sword wielded by an unspecified lava entity. The boss of Crocodile Cauldron, the second world.
- BFS: For a cutlass, it is huge.
- Degraded Boss: Kerozene of the GBA version can summon two (massively weakened) Kleevers at will.
- The Dog Was the Mastermind: At first, it looks like the real boss might be whatever is holding that creepy cutlass sword from below all that lava, but once enough damage is dealt, it starts sinking with the weapon still in hand... only for the sword to emerge back from the inferno and attack the Kongs by itself.
- Evil Weapon: It's an evil, living cutlass.
- Living Weapon: Again, it's an evil, living cutlass.
- Playing with Fire: One of his main attacks involves flinging fiery cannonballs.
- Red Eyes, Take Warning: In the first phase, its hilt's eyes are always glowing in menacingly red. This is switched to green in the second phase.
- Sinister Scimitar: This cutlass is scary, haunted and evil. Can't get more sinister than that.
The muscular, club-wielding boss of Krem Quay (third world). A gray-colored Palette Swap of Klubba.
- Adapted Out: Did not appear in Donkey Kong Land 2.
- The Brute: He's a big, dumb, violent Kremling.
- Carry a Big Stick: His Weapon of Choice: a big-ass spiked club.
- In a Single Bound: Boy, does he jump high. Just don't ask how with those little legs of his.
- Never Smile at a Crocodile: He's a Kremling, so it goes without saying.
- Shockwave Stomp: His landings are strong enough to paralyze the Kongs.
- Tactical Suicide Boss: One wonders why he intentionally summons TNT barrels in his fight. It's not like he uses them anyway (but the Kongs do).
- Throw a Barrel at It: How you damage him.
- Top-Heavy Guy: Like Klubba, everything from his waist up (as well as neck down) is incredibly buff. His arms are actually as long as his entire body.
The boss of Krazy Kremland, the fourth world. A giant Zinger and possibly related to the previous game's Queen B. Notably fought as Squawks the Parrot.
- Attack Its Weak Point: His sting is his weakness, so you'll need to aim Squawks' egg projectiles at it.
- Bee Afraid: Takes after Queen B. from the previous game.
- Big Creepy-Crawlies: Again, giant Zinger, who are already way larger than regular bees.
- Escape Sequence: He chases you near the end of the level just before the boss-fight, where you're playing as Rambi. You can't hurt him with Rambi, so your only option is to run.
- King Mook: He's a giant Zinger, similarly to Queen B.
- Orbiting Particle Shield: The second phase has Zing summoning a barrier of 4 Zingers that circle around him.
- Spike Shooter: When annoyed enough in his first phase, he starts firing stings in several directions, only to resume his usual movement pattern after two or three shots.
- Turns Red: Literally. In the second phase, he turns into a regular-sized red Zinger.
This humongous, fire-breathing Kremling is the boss of K. Rool's Keep, the sixth and technically penultimate world. He's only present in the GBA version.
- Attack of the 50-Foot Whatever: The second biggest Kremling in existence, behind only K. Lumsy from 64.
- Background Boss: Too massive to stay on the foreground, so you only get to see him from his waist up.
- Bonus Boss: Exclusive to the GBA version.
- Breath Weapon: Fire breath, of course.
- Flunky Boss: He can summon Kleevers to help him out.
- Shockwave Stomp: His hands can pound into the ground, shaking it enough to stun the Kongs.
Donkey Kong Country 3 Bosses
A gigantic, living barrel. Boss of Lake Orangatanga. To defeat Belcha, you need to feed him with Knick-knacks (which he supplies to you through barrels that he barfs out) until he ends up burping himself out of his platform.
- Animate Inanimate Object: The barrel-weaponizing Kongs have to face a big-ass barrel that wants to kill them.
- Attack of the 50-Foot Whatever: A really big, living barrel.
- Feed It a Bomb: You're not actually feeding him explosives, but the idea is the same in principle.
- Flunky Boss: Sorta. His barrels carry Knick-knacks inside them.
- Gasshole: Exploited. His burps are the key to defeating it.
- Red Eyes, Take Warning: He possesses a pair of bloodshot eyes.
- Ring-Out Boss: If you allow it, Belcha will eventually push you out of the platform you both are standing on, so you'll need to push him back before that happens.
- Throw a Barrel at It: His main form of attack, naturally. He spits barrels at you.
An enormous spider who rules Kremwood Forest. His head is the weak spot, but you need to pick some barrels and get below his jaws in order to damage him, all while avoiding deadly, ricocheting venom.
- Giant Spider: Seriously, don't fight him if you're an arachnophobe.
- A Lizard Named "Liz": Arich the Arachnid.
- Pinball Projectile: He spits venom in the form of small, ricocheting projectiles.
- Poisonous Person: He's an evil spider, so it's obviously venomous.
- Red and Black and Evil All Over: His fur coloration.
Some... thing (possibly a slug) living behind a waterfall in Cotton-Top Cove. You fight it as Ellie the Elephant, who has to shoot water blasts at its eyes while avoiding Squirt's very own water attacks.
- Cave Behind the Falls: Squirt appears to live in one.
- Eye Scream: Having water directly shot at your eyes definitely doesn't feel good.
- Kill It with Water: Its main form of attack also happens to be his weakness. Just Go for the Eye.
- Making a Splash: Its main and only form of attack consists of a circling jet of water that, while not damaging, has sufficient force to push a small elephant really far.
- Our Monsters Are Weird: As Cranky puts it:Cranky: What was that? I don't think I want to know...
- Ring-Out Boss: Inverted. He tries to ring you out, while Ellie can't move him at all.
- Stationary Boss: Squirt never moves out from his spot behind the waterfall. Its only semblance of movement consists of sending its eyes through the water in order to peek at Ellie.
- When All You Have Is a Hammer...: As noted above, Squirt doesn't do anything besides... well... squirting water, at different speeds and durations (and sometimes adding an extra stream of water).
A creepy, animated snowman who inhabits the fields of K3 and likes to partake in snowball fights, so the Kongs will need to apply everything they've learned from Swanky's throwing contests in order to give Bleak a taste of his own medicine.
- Defeat Means Explosion: There's no reason for a snowman to blow up because he was hit by a few snowballs, unless his glowing weak spot was some sort of Soul Jar or something of that nature.
- Die Laughing: He starts laughing maniacally whenever he gets hit, which culminates with him literally exploding of laughter when defeated.
- Enemy Posturing: He always laughs after finishing a snowball assault, giving the Kongs an opening for a counterattack. Bleak never wises up.
- Evil Laugh: A strange one that sounds like growling burps.
- An Ice Person: He's a snowman, duh.
- Snowball Fight: The whole fight is one.
- Snowlems: Being a living snowman, Bleak is one by default.
- Unexpected Gameplay Change: Most players would brush aside Swanky's target shooting as just some random side-content minigame, unaware of its true purpose as a way to practice for this boss.
- Weaponized Headgear: His top hat is actually a cannon that can fire massive snowballs.
The queen of the Lurchins, the spiky-shelled enemies that infest the waters of the Northern Kremisphere. She resides in a lake located in the middle of Razor Ridge, although the GBA version relocates her to Pacifica, an extra world. You fight her through Enguarde the Swordfish.
- Abnormal Ammo: Can shoot homing hermit crab missiles in her second phase.
- Flunky Boss: It spawns Lurchins in her first phase.
- King Mook: Of the Lurchins, being a giant one herself.
- Misguided Missile: This is how you deal with her second phase. She fires hermit crab missiles that home at the Kongs, and you need to use those to get rid of the Lurchins that protect her weakspot.
- The Smurfette Principle: The only confirmed female boss in the game, if only because the likes of Squirt and Kroctopus are impossible to gender-identify.
- Sea Hurtchin: A giant, spiky sea urchin.
- Spike Shooter: Starts firing spikes everywhere in her final phase.
- Spikes of Villainy: Fitting for an evil sea urchin.
- Underwater Boss Battle: Which is why Enguarde is required here, as he is the Kongs' only mean of aquatic offense.
A bizarre monster created by Baron K. Roolenstein. Becomes the new boss of Razor Ridge in the GBA remake.
- Combat Tentacles: Naturally, as an octopus monster.
- Power Pincers: Its Combat Tentacles have those at their tips.
- Our Monsters Are Weird: It's green, slimy and has pinching tentacles, with eyes jutting out from stalks located at the side of its body.
- Sea Monster: A horrible, aquatic abomination of science K. Rool created in his spare time.
Donkey Kong 64 Bosses
A cowardly armadillo who lacks a shell of his own, Army Dillo is equipped with a mechanical shell that makes up for the real one he lacks. He acts as one of K. Rool's agents in Donkey Kong 64, serving as the Climax Boss of both Jungle Japes and Crystal Caves.
- Attack Its Weak Point: His face, which he exposes in order to laugh at you.
- BFG: Gains one during the battle in Crystal Caves. After his small cannons are blown off, he adds an enormous rocket launcher to the top of his shell, which can drop huge fireballs on you and fire a heat seeking missile.
- Boss Arena Idiocy: TNT barrels spawn in the centre of both his arenas.
- Dirty Coward: Flees as soon as his rockets are destroyed, and is so terrified of reporting failure to K. Rool that he actually faints. The second time he lasts until his entire armour is wrecked, then he tries to slink off again.
- Enemy Posturing: If he stopped exposing his face to mock you, he'd be invincible.
- Evil Laugh: When he's done attacking, he sticks his face out to laugh. This leaves him vulnerable.
- Fireballs: He attacks with these when he has his guard on.
- Giant Flyer: During your second battle with him, where he uses rockets to fly up into the air. Initially he just uses this to slam down and create shockwaves, but after you hit him three times, he'll bombard you from the air as well.
- Hard Head: You throw TNT barrels into his face. This damages his shell, but somehow does no damage to his face.
- King Mook: Appears to be a giant Army. Unlike them, he doesn't have real armor.
- Mid-Season Upgrade: Midgame upgrade, but the same principle applies.
- Monowheel Mayhem: Curls up into a ball and rolls about, trying to crush you.
- Powered Armor: His shell, which is made of metal and electrically powered.
- Punny Name: The name is a play on Army and Armadillo.
- Recurring Boss: You face him twice in the game (Jungle Japes and Crystal Caves), and both times as Donkey Kong.
- Shockwave Stomp: During the second battle, Army Dillo can elevate upward and then fall down to create a shockwave: Once after the boss is hit for the first time, twice after the second hit, and three after the third.
- Sociopathic Soldier: It's Played for Laughs, but there's no way to deny that Army certainly seems to enjoy blasting DK with rockets.
- Suddenly Voiced: Inverted. At one point in development, he was intended to speak, but his lines weren't used in the final version. He actually pronounces K. Rool's name as "KAY Rool" in one of these lines, unlike some people that could be mentioned.
A red, giant-sized hybrid between a dragonfly and a dragon. He guards two of the Boss Keys that are necessary to free Lumsy from his imprisonment, and obviously he won't give them to the Kongs without fighting back.
- Boss Arena Idiocy: Just like Army Dillo, there are TNT barrels in his both of his battle arenas.
- Eek, a Mouse!!: In the secret ending, he roars at Diddy Kong, scaring him, only to get scared himself by a small yellow Gnawty.
- Fireballs: His primary attack is spitting fireballs rapidly at his opponents: Five at the start, ten after he's hit once and fifteen when he's hit twice. During his fight against Chunky, he sticks to only five per turn during the second phase of the fight (this is necessary from the game's external point of view, because the ground is sinking into lava and it would be impossible to defeat him in time if he increased further his attack's duration).
- Grey-and-Gray Morality: In a series where Black and White Morality is the norm, he really stands out. He had a valid reason to be upset at Diddy when he killed one of his babies, but no reason is given to attack Chunky other than simply guarding the boss key of Fungi Forest.
- Playing with Fire: In addition to shooting fireballs, he has a very powerful attack that consists of a barrier of fire that slowly combs the battlefield (the only possible way to avoid this attack is to grab onto one of the ledges and not moving until the attack passes on).
- Recurring Boss: He's the boss of both Angry Aztec and Fungi Forest. Diddy fights him in the former and Chunky does in the latter.
- Stock Sound Effect: All of his voices are actually taken from The Godzilla Power Hour.
- Shockwave Stomp: During the battle against Chunky, he performs this attack as he rests after shooting fireballs. This narrow moment is when Chunky has to counter-attack.
- Time-Limit Boss: He becomes this during the second battle after being hit three times with the explosive barrels. If Chunky doesn't deplete his HP in time, he will burn in lava and die.
- You Have Outlived Your Usefulness: K. Rool very rarely tolerates a failure. Dogadon fails twice and, since his last meeting with the King of Kremlings, he's never seen again.
A creepy, sentient Jack-in-the-box toy that confronts Tiny Kong when she looks for the Boss Key guarded in Frantic Factory. He's a formidable opponent, having in hands a large repertoire of attacks, and is fought on a checkerboard-style grid of high pillars (fortunately for Tiny, falling down won't kill her).
- Boss Arena Idiocy: Jack is so large that Tiny cannot harm him directly. Fortunately, the pillars have switches that unleash a large electric field that can harm the boss. But the switches only appear when Jack is resting from his melee attack, and Tiny must press the switch located in the pillar that has the same color as the pillar where Jack is resting (if Tiny hit the switch in the pillar of the other color, she will be harmed by the electric shockwave instead).
- Disney Villain Death: When Jack is defeated, the floor beneath him gives way and he crashes to the ground. We dont see what happened, but since theres a cloud of dust and the sound of metal breaking, not to mention he doesnt return for another boss fight, we can assume the impact destroyed him.
- Evil Laugh: He presents in front of Tiny with a malicious background laugh, heard while he taunts her.
- Fireballs: Unlike the other bosses, Mad Jack doesn't shoot these so frequently, only when he stops chasing Tiny to rest.
- Frickin' Laser Beams: During the final part of the battle, he replaces the fireball attack with this one, and it's very powerful.
- Ground Pound: This is Jack's primary attack. Tiny has to dodge it constantly to avoid being hurt, and has to do so by using the Heli-Critter ability to avoid falling on the pit while hopping onto the next pillar.
- Invisibility: When Jack only has one HP left, he turns invisible. Tiny can still locate him by looking at his shadow, but she has to move faster because the invisibilty abruptly increases Jack's speed.
- Living Toys: He's a giant, sentient Jack-in-the-box toy.
- Scary Jack-in-the-Box: He's a giant Jack-in-the-box that is alive, sentient, and very evil. Also, he towers over Tiny Kong and wishes to crush her dead. Definitely scary.
- Wake-Up Call Boss: The first challenging boss in DK64, in addition to taking longer to defeat.
A gigantic Puftup who lurks in a body of water that is encased away from the mainland of Gloomy Galleon. Lanky is the unfortunate Kong who's given the task to challenge it. Since the battlefield is aquatic, Lanky confronts it while driving a motorboat.
- Battle in the Rain: The battle between Puftoss and Lanky is set during a stormy, rainy night.
- Boss Arena Idiocy: Due to the size of the boss and the lack of ground, Lanky cannot harm it directly. The only reason why Lanky can still defeat it is because there are star-shaped emblems that activate metallic pillars which can in turn activate an electric trap capable of harming the big monster. However, each pillar must be activated within a time limit of a few seconds, and that limit decreases gradually as Lanky makes use of it during the battle.
- Fireballs: Initially, Puftoss shoots them straight at Lanky, and does so unceasingly except when it's preparing a different attack. After being hit twice by the electric impact, it starts shooting a bigger fiery blaze skyward so it splits and derives into a rain of smaller fireballs.
- Homing Projectile: After being hit thrice by the electric impact, Puftoss shoots a small number of fireballs, and then releases a homing Puftup that will chase Lanky relentlessly until it either hits him or runs out of time and explodes.
- King Mook: Of the Puftups. Unlike its smaller relatives, Puftoss can stay on the surface of the water.
- Pass Through the Rings: The star-shaped emblems in the battlefield have to be passed through to activate the pillars. And Lanky must hurry up because there's a time limit triggered when the first emblem is touched.
- Shockwave Stomp: After being hit once by the electric impact, Puftoss provokes a very large, blue-colored double wave of energy that spreads through most of the battlefield. It's a powerful attack, but contrary to popular belief it doesn't cause a One-Hit Kill.
- Stationary Boss: It's the only boss in the game of this type, probably because of its formidable size.
- Underwater Boss Battle: Of the on-the-boat variety. Lanky has to move through the battlefield by driving a motorboat. This eliminates the problem of having to swim, but the battle is still difficult.
King Kut Out
The penultimate boss in Donkey Kong 64, King Kut Out is a giant, inanimate piece of cardboard modeled after King K. Rool. It is assembled by a group of Kremlings to present a final, desperate resistance against the Kongs when they're looking for the penultimate Boss Key in Creepy Castle (the last one is guarded in the office of K. Rool himself). Although the chosen Kong to fight it is Lanky, all five playable characters can participate (one after another, depending on the potential casualties).
- Battle in the Rain: Justified, because all of Creepy Castle is explored during a stormy night.
- Boss Arena Idiocy: As a sign of the Kremlings' signature stupidity, they think it's a good idea to attack the Kongs with cardboard in a battlefield secured by four cannons (each pointing to a cardinal direction). When Kut Out isn't attacking, the current Kong can hop into the cannon to launch onto the enemy to inflict damage. The idiocy is subverted during the final phase of the fight, though, when the Kremlings start shifting rapidly Kut Out's position, which puts the current Kong at the risk of launching away from the battlefield.note
- Didn't Need Those Anyway!: When Kut Out is impacted three times, it loses an arm, and when it receives the sixth hit it loses the other; but neither loss eases the boss's difficulty. It's only truly defeated when the head is cut.
- Doppelgänger Attack: During the second phase of the battle, two Kut Outs are seen (in opposite extremes). The brighter one is the real one.note
- Fireballs: It's the only boss besides K. Rool that averts this trope. It's also justified, because it's cardboard and thus fire would incinerate it.
- Flunky Boss: Kut Out is assisted by Ghosts and Puftups during the battle. It's the only boss in the game of this type.
- Frickin' Laser Beams: This is the primary attack of the boss, as it shoots them in two groups of four before ceasing. The Kongs can't attack the boss during these moments.
- Laughing Mad: Kut Out (or the Kritter voicing it) laughs maniacally whenever it pops in one of the sides, regardless of whether or not it'll attack. And the sound of the laugh is deranged.
- Marathon Boss: It's the second most enduring boss in the game (only behind K. Rool), requiring nine hits to be defeated.
- Rule of Three: It's fought in three phases, and in each of them the Kongs must hit it three times.
Second-in-command to King K. Rool and in charge of his military forces.
- Dumb Muscle: Not particularly bright and lot of his idiocy comes from either being oblivious or misunderstanding K. Rools orders.
- Friendly Enemy: Notably in the episode "Klumps Lumps", where he strikes up a friendship with Dixie.
- Southern-Fried Private: A military lizard that talks in a strong Southern American accent.
King K. Rools bodyguard and the strongest of his minions, but also incredibly dimwitted.
- Co-Dragons: Together with Klump
- Dumb Muscle: Even dumber than Klump, with a slow, child-like manner of talking.
- Friendly Enemy: Is sometimes like this towards the Kongs, depending on the episodes plot.
- Genius Bruiser: Becomes one of these in the episode Speed after getting run over by a minecart.
- Gentle Giant: When hes not being ordered to attack hes usually quite gentle and innocent.
- Half-Dressed Cartoon Animal: He wears the most clothing out of the Kremlings with his camouflage outfit, belt and metal wrist bracers.