"The feared and mysterious Space Pirates. In truth they are... a subordinate species that naturally follows the orders of a strong master. It is just like how the worker bees follow the queen bee, their hierarchical programming is decided at the genetic level."
The primary antagonists of the franchise. An inter-stellar cabal, comprised of numerous species that have rejected the Galactic Federation's democratic rule in favour of a life of thievery. As brigands, the Pirates steal any technology which will improve their cause and they subvert science to ensure the supposed superiority of their biological traits. Opportunists to the core, they care only for their own advancement as a race. And they will trample over anyone and everything to achieve that fact.
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Tropes displayed by the Pirates in general
- Airborne Mook: Pirate aerotroopers, flying pirates, aero mines, preeds...
- Always Chaotic Evil: It's claimed any space pirates who question "The Way Things Are" are executed, sometimes on the spot. Any space pirate who expressed non-evil thoughts wouldn't have a very long life expectancy.
- According to some scans in the Prime series and some out-of-game info, not all of them are very happy with evil being the law, and certain POWs were incredibly easy to interrogate. Other scans seem to paint them more as Lawful Stupid, with common troops not being nearly as malicious or cunning as Science Team. Of course, that's not saying much.
- In Echoes, the Ing love Pirate hosts because their lawfulness makes them easier to control. In the manga and Other M, Pirates are depicted as easily commanded by beings with minor Psychic Powers like Ridley and Mother Brain.
- Judging by the criticism given to High Command and Science Team, this doesn't seem to be the case. Space Pirates just don't care about ethics, possibly operating under Blue and Orange Morality.
- Aquatic Mook:
- Aqua pirates use technology similar to the gravity suit and Aquadrones are built to patrol the depths.
- Zebesians created by the X also have Skultera DNA, allowing them to turn their legs into fins.
- Armored Coffins: Their boarding pods.
- Beast of Battle:
- Turning savage alien creatures into biological weapons is one of their most common practices. The Space Pirate logs in Metroid Prime show them evaluating numerous native life forms on Tallon IV for potential use as weapons, with the Parasites being the most succesful experiment until it got loose and killed all their guys. More succesful projects include the mighty Korakk Beast ridden by Pirate Hussars. They also are able to make use of the Bombus, Preeds, and later Puffers to a limited extent.
- Trying to turn the titular Metroids into this is the Pirates' main goal in most of the series, though they eventually conclude that it would be more effective to just unleash the Metroids en masse in enemy territory rather than trying to tame them.
- Beware the Silly Ones: While the Space Pirates constantly fall victim or play second fiddle to the bigger threats in the series, it is worth noting that the majority of these threats are some degree of Eldritch Abomination. It's easy to forget that they're one of the most versatile, violent and feared alien races this side of the galaxy, especially since you're usually playing from the perspective of Samus.
- Body Horror: In their race to reverse-engineer Samus' weaponry and Power Suit, they tried to recreate her Morph Ball ability. Experiments with it ended with test subjects mangled and broken in horrific fashion. Even ignoring their efforts to copy her weapons, they subject their soldiers to all kinds of gruesome biological and cybernetic upgrades that typically drive them mad even if they manage to survive.
- Butt-Monkey: In Echoes, especially. "Surely, we are cursed."
- Comedic Sociopathy: The Data logs provides a humorous side to their antics. "They were promptly shot." Followed by "They too were shot."
- Creative Sterility: Almost all of their tech is stolen or reverse-engineered.
- But also Subverted; while they steal a good deal of their technology, they are also extremely active in researching and improving their home-grown tech. The Hazard Shield (which is required for them to put up with the acid rain on their base world) is a good example.
- Cult: A branch of pirates become brainwashed and form one around Dark Samus in Corruption. Even Ridley fell under the Dark Hunter's influence.
- Deadpan Snarker: Part of what makes many of the logs so hilarious.
- Depending on the Artist: Space Pirates tend to look different in every game. The manga depicts them as having numerous subspecies.
- Early Installment Weirdness: While Metroid 1 and Metroid II: Return of Samus never depicted the Pirates in-game, supplementary material around that time, such as the first game's manual and various comic and manga adaptations, implied that their ranks were mostly made up of evil humans. It wasn't until Super Metroid onward that they were consistently portrayed as a distinct race of Insectoid Aliens who despised humans and any other race outside of their ranks.
- EMP: They have grenades that produce them, which is strange since they don't work very well against their sworn enemy, Samus.
- Eternal Engine: Their homeworld is like this, complete with a perpetual shower of acid rain.
- Elaborate Underground Base: That the Space Pirates specialize in this type of base is the reason why the Federation employed a lone Bounty Hunter to deal with the Metroid threat in the first place. Justified in that the pirates can't match the Federation's armadas, so their bases are designed for concealment and protection from surface attacks.
- Elite Mook: Elite pirates in name, although pirate commandos, dedicated to "hunting the hunter", are more so in practice. They're one of the few enemies on Aether who are just as effective as their dark counterparts, and in fact only hunter ing are allowed to possess them.
- Everyone Calls Him "Barkeep": Besides Zebesians, they are only referred to as Space Pirates.
- Evil Is Bigger: Their main leaders consistently dwarf Samus despite her being a Statuesque Stunner in Powered Armor, and even the rank-and-file troops such as the Zebesians are One Head Taller than her.
- Evil Is Not a Toy: Every attempt of theirs to use the Metroids as bioweapons has backfired spectacularly.
- Evil Knockoff: Their attempts to reverse-engineer Samus's technology. According to logs taken from the original Prime, the pirates did some poking around into the Morph Ball technology, only to have their results break every bone in the test subjects' bodies. Needless to say, that venture took them nowhere.
- Evil Power Vacuum: The Space Pirates cease to be a threat (or as big if there are still active elements out there) after Super Metroid. This results in corrupt elements within the Galactic Federation gaining power and replacing the pirates as the overarching antagonists of the games set chronologically after their defeat.
- For Science!: Even though they think that their Science Team has vapor for brains.
- Genre Blind: Any pirate who does not engage Aran on sight risks being tried for treason, which basically enforces Attack! Attack! Attack!
- Giant Mook: Elite Pirates. Omega Pirate is a Giant Giant Mook. Also Berserker Knights, of which the Berserker Lord is the boss version.
- Heavily Armored Mook: Armored Pirates Troopers and Armoured Militia. Advanced and assault troopers count too.
- Hell Is That Noise: In the Prime games, the presence of Pirates is forewarned by a song that begins slow and ominous, with a heartbeat-like bass. It gives the distinct impression that something is stalking Samus, before the Pirates appear and prove themselves to be some of the most difficult enemies in the game. Following this, the player will learn to fear that music until they've grown powerful enough to be more than a match.
- Hoist by His Own Petard: The ultimate goal of the Pirates is to use the Metroids to conquer the universe, and in every single game featuring both, there's at least one Pirate that gets drained by a Metroid:
- In Zero Mission the entire staff of Tourian gets reduced to dry husks by the Metroids kept within, though it's not clear if they lost control of the creatures or if Mother Brain deliberately used her minions as food.
- In Samus Returns Ridley gets drained repeatedly by the Baby Metroid.
- In Super Metroid Mother Brain gets drained almost to death by the Super Metroid.
- In all three games in the Metroid Prime Trilogy Pirates get killed by Tallon Metroids, Dark Tallon Metroids and Phazon Metroids respectively.
- In Other M Ridley's clone is sucked dry by the Queen Metroid
- Ineffectual Sympathetic Villain: In Echoes only, due to being caught in a three-way.
- In Name Only: They are frequently referred to as Zebesians, but Samus is more of a Zebesian than them, having been raised there. These guys are just brigands who set up some laboratories and hidey holes, then started raiding the ruins. Yoshio Sakamoto has compared them to how most "Americans" are actually descended from Europeans.
- Insectoid Aliens: What most Pirate variants look like.
- Kung Fu-Proof Mook: Advanced pirate troopers are resistant to most beams, assault troopers can't be targeted by missiles and only the hyper missiles bother them, the beam troopers are immune to most weaponry besides the beam they are imitating...
- Mecha-Mooks: Aeromines, Crawlmines, Crawltanks and various drones.
- Mook Chivalry: In their logs, science team claims the Elite Pirates' weaknesses do not matter because they will be used in coordination with other soldiers, a clear violation of mook chivalry.
- Mook Mobile: Both their skiffs and their armored tactical carriers.
- Mook Promotion: Weavel, though to him it was probably a downgrade
- More Teeth than the Osmond Family: If you can see their face, you can bet that face includes a lot of teeth.
- N.G.O. Superpower: Even though they are pirates, they have their own organized society that is militarily on par with the Galactic Federation. Once they have access to deadly biological weapons such as Metroids and Phazon, they are comparable to heavily-armed terrorists.
- Nocturnal Mooks: What the Shadow Pirates are supposed to be, but some are too stupid to stay in the shadows.
- Not So Above It All: Scan data reveals that pirates do things like feed metroids pet treats and bad mouth their superiors behind their backs.
- Only Sane Man: Any pirate writing the log entries about how dumb Science Team and High Command are.
- Patrolling Mook: Those in Ridley's ship during Zero Mission as well as Chozodia.
- The Pirates Who Don't Do Anything: They're really more of an N.G.O. Superpower (see above), though the plots of several games are initiated by an act of piracy, in space. The original Metroid and its remake started with an attack on a ship carrying the first Metroids ever discovered by the Federation. Super Metroid started with a pirate attack on the space colony containing the last surviving Metroid. And Metroid Prime 3: Corruption started with the boarding, theft of its main computer, and subsequent scuttling of the Federation ship Valhalla.
- Pet the Dog: Apparently some Space Pirates do keep normal pets, as the ones working in the Phazon Mines had to be warned to give them up due to risk of the animals contracting Phazon Madness.
- Power Pincers: They often have chelae on their forearms that house plasma cannons.
- Professor Guinea Pig: The entire species is one of these.
- Shield-Bearing Mook: Elite Pirates in Prime, Pirate Commandos in Prime 2, several troopers in Prime 3.
- Sinister Scythe: Combined with Laser Blade or Hot Blade depending on the game and type of pirate. The Space Pirates in the Metroid Prime games are especially fond of these. In the first game, the blades seem to be made of energy as many of the pirate character models do not include a physical blade, yet they can still slash you with one as their melee attack. In the later games most of the pirates have physical blades, but they glow and leave an energy trail when they attack with them.
- Slave Mooks: Pirate Militia are made up of criminals forced into service and captured slaves. Disobedient militia supposedly become rations for the real troops.
- Space Pirates: Duh...
- Stealthy Mook: Shadow pirates, in dark areas, and the cloaked drone.
- Superpowered Mooks: After they discover hypermode.
- Swiss Messenger: Their presence on Aether at first seems trivial, but then you learn that it was from the pirates that Ing picked up their technology thieving ways. This leads to the Ing possessing every machine on light Aether, nearly destroying the planet with the energy transfer module and stealing most of Samus's power ups!
- Telepathy: In Hunters they intercepted a psychic message. It is currently unknown whether this is due to a telepathic race in their ranks, a machine that can serve this purpose, or individuals who gained this power due to experimentation.
- The Ghost: High Command have never been seen.
- Too Dumb to Live: The Space Pirates as a whole don't seem to have much care for personal safety. Their Science Teams seem positively suicidal; but then they have vapor for brains.
- They even have to warn personnel not to use Metroids as target practice.
- Hell, they have to keep reminding personnel not to keep them as pets.
- Uncertain Doom: After the destruction of Zebes in Super Metroid, the Space Pirates have not shown up in games set chronologically afterward except as replicas used by other villains (cloned bio-weapons used by a corrupt Federation faction and later, M.B. in Other M and X Parasite copies in Fusion). It is unclear if their organization was completely destroyed with Zebes, or if they're still active (since they have other bases besides Zebes), but no longer as much of a threat as before with the Metroids (seemingly) extinct and high-ranking leaders such as Ridley and Mother Brain being killed.
- Visible Invisibility: Shadow pirates are pretty much invisible by unaided human eyes in the dark; naturally, some will attack in broad daylight, where they are only slightly obscured.
- Wall Crawl: Varies from game to game whether the current crop Samus is up against can do this.
- Weak-Willed: According to the manga, Space Pirates are conditioned to follow a strong leader. Beings with even minor Psychic Powers find it surprisingly easy to take command of them.
- You Are Number 6: Scan data in all three Prime games indicates most pirates are referred to by their role and a three digit number.
Mother BrainSee Mother Brain in her own page
RidleySee Ridley in his own page
Debut: Metroid 1
- "Ah, Ridley's comrade. His skin is on par with an anti-optical shield. Your weapons are useless against him."—Mother Brain
- Voiced by: Doug Parker (Captain N: The Game Master)
The brutal ruler of Brinstar. Along with his co-captain, Ridley, Kraid is a gargantuan mainstay of the Space Pirate forces and one of the guardians of Tourian. Immense and corpulent, his regenerating organic projectile weapons and sheer girth make him a force to be reckoned with. Luckily, from what we've seen of him, he's not too bright.
- Achilles' Heel: The wave beam in the first game. Stand on the block in front of him, shoot, dodge occasionally and he goes down.
- Attack of the 50-Foot Whatever: Not in the first game though.
- Battle Boomerang: He can toss his claws to act in this manner. They grow back almost immediately, making for an irritating projectile.
- Bizarre Alien Biology: A giant dinosaur with the standard claws and teeth? Pretty normal as far as video game monsters go. Three eyes? That's only slightly pushing the envelope. Spikes that shoot out of its belly that Samus can jump on? Alright, now that's not exactly normal.
- The Brute: With Ridley in the first game. Since Super Metroid, he's the only one out of the two to remain this way, while Ridley is further characterized with high intelligence and being the arch-nemesis of Samus.
- Co-Dragons: He's the brawn, Ridley is the brains... and a lot of the firepower as well.
- Color Contrast: Of the green-and-purple kind. Kraid has most commonly been portrayed as green, while Ridley has most commonly been portrayed as purple.
- Colossus Climb: Kraid, although you jump on improvised platforms instead of climbing.
- Disc-One Final Boss: In Nintendo Land's theme park version of Metroid.
- Early Installment Weirdness: Kraid was actually really tiny in the original Metroid. Zero Mission retconned this out when it made him gigantic as well. Also, the green on his body that is portrayed as scales in all later games is portrayed as fur in the original's artwork.
- Fake Ultimate Mook: There is an enemy that looks exactly like him in the first game, but dies in one hit and doesn't open the way to Tourain. "Fake Kraid" in Super Metroid was actually in the same room as Kraid in the original. This was to add dramatic effect once the player entered the next room and saw just how gigantic the real deal was.
- Fat and Skinny: Formed this duo with Ridley in the older games.
- Fat Bastard: Kraid has a really big gut and given that he's a Space Pirate commander, he's not a very pleasant individual.
- Feed It a Bomb: The only way to damage Kraid is to shoot projectiles into his mouth. Unfortunately, Kraid knows this and keeps his mouth shut... unless you force it open by shooting him in the eye.
- Flat Character: Even in supplementary materials, his personality has never extended beyond roaring and fighting, and it doesn't help that he has gone Out of Focus while his partner Ridley continues to grow in prominence. Given his involvements with the Space Pirates and Ridley, however, he may have Hidden Depths.
- Go for the Eye: Shooting at Kraid's third middle eye will cause him to scream in pain, opening his mouth for you to feed him missiles and laser beams down his throat. It's also the only way to harm him...the mouth that is. Shooting his eye bothers him, but does not decrease Kraid's life meter.
- Informed Attribute: Anything about his intelligence and personality is never actually seen in the games or manga.
- Kaiju: He is one of the largest bosses in Metroid, with his girth taking up two screens and his tail never fully rendered. His dinosaurian appearance and upright position even invokes the look of Godzilla.
- Kevlard: Kraid is very fat, but his only weakpoints are his eyes and mouth. and any other body part of his won't be scratched by any weapon in Samus's arsenal.
- Lowered Monster Difficulty: He was the most difficult boss in the first game! Ridley and Mother Brain proceeded to get harder in most of the other titles they appeared in while he became easier in both Super Metroid and the first game's remake.
- No-Sell: His skin is as tough as specialized armor and shielding. All attacks against his body simply bounce off.
- Only Friend: To Ridley. He is even described as Ridley's "comrade". The fact that someone like Ridley has any friends makes this an example of Odd Friendship as well.
- Out of Focus: In both the original Metroid and in Super, he and Ridley seemed to form a Those Two Bad Guys relationship as being co-captains of the Space Pirates. Afterwards, as Ridley's role in Samus's backstory was elaborated upon and his position as one of the series main villains was cemented, Kraid was largely left behind, with a planned appearance as "Meta Kraid" in Prime being scrapped. To date, his only appearance since Super has been Zero Mission, which itself was a remake of his original appearance.
- Red Eyes, Take Warning: His eyes are usually glowing red, though he had white eyes in Super Smash Bros Melee.
- Red Baron: His moniker, according to the Zero Mission website, is "Awakened Behemoth." Not as colorful as Ridley's, but it gets the point across.
- Spike Shooter: In Metroid/Zero Mission and Super Metroid, he fires spikes from his belly.
- Tactical Suicide Boss: He would be invincible if he never opened his mouth or shot spikes out of his belly. Granted, you have to make Kraid open his mouth by shooting him the eye, so really he should have stopped shooting spikes after destroying the platform Samus was using to get an easier shot at his head.
- Third Eye: Shoot it to get him to open his mouth!
- Took a Level in Badass: By contrast, if one goes from Metroid Zero Mission to Super Metroid and ignores the original game, then Kraid becomes more difficult, particularly due to his use of Boomerang Comeback.
- Unexplained Recovery: Like Ridley and Mother Brain, Kraid was blown apart by Samus in Metroid/Zero Mission, yet returns fine and dandy in Super Metroid. Concept art revealed that he was originally going to appear in Prime as Meta Kraid, thus justifying his eventual recovery, but Meta Kraid was cut from the final game.
Debut: Super Metroid
"The cold silence serves to punctuate the feeling of death that emanates from this virtually lifeless place... Only one thing is alive and well here... Evil."
An ethereal, supernatural, genderless specter that is both intangible and / or invulnerable to any form of attack, except for its single nebulous eye. It is this eye that, when opened, serves as its connection to the material world and can be torn asunder. It feeds on negative emotions and is drawn to the desolate, derelict wrecks of space-vessels; gorging itself on pain, fear and misery to create spirit thralls known as Coverns. From its dwelling in the Wrecked Ship on Zebes, it was appointed as a Space Pirate commander and one of the guardians of Tourian. Some suspect it to be merely part of a malevolent entity from the different dimension; others, the psychic harmonics of Mother Brain given manifestation once more. Whatever the case: it haunts Samus Aran like a ghost and will never give up its vendetta.
- Ambiguous Gender: As Phantoon has only been referred to with gender-neutral pronouns, it is unknown if Phantoon has a gender at all.
- Ambiguous Situation: It is apparently assigned a role as one of Tourian's guardians alongside Space Pirate mainstays, Kraid and Ridley. However, given its supernatural origins (and that Mother Brain psychically enthralled it, whether through mind control or Phantoon feeding off her energy), we have no idea if Phantoon officially has any meaningful position within the Space Pirate hierarchy (or if he has any other connections to the Pirates at all).
- Astral Projection: It apparently possesses an astral form.
- Berserk Button: In Super, if you hit it with a super missile, it goes apeshit and bombards you with a fireball attack that's very difficult to dodge.
- Bullet Hell: Phantoon does this using its fire orbs, especially in Super Metroid if you try to hit it with super missiles. In Other M, they home in on Samus, forcing her to use the Sense Move almost every second.
- The Bus Came Back: Other M gives it a return appearance for the first time since Super, sixteen years and seven games earlier.
- Create Your Own Hero: If Phantoon was responsible for marooning the Chozo on Zebes, it not only led the Chozo to set up their own settlement on the planet, but the same Chozo colony raised Samus Aran to be the bane of Space Pirates, and Phantoon by extension once it was involved with the Pirates.
- Death-or-Glory Attack: Invoked in Super Metroid; using Super Missiles kills it drastically quicker than using ordinary missiles. But, every time you hit it with a Super Missile, its Bullet Hell attack patterns get faster and faster, so you may find yourself killed more readily than you would if you took the slower path and used ordinary missiles.
- Disney Death: Perhaps unintentionally set up in Super Metroid, it returns in Other M as the True Final Boss if you're not playing Hard, in which case the game doesn't let you fight it.
- Easy-Mode Mockery: Inverted. Phantoon, along with the entire Playable Epilogue, is missing in Hard Mode.
- Eldritch Abomination: The biggest in Metroid's lore... So far... It exists on multiple plains of reality at once and what Samus has fought so far is only its head.
- The Empath: It feeds off negative emotions to increase its own power.
- Everything's Squishier with Cephalopods: It's best to think of it this way... Any other and you won't be able to sleep...
- Eyes Do Not Belong There: It has a single eye contained inside of its mouth. If the Rage Hands are part of its body, it also has eyes in its palms.
- Eyeless Face: It looks sort of like a disembodied head mixed with a jellyfish, but it's got a blank space where its eyes should be.
- Flying Face: According to Other M's concept art, the part of Phantoon that you fight as boss is actually one of these, and the rest of its body is concealed on multiple planes of reality. In its boss fight in Other M, it also summons multiple disembodied hands.
- Giant Space Flea from Nowhere: Its appearance in Other M. Since it shows up after the credits with no context, it is unknown if Phantoon was another of the corrupt Federation faction's bio-weapons or if this was the original Phantoon and it simply took over what was left after the Bottle Ship operation was shut down (during the Boss Rush leading up to it, left-over bio-weapons can be seen coming out of portals similar to the ones the Rage Hands come out of).
- Go for the Eye: It has one giant eye in the middle of its jaws. Guess where its only weakness is?
- Greater-Scope Villain: It's possible it helped in taking over the Bottle Ship and assumes full control of it in the post-game sequence.
- King Mook: It can be viewed as one for the Coverns in Super Metroid, especially since it created them.
- Load-Bearing Boss: Inverted with the Wrecked Ship in Super Metroid. Phantoon's defeat drives away the Coverns and restores power to the ship, with the other robots reactivating and other living creatures starting to move in. Subverted in Other M from a gameplay standpoint, as while the Bottle Ship's self-destruct sequence happens after Phantoon's defeat, there's no indication that Phantoon was responsible for it and it only starts after Samus retrieves Adam's helmet, as the ship was scheduled by the Galactic Federation to be destroyed anyway.
- Multiple-Choice Past: Phantoon's backstory has changed drastically over the years. In Super Metroid's manuals, it was described as either being the ghost of the Wrecked Ship that tapped into Mother Brain's brainwaves and became loyal to her, or a physical manifestation of Mother Brain's malevolence. Another backstory revealed in Other M's concept art, suggests it to be a multi-dimensional entity that hitched a ride on (and eventually sabotaged) the Chozo vessel that ultimately became the Wrecked Ship.
- The Necromancer: The Covernsnote aboard the Wrecked Ship in Super Metroid? Its doing. They used to be the ship's crew. However, it's possible some of them may also be from explorers killed after the crash and Pirates from the Mother Ship in Zero Mission given its proximity to part of the ship prior to its destruction.
- Our Ghosts Are Different: It exists as both a multidimensional corporeal form and an astral form. And while it can be driven away, it'll always come back. The Coverns, on the other hand, are explicitly ghosts comprised of multiple souls.
- Technicolor Fire: Phantoon uses ghostly blue orbs of flame that rather resemble Hitodama Light.
- Took a Level in Badass: In Other M, it is huge and is given a promotion to True Final Boss status.
- True Final Boss: In Other M, appearing as a Giant Space Flea from Nowhere. Provided you don't play on Hard, in which case you can't access the post-game and, consequently, Phantoon.
- Turns Red: It literally turns increasingly crimson as its health runs out in Super Metroid.
- Uncertain Doom: It isn't quite clear if Phantoon was killed in any of its battles with Samus (or if it can be killed at all) given its otherworldly nature and its defeat animations.
- Walking Spoiler: It has far more tropes in Other M.
- What Happened to the Mouse?: Or where was the mouse during Zero Mission? A piece of the Wrecked Ship can be traveled through as a gateway between Chozodia and Crateria (and right near the Pirate Mother Ship's landing site). However, it doesn't seem to be haunted by Phantoon or Coverns, is fully powered and inhabited by Zebesian fauna, despite the implications of Phantoon's connections to the ship.
- You Cannot Grasp the True Form: What we see is only a fragment of the true being.
Debut: Super Metroid
"To think I called this place home once, in peaceful times, long before monsters moved in the caverns below..."
A giant Evir that dwells in the watery caverns of Maridia, Draygon was appointed as a Space Pirate General capable of guarding Tourian to the same extent as its fellow captains, Ridley and Kraid when the Pirates rebuilt their base on Zebes. Possesses semi-sentience and full asexual reproduction of future generations.
- Achilles' Heel: Electricity. Consider that it must be filtering water through its shell, gills and body to move so quickly while submerged and its death becomes even more horrific.
- Ambiguous Gender: Manuals refer to Draygon with gender-neutral pronouns and the Super Metroid Players' Guide outright uses male pronouns, but Draygon's behavior and status as a maternal figure for Evirs lead some fans to refer to it as female.
- Ambiguous Situation: It is apparently assigned a role as one of Tourian's guardians alongside Space Pirate mainstays, Kraid and Ridley. However, since all we know about it is that it is apparently an Evir brood mother, Draygon's official position in the Space Pirate hierarchy as well as the Evirs' connections to the Pirates in general are unknown.
- Attack Its Weak Point: Samus must burst Draygon's soft under-belly with either a barrage of missiles or by hooking into the electric circuit.
- Beware My Stinger Tail: It can do massive damage with its tail if it manages to grab Aran with its creepy claws. That said, this trope is Played With in that Draygon doesn't so much have a stinger as it's simply slapping Aran with it really, really hard.
- Body Horror: It's a giant hybrid of fish and crustacean, with a pustulant bloated underbelly hanging out from its underside. Also, both of its death animations involve bursting its stomach.
- Death-or-Glory Attack: Invoked; the secret method of defeating Draygon involves using a missile to blast off one of the devices on the upper walls of the arena, exposing a live circuit, and then letting Draygon catch Aran before using the Grapple Beam to hook Aran into the exposed circuit. Aran will take significant damage from this maneuver, but it kills Draygon far quicker and arguably easier than shooting it down with missiles.
- King Mook: It can be considered one for the Evirs.
- Mama Bear: To its Evir twin-breed offspring. Samus getting near them is Draygon's cue to attack.
- More Teeth than the Osmond Family: In a gaping circular orifice just to increase the squick factor.
- Nightmare Face: It's bad enough that Draygon has a nasty leech-like sucker mouth with white, mad glassy eyes that make a Great White's look like a puppy's, but if you look closely at its head-armor, it's shaped to make it appear covered in screaming, twisted skulls, looking almost like Phantoon's Coverns.
- Out of Focus: Out of all the Space Pirate bosses that were Tourian's guardians, Draygon is so far the only one to have appeared just once in the series, save for being a placeholder image for a scan in the demo for Metroid Prime.
- Sea Monster: An animalistic, gluttonous leviathan that shrieks like Anguirus from Godzilla.
- Starfish Alien: Draygon is an Evir King Mook who was appointed to a major position as one of Tourian's guardians alongside long-time Space Pirate commanders, Kraid and Ridley, and the mysterious Eldritch Abomination, Phantoon. Therefore, it would seem that Draygon and the Evir species are sapient despite appearing to be giant, water-dwelling, non-humanoid crustaceans. Like the Kihunters, the Evirs may be another race of pirates and not a species native to Zebes.
Debut: Metroid Prime 3: Corruption
"A rare breed, Pirate Commanders have lived to rise to the ruling caste on the Pirate Homeworld. Each has been a commando for at least ten years."
A high ranking pirate who commanded the forces on Urtraghus. After its troops and Gandrayda failed to eliminate Samus it took to the battlefield in an attempt to do the job itself.
- Ambiguous Gender: No mention is ever made of its gender. Given the mystery surrounding Pirate culture, it's just as likely to be female as it is male.
- Arm Cannon: As is standard for pirate warriors.
- Asskicking Equals Authority: Scan data mentions that being promoted to commander means serving at least ten years as a commando.
- Authority Equals Asskicking: Just as deadly as commando pirates were when you first encountered them, plus a few extra tricks.
- Blade Below the Shoulder: It has Phazite blades for close combat.
- Bodyguarding a Badass: A squad of commandos accompanies the commander.
- Brainwashed and Crazy: As with all the pirates on Urtraghus, it's under the sway of Dark Samus.
- Early-Bird Cameo: During the assault on Urtraghus, you can see it kill a couple of troopers if you wait long enough. Well, presumably it's the same commander.
- Flunky Boss: Fights alongside a squad of commando pirates.
- Frontline General: When the commandos, metroids, and mooks fail to get the job done, the commander goes after Samus personally.
- Invisibility: Like the commandos, it has a cloaking device.
- Killed Off for Real: Killed permanently by Samus, naturally.
- King Mook: Essentially an upgraded commando.
- Law of Chromatic Superiority: Its Phazite armor is red compared to the blue of normal commandos.
- Lightning Bruiser: It hits hard, while the cloaking and teleporting make it hard to pin down.
- No-Sell: By the time you encounter it, you've probably learned how to use the Nova Beam and X-Ray visor to target commando pirate's internal organs through their armor. Too bad the Commander gets the fancy red Phazite armor that makes that tactic useless.
- Red and Black and Evil All Over: The red Phazite armor gives it this appearance.
- Teleportation: Utilizes a personal teleporter to maneuver around foes and retreat if necessary.
- There Is Another: Commander is a rank, you can bet there are others.
Debut: Metroid Prime (Mentioned only)
"Science Team believes the Metroids can be trained. After several cycles of trying, I believe Science Team has vapor for brains. I've lost two assistants to the wretched little things."
The enigmatic and amoral group responsible for the advancement of pirate technology.
- Bio-Augmentation: Their most common methods of improving their underlings.
- Creative Sterility: Played with. While they steal and reverse engineer a great deal of technology, they also create a good portion of it themselves.
- The Creon: With the intertwined nature of the high command and science team, not to mention how often Samus kills off high ranking pirates, it would be fairly easy for them to seize power. Instead they go to great lengths to keep the current leadership alive, sometimes even creating entirely new beings like Master Brain solely to give them the responsibility of leadership.
- Crouching Moron, Hidden Badass: The most well known statement regarding them is an insult to their intelligence, but there's a reason the pirates have been able to hold their own against the numerically superior Federation for so long.
- Evil Genius: They created all the tech the pirates use that they didn't steal. Everything in the Creations section of this page exists thanks to them.
- Evilutionary Biologist: They work with living creatures just as much as machines.
- For Science!: They experiment for the sake of it, even when it isn't at all practical.
- The Ghost: While their lackeys have been encountered, Science Team itself has never been seen in any medium.
- Greater-Scope Villain: Every time the pirates appear, with the exception of Corruption, they're doing something to further one of Science Team's projects. And even in Corruption, when the pirates were all mind controlled, they still made heavy use of their tech like hypermode and phazite armor.
- No OSHA Compliance: The experiments they embark on and some of the engineering decisions they make have zero regard for the well-being of their underlings. They can range from dangerous but successful at best (Phazon experiments) to criminally incompetent at worst (such as their attempt to replicate Samus's Morph Ball).
- Tested on Humans: Probably not actually humans, but they have a habit of using sentient beings as test subjects, usually their own species.
- We Have Reserves: They are extremely callous about the loss of life incurred in their experiments.
An elite pirate warrior nearly killed by Samus and rebuilt as a cyborg. His tropes can be found here.
Debut: Metroid Prime 3: Corruption
Unusually brave Space Pirates who ride ferocious Korakk beasts. One is encountered on Bryyo.
- Attack Its Weakpoint: The entire hussar counts since you can shoot them dead without beating the beast. For the Korakk, shoot the mouth to stun it, lay bombs under it to topple it, then grapple the tail to pull it upright, then shoot the weak point on its belly.
- The Beastmaster: Hussars must tame the Korakk beasts to ensure their loyalty.
- Beast of Battle: The Korakk beast.
- Jousting Lance: The hussar wields a Phazon energy lance.
- Red and Black and Evil All Over: The hussar's armor.
- Synchronization: Killing the beast will kill the hussar, though the beast can survive the death of its rider.
- Villainous Friendship: Its implied the hussars have genuine affection for their mounts.
- Undying Loyalty: The beast will fight on even if you kill the rider in an attempt to avenge their death.
Debut: Metroid: Other M
The king of a Kihunter hive. One is found onboard the Bottle Ship.
- Always Male: By the name a King Kihunter would always be male.
- Cores-and-Turrets Boss: The boss fight consists of shooting the plants that grow on the hives supports, shattering them and exposing the king.
- Eyeless Face: It has a mouth, but no visible eyes. Considering it's fused to the interior of its hive, it's doubtful it would really have much to look at anyways.
- Insect Queen: Gender-Inverted Trope. He's the ruler of a hive of giant alien wasps. This is a stark contrast to real life hive insects, which are always matriarchal.
- Flunky Boss: The fight is primarily dealing with the constantly spawning kihunters long enough to shoot at the actual objectives.
- King Mook: Averted, despite the name. He's much different than normal kihunters.
- Meat Moss: A large section of the hive wall is part of its flesh.
- Mother of a Thousand Young: Father actually. It's to be expected when you're talking about the head of an insect hive, though it raises some questions about how the heck that system evolved.
- Stationary Boss: He's completely stationary for the whole fight, as his abdomen is actually fused with the hive.
The crustacean pirate group that seized Zebes and subsequently used it as a base. The standard troopers of the Space Pirates, the Zebesians have carried out several raids on Federation spaceships, one of which is a deep space vessel that carried the first Metroid specimens. Under the direct control of Mother Brain, they guard her underground fortress and experiment on the Metroids for galactic conquest.
- Bird People: Fusion had them redesigned to have more bird-like features, such as the beak and feathers. It's implied in the manga and Other M that this is their true appearance and the classical insectoid appearance is just their body armor.
- Cyborg: They are often augmented with environmental survival systems and weapons.
- Depending on the Writer: Are they so dependent on Mother Brain's mind control that if she dies, they'll go feral and collapse as an organization? Or can they operate on their own even if Mother Brain isn't around? Each game gives a different interpretation. Later material such as Super Smash Bros. 4 attempt to reconcile this by saying that the clones made by the Federation in Metroid: Other M were an unintelligent unlike the regular Zebesians.
- Elite Mook:
- Super Zebesians, which are more durable and more dangerous than the standard version.
- The two Zebesians that guard Ridley's lair. They are more acrobatic than regular Zebesians, and can only be harmed when they change color in mid-air.
- Frickin' Laser Beams: Their standard armament, launched from their pincers. In Super Metroid they also have Eye Beams, which results in roughly the same spread as the spazer, but all games released since limit it to the pincers.
- In Name Only: Despite their name, they aren't native to Zebes. Yoshio Sakamoto has compared to this to how most Americans are actually descendants of European colonists, who took up the name after conquering the natives' land.
- Insectoid Aliens: Their exoskeleton and pincers make them appear as humanoid arthropods, although they are more like a cross between a bug and a bird underneath that armor.
- Mascot Mook: They are the de facto Space Pirate troopers. In official artworks of the Metroid franchise, the Space Pirate forces are almost always depicted to be Zebesians.
- Meaningful Rename: They took the moniker Zebesians after conquering the planet.
- Mooks: Out of all Space Pirate troopers, they are most prominent and iconic species.
- No Name Given: We still don't know the real name of the species.
- Power Pincers: Usually with built-in energy weapons.
- Servant Race: According to the trophy in Super Smash Bros 4, the Zebesians cloned by the Federation have had the ability to act independently removed to make them better pawns for the Federation.
- Wall Crawl: They can crawl on the walls like insects, though they don't utilize this ability very often.
- Weak-Willed: Every time they're encountered, they're being controlled by a higher intelligence. Taken Up to Eleven with the Federation's clone Zebesians who aren't even a threat when not controlled by a leader.
- You Shall Not Pass!: In Zero Mission, a lone Zebesian tries to do this when Samus is escaping the Space Pirate Mothership with a stolen Pirate fighter craft. It goes as well as you would expect.
An insectoid off-shoot of the Space Pirate races, they hail from another galactic system and helped rebuild the Pirates' operations on Zebes.
- Airborne Mook: Their wings can be shot off, but they are still dangerous when grounded.
- Bee People: Exactly how their social structure runs is not clear but they are bee-like and they have a "king".
- Beware My Stinger Tail: They have stingers on their ovipositors, but they also have claws too.
- Bug Buzz: Learn to hate and fear it in Fusion.
- Eyeless Face: Their larval stage, until Other M depicts them with eyes.
- Insectoid Aliens: Unlike the "Zebesians" up there, who are more like reptiles/avians in insectoid armor.
- King Mook: Other M introduces King Kihunter, who is strangely a Flunky Boss.
- Metamorphosis Monster: The caterpillar-like Zeroes are revealed in Fusion to be their larval form. It's significant to that game because, after defeating Zazabi, the Zeroes freeze in their typical spots and form cocoons, blocking off certain passageways until they emerge as Kihunters right before the second visit to Sector 2.
- Natural Weapon: The main difference between them and the other Pirate footsoldiers is that they never seem to brandish any weapons besides those they were born with.
- Personal Space Invader: "Super" Kihunters latch on to enemies as a matter of course but thankfully do not explode.
- Taking You with Me: In Other M, they try to latch onto you and explode if they take heavy damage.
- Super Spit: The gunk they spit after losing their wings. In Other M they don't even wait that long, spitting projectiles as soon as they see Samus.
- Third Eye: A large one in the center of their head.
- Wall Crawl: As Zeroes, their larval stage.
Tallon IV Pirates
Debut: Metroid Prime
The reptilian pirate group encountered on Tallon IV. Samus encounters them as they investigate the first known appearance of Phazon and its applications for combat. Besides the standard Space Pirate, they field the stealthy Shadow Pirates, the maneuverable Flying and Aqua Pirates, and the technologically-advanced Trooper Pirates (Power Trooper, Wave Trooper, Ice Trooper, and Plasma Trooper).
- Airborne Mook: The Flying Pirates.
- Aquatic Mook: Aqua Pirates.
- Blade Below the Shoulder: All of them except Flying Pirates have energy scythes mounted on their forearms, or replacing their hands in the case of Trooper Pirates.
- Ceiling Cling: How the Shadow Pirates like to get the drop on Samus. In the Phazon Mines, beam and normal troopers will hide in ceiling compartments to mimic this.
- Combat Pragmatist: They completely avoid Mook Chivalry and attack Samus in areas where she's at a disadvantage.
- Frickin' Laser Beams: All pirates, save the Shadow Pirates, have these.
- Glowing Eyes: They have flaming orange eyes.
- Invisibility: The Shadow Pirates use this and Wall Crawl to get the drop on Samus.
- Laser Blade: Of varying colors depending on their role. Orange for normal Space Pirates, blue for Shadow Pirates, and the same color as their beam type for Trooper Pirates.
- Lizard Folk: They're very reptilian in design, especially compared to the more crustacean and insectoid pirates of other Metroid games.
- Mecha-Mooks: More for patrolling than serious combat.
- Nice Job Fixing It, Villain!:
- Their ruined ship broadcast an open distress signal, allowing Samus to discover and destroy their operations on Tallon IV.
- If they hadn't drawn the attention of Samus (and thus the Federation) to Phazon, Phaaze may never have been discovered and destroyed.
- No-Sell: The various Trooper Pirates each have complete immunity to everything but one of the beams and its charge combo.
- Sinister Scythe: Their melee weapons are called energy scythes, though the name isn't indicative of their actual design.
- Tron Lines: On the armor of the Trooper Pirates, with the color corresponding to their beam type.
- Unwitting Instigator of Doom: Hardly unwitting, but their actions began the Phazon Conflict. Their creation of the Omega Pirate also indirectly created Dark Samus, which nearly led to the annihilation of the Federation and the subjugation of the Pirates.
- Wall Crawl: In the Omega Pirate fight, sometime the Trooper Pirates will cling to the walls and fire down at Samus.
Debut: Metroid Prime 2: Echoes
The reptilian/insectoid pirate group encountered on Aether. They were investigating Phazon on the planet while avoiding the conflict between the Luminoth and Ing. Their efforts were hampered by the appearance of Dark Samus, discovery by the Ing, being followed by the Federation, and eventually the arrival of Samus. Though their forces were greatly reduced by the time they're encountered Echoes, they fielded troopers, grenadiers, aerotroopers, and commandos that impeded Samus's progress — and provided useful hosts for the Ing.
- Arm Cannon: All of the pirates seen have one of their arms replaced with some sort of projectile weapon.
- Blade Below the Shoulder: The normal troopers and grenadiers have their other hand replaced by a blade, while commandos have a Laser Blade projected from their weapons.
- The Bus Came Back: Where the Tallon IV and Urtraghus pirates were never seen after the games they initially appeared in, the Aether pirate species returns in Federation Force.
- Butt-Monkey: They get torn apart between the Ing, Dark Samus, and original flavor Samus.
- EMP: The pirate commandos have emp grenades that scramble Samus's visor and break target locks.
- Flash Step: The pirate commandos use their thrusters to dart around in combat.
- Light Is Not Good: The pirate commandos wear white armor.
- Luckily, My Shield Will Protect Me: Commandos have an energy shield that deflects all attacks, though they can't attack either while they're using it.
- Mook Carryover: Many of them are possessed by Ing and used as their mooks.
- Out of Focus: They control only a small portion of the map, with the Ing serving as the primary antagonists.
- Ramming Always Works: Grenadiers will shoulder check Samus if she gets too close for them to use their grenade launcher. It actually does to, as the knockback from the attack will force her far enough away that they won't catch themselves in the blast radius.
- Suspiciously Similar Substitute: They bear a distinct resemblance to the Zebesian pirates.
- Villain Teleportation: They teleport their troops into combat.
Debut: Metroid Prime 3: Corruption
The group of pirates fought in Corruption. After Dark Samus struck their planet with a Phazon meteor she used the corruptive influence of the material to enthrall the planet's forces, including Ridley. Under her control they waged war on the Federation alongside her Leviathans in what would be come to be called the Phazon Conflict. They are also the only pirates whose true homeworld has been seen.
- All There in the Manual: You'd wouldn't know their homeworld is called Urtraghus just by playing the game.
- Arm Cannon: Like the Tallon pirates, one that leaves their hands free.
- Blade Below the Shoulder: Retractable ones on their forearm.
- Body Horror: A common occurrence with all Pirate variants, but the Corruption Pirates exhibit this to the greatest extent. Many of the militia units seem to have had their limbs replaced with spindly cybernetic appendages, their remaining flesh is made up of exposed skinless muscle, and that's not even getting into the various results of Phazon corruption.
- Boom, Headshot!: Once you acquire the nova beam and x-ray visor, you can target pirate commando's brains through their armor.
- Elite Mook: There are several varieties on the standard mook, each with a certain advantage. Later in the game you encounter enemies that have two or more of these advantages.
- I'm a Humanitarian: Pirates who fail too often, or militia who fail at all, are rumored to become rations for High Command.
- Hoist by His Own Petard: Some pirates carry Phazon grenades that forces Samus into Hypermode. You know, Hypermode, that thing that makes her invincible and deal a crapload more damage than normal. In their defense, Phazon is pretty much guaranteed lethality against any normal lifeform, but you'd think they would learn after the first time.
- Hot Blade: Their melee weapons, halfway between the energy blades of the Tallon IV pirates and the solid blades of the Aether pirates.
- Luckily, My Shield Will Protect Me: Many pirates carry energy shields, which block all projectiles and must be ripped away with the grapple lasso.
- Mecha-Mooks: To a much greater extent than any other pirate group.
- No-Sell: Armored Pirates are immune to all beam attacks until you shatter their armor with missiles.
- Pet the Dog: The militia pirates can be promoted from their Slave Mook status through service.
- Praetorian Guard: A squad of commandos guards the Commander.
- Red and Black and Evil All Over: All structures on the Pirate Homeworld follow this colour scheme, and so do the Pirates themselves. Their blue Phazon veins and various armours disguise this fact, but viewing their models in the Logbook makes it apparent.
- Shield-Bearing Mook: Some carry shields that can block all attacks until you rip it away from them.
- Slave Mook: The militia pirates, who are much weaker than all other pirate types.
- Super Mode: Just like Samus, they can utilize Hypermode. Whether they came up with it first or the Federation did is unknown.
- Villain Teleportation: The commandos use personal teleporters to outmaneuver Samus.
Bermuda System Pirates
A group of Space Pirates that serves as the antagonists of Federation Force. After the fall of Urtraghus to the Federation, they established themselves in the remote Bermuda system. There they sought to construct a superweapon with which to strike at the heart of the Federation.
- Angry Guard Dog: They keep zuruburats for the same purpose.
- Arm Cannon: Depending on the type, either one mounted on their forearm or replacing it.
- Awesome, but Impractical: Making all their soldiers giant did allow them a much better chance against the Project Golem marines. But against normal troops, it makes them much larger targets and keeps them from entering normal sized buildings and ships.
- Blade Below the Shoulder: Projecting from their forearms.
- Boom, Headshot!: Unlike previous games, you can actually do more damage by shooting them in the head.
- The Bus Came Back: It's hard to tell because of the art style, but they seem to be the same species as the pirates encountered on Aether.
- Dual Wielding: Pirate troopers wield two energy scythes at the expense of any ranged weapons.
- Elite Mooks: There are elite versions of every variety of pirate. Instead of being enhanced by Phazon like in previous Prime titles, they merely have thicker armour and more powerful weapons.
- Giant Mook: All of them. They used technology from the ancient civilization on Bion to alter their own physiology and increase their size.
- Laser Blade: The style of their melee weapons.
- Nice Job Fixing It, Villain!: If they hadn't increased the size of their soldiers, and thus scaled up their bases to allow them to operate, the Project Golem marines would have had to abandon their mechs in order to enter the pirate facilities and thus been easy targets.
- Took a Level in Badass: Beyond the obvious, which is that the Federation needed multiple teams of troopers equipped with mechs to take them on. They went above and beyond previous Pirate groups by capturing Samus.
A plant monster that was genetically-engineered by the Space Pirates. It guards the upper levels of Brinstar, attacking intruders with deadly spores.
- Alliterative Name: Spore Spawn.
- Plant Aliens: Genetically-engineered though, but still counts.
- Shielded Core Boss: Its core is its weak point, so you have to wait for its shell/mouth to open to hit it.
- Skippable Boss: Unintentionally. By using a trick to obtain Super Missiles earlier than normal, it is possible to avoid fighting the Spore Spawn.
The spectral beings Phantoon used to guard the wrecked ship on Zebes.
- Ambiguous Situation: It's not quite clear whether they were formed from the souls of the crewmates of the vessel they haunt or if Phantoon brought them with it when it moved into the ship.
- Body Horror: Each covern is multiple spirits combined into a misshapen mass, resembling a floating mass of tumorous flesh with several skeletal heads.
- Multiple Head Case: They have no less than three visible heads in their sprites.
- No Ontological Inertia: Once Phantoon is "killed" they vanish.
- Our Ghosts Are Different: They're malformed, tumorous masses with several screaming heads that flicker into reality just long enough to get a hit in before dissipating.
- Was Once a Man: They used to be sentient beings (presumably Chozo if they were the ship's crew) before dying and becoming Phantoon's twisted minions.
Debut: Metroid: Zero Mission
Also known as the Ridley Robot, Mecha Ridley is an incomplete robotic weapon built by Ridley on his own image. It is the surprise Final Boss of Metroid: Zero Mission, residing inside the Space Pirate Mothership.
- Achilles' Power Cord: Because this weapon was not finished, Mecha Ridley is attached to several power cords and is thus unable to maneuver around Samus like the original space dragon it was based upon.
- All There in the Manual: Prior to Super Smash Bros. Ultimate, the name "Mecha Ridley" was translated from a name only mentioned in Japanese Zero Mission guides. Similarly, its only official English name at the time, Ridley Robot, was derived from the official Nintendo Power guidebook.
- Attack Its Weak Point: A spot on its chest is vulnerable. Presumably the pirates were going to armor it but didn't get the chance.
- Breath Weapon: It can breathe fire, just like the original Ridley.
- Difficulty Spike: If you collect all hidden items before confronting it, Mecha Ridley will become three times as tough and powerful.
- Eye Beams: One of its attacks consists of green laser beams coming from its eyes.
- Giant Space Flea from Nowhere: There's just no hint whatsoever that this thing exists before you confront it besides a short cutscene showing one of its eyes opening, but that could've been anything. It's to the point that a lot of the information we know about it comes from Word of God.
- Homing Projectile: Its missiles will target Samus wherever she stands.
- Killer Robot: It's primarily a weapon, after all.
- Load-Bearing Boss: Defeat it to start the obligatory self-destruct countdown.
- Macross Missile Massacre: Another one of its attacks. It fires those from its back.
- Post-Final Boss: It's technically the final boss of the game, but by then the main plot's been wrapped up and you're not on a timer. It's mainly a nice little bow to cap off Samus's acquisition of the ancient power suit.
- Robot Me: It's Ridley, except as a ROBOT!
- Stationary Boss: It can't move due to the power cables connecting it to the wall.
- Taking You with Me: Unlike most Metroid examples of Load-Bearing Boss, Mecha Ridley's self-destruct sequence is clearly meant to take Samus with it, as its eyes start blinking red the moment it's defeated.
- Unfinished, Untested, Used Anyway: This robot is not even close to being finished, as it was intended to have the walking and flying units installed. But given that Samus is infiltrating the Space Pirate Mothership and slaughtering all onboard, it is sent out to deal with the Hunter as a last ditch effort.
- Who Needs Their Whole Body?: It puts up a pretty good fight for a torso.
Debut: Metroid Prime
"Parasite female, genetically enhanced by unknown means."
A genetically-enhanced Parasite fought in the Frigate Orpheon. First boss of Metroid Prime.
- Attack of the 50-Foot Whatever: Phazon experimenting turned this otherwise rat-sized parasite into a huge monstrosity.
- Insect Queen: While not necessarily insects, the Parasites and their method of reproduction are fairly insectoid.
- Monster Progenitor: The regular parasites you find in your way are implied to come from her.
- King Mook: The biggest of the Parasites you find. And the strongest too.
- Load-Bearing Boss: Justified. She falls into the Frigate's core reactor after being defeated, causing it to malfunction.
- Shielded Core Boss: It uses the reactor's shields to protect itself from Samus's beams. Strangely, the opposite isn't true, as the Parasite's attacks can pass through the shields for no real reason.
- Starter Villain: The first boss of Prime. Also, the first Phazon-infused boss of several Samus meets.
Debut: Metroid Prime
"East Quarantine Cave has been secured. Specimen remains in the Quarantine area. All experiments have been suspended pending pacification of area. Quarantine specimen exhibits highly aggressive behavior. Its body structure, composed of Phazon ore, appears nearly invulnerable. This has rendered our efforts to train and discipline subject useless as security breaches resulting in massive casualties have occurred. Access is strictly prohibited until further notice."
A massive Rock Monster encountered in Metroid Prime, and truly stunning example of the Pirate's never-quenching desire to subvert science.
- An Ice Person: Is able to preform an attack that will encase Samus in ice if it hits. Also creates an ice storm as the battle progresses hindering her ability to see.
- Attack Its Weak Point: You must use the thermal visor to locate Phazon nodes vulnerable to missile attacks.
- Boss Arena Recovery: Breaking the rocks Thardus is trying to throw at you reveals items.
- Developers' Foresight: Thardus has extreme weakness to the Plasma beam while the Ice Beam does no damage; the player shouldn't have these weapons during the fight.
- Elemental Powers: Dishing Out Dirt and An Ice Person, all in one.
- Foreshadowing: The fact that Phazon granted inanimate material intelligence hints at the Phazon itself being sentient.
- Golem: It's also a Phazonlem. This results in...
- Gone Horribly Wrong: Subverted. The Pirates realized it was too difficult to control, and in a rare flash of savviness quarantined it and left it dormant rather than attempt to control it or completely scrap the experiment, making occasional tests on it and waiting until a way to control it becomes more accessible. Too bad Samus found it before they finished...
- Power Copying: You absorb the spider ball from his defeated rubble pile. Because... magnets?
- Psycho Prototype: An early attempt at Phazon animation of inanimate material. It backfired spectacularly.
- Rock Monster: An entity of living ice and rock empowered by Phazon.
- Rolling Attack: Will periodically form into a ball and attempt to squash the player. If the player decides to risk dropping some Morph Ball bombs in the path of its attack it can expose Thardus's weak point without needing to use the Thermal Visor.
- Shock and Awe: Can generate moderate electric attacks as well.
- Shock Wave Stomp: The aforementioned ice attack is triggered by smashing the ground with its "fists".
- Telekinesis: The whole "creature" is nothing more than a loose collection of Phazon fused rocks assembled into a roughly humanoid shape. It also throws stones at the player using this ability.
- Weaponized Animal: The Pirates attempt, but ultimately fail to turn Thardus into a weapon. He's in the cave where the player finds him because they found it difficult to tame.
- The Worm That Walks: It is not just one singular lump of rock, ice, and Phazon ore. It's a collection of floating rocks in a roughly humanoid shape.
Debut: Metroid Prime
"Phazon-enhanced Space Pirate. Incredibly strong, armored, and well armed."
After numerous failures at creating super soldiers through Phazon exposure, several key breakthroughs allowed the creation of these deadly warriors.
- Elite Mooks: It's right there in their names.
- Legacy Character: Two of them, in different ways. There are Pirate units that share the name in Federation Force, though they lack any Phazon enhancements, and there are the Berserkers, which have a different name but are clearly the next step in the project.
- Mighty Glacier: They aren't particularly fast but they can soak up a lot of fire.
- Mook Chivalry: Averted. One of the scans mentions having them work in concert with other troops in order to circumvent the Elite's weaknesses.
- No-Sell: Their energy siphon systems make all beam attacks useless.
- Shockwave Stomp: They create one with their wave quake generators.
- Shoulder Cannon: They have miniature artillery cannons mounted on their shoulders.
- Super Soldier: Their purpose.
Debut: Metroid Prime
"Elite Pirate infused with energized Phazon."
An Elite Pirate that absorbed more Phazon than usual at the cost of its sanity.
- Elite Mooks: It's a step beyond the Elite Pirates.
- No-Sell: It has the same energy siphon systems as the standard elites.
- Phlebotinum Overdose: The Phazon Elite absorbed more Phazon than the other elites. As a result, it's a walking mass of mutant growths without any higher thought. Its not any less vicious though.
- Psycho Prototype: The excessive Phazon exposure stripped the Phazon Elite of its higher brain functions.
- Shockwave Stomp: It can do this more rapidly than the standard Elites to make up for its lack of an artillery cannon.
- Volcanic Veins: Bright blue veins filled with Phazon.
Debut: Metroid Prime
"Elite Pirate Upsilon's propensity for Phazon has enabled our research team to infuse it far beyond our safety restrictions, and the results have been extremely encouraging. Its constant Phazon diet has increased its mass exponentially, but it has retained all mental faculties and shows dexterity with all Elite weaponry, including Plasma incendiary launchers and the chameleon manta issued for cloaking purposes. Elite Pirate Upsilon exhibits miraculous healing abilities; when injured, it seeks out Phazon deposits and coats itself in the substance, which instantly mends the creature's wounds. The subject, which we are code-naming Omega Pirate based on these developments, shows potential to be a new standard for our armies. Our only concern at this point is its potential over-dependence on Phazon."
—Pirate Data Log 11.232.8
A living testament to the lengths High Command will go to twist and mutate their own kind.
- Attack of the 50-Foot Whatever: Considering how normal Space Pirates are approximately human-sized, it's quite jarring.
- Born Winner: The only reason he's so huge and powerful compared to the other Elite Pirates is because he was just naturally born with a superhigh Phazon tolerance, so the scientists were able to pump nearly limitless amounts of Phazon into him beyond what would kill most. However...
- Cast from Lifespan: Science team's research suggests that though he's had literally no adverse effects to the Phazon yet, his lifespan may be short.
- Climax Boss: He's the pinnacle of the Pirates' experimentation with Phazon in Prime, and his defeat changes the focus of the plot from disrupting the Pirates' operations to removing the threat of Phazon in general. He also carries the final suit upgrade in the game, the Phazon Suit, although Samus still has to gather the Chozo artifacts across the planet before she can proceed to the Impact Crater.
- Code Name: Was originally just 'Space Pirate Upsilon', before being dubbed the Omega Pirate by the research teams.
- Evil Laugh: He gives a very creepy one while he's cloaked, which is also the cue that he's about to appear in a Phazon puddle and start rebuilding his armor.
- Eye Lights Out: Its flaming eyes go out when it dies.
- Flunky Boss: And God help you if it summons Wave Troopers. You're warned that it's about to do this when it growls "GET HER!"
- Healing Factor: Can absorb raw Phazon to grow back damaged flesh and exoskeleton tissue.
- Invisibility Cloak: Turns one on when his armor is damaged to protect his health bar till it is fixed.
- King Mook: A bigger, better version of the Elite pirates. Justified as they're the prototypes.
- Phlebotinum Dependence: It will retreat to Phazon puddles to restore its damaged armor. This is also the only performance concern that has been noted by Science Team.
- Shoulder Cannon: Dual Wielding them, no less.
- Super Soldier: The largest and most powerful of them.
- Unwitting Instigator of Doom: It's certainly trying to doom Samus, but as a result of the conditions of its death Dark Samus is essentially born from its remains.
Debut: Metroid Prime 3: Corruption
"Berserker Lords are a desperate measure, designed to exploit Phazon as much as possible. The few Berserker Knights that survive the highest level of corruption are promoted to Lord status. Lords are distinguished by their ornate Phazite plating and the Phazon reserves they carry on their backs."
Berserker Knights and Lords are the newest iteration of Phazon super soldier experiments, replacing the old Elite Pirates.
- Degraded Boss: The first Berserker Lord is also the first boss battle of Corruption. The Berserker Knights are far less formidable.
- Destination Defenestration: The first Bersker Lord is introduced throwing a federation marine through a window.
- Giant Mook: You do get to see Berserker Knights deployed alongside other pirate troops, which does somewhat make up for their short comings. It's still not enough to beat Samus, but Federation Marines got very nervous when pirate troopers had this kind of backup.
- Grievous Harm with a Body: Having built in projectiles does not stop Berserker Knights from throwing other pirate troops at their enemies.
- Hoist by His Own Petard: Killing them involves knocking their own projectiles back at them. Samus pretty much has to beat Lords this way. With the weaker Knights she can break their armor with a screw attack, by pass it with a nova beam shot while using the x-ray visor or, in open air areas, dispatch them with a shot from her gunship.
- Law of Chromatic Superiority: Unlike most phazon cases, it's the brown and red Knights that are inferior to the blue and grey Lords. However, the red projectiles the Lords shoot are more dangerous than the blue ones.
- Rasputinian Death: The first Berserker Lord is shot by Samus, electrocuted by a barrier, thrown into the void of space, and rammed with a fighter.
- Shockwave Stomp: This is one of their attacks. The Lords in particular are strong enough, and fought early enough in the game, that they will almost assuredly kill Samus if she happens to be underneath one when it does it, although the shock wave itself she can very much survive and they usually use it when Samus is fairly far away. Still, considering her suit can take hits from Kraid, Omega Pirate and Mogenar, all of whom are even larger than Berserker Lords, it's a testament to the strength of the Lords.
- Super Spit: They can spray liquid Phazon from their mouths.
- Unskilled, but Strong: They are not outfitted with any of the equipment used by Elite Pirates, as most berserkers would not have the dexterity to use them anyway. They also are not really in need of energy siphoning, shielding or cannons when it takes half the game for Samus to find anything her cannon can shoot that doesn't bounce off their bodies and those bodies shoot back on their own. That cloaking device would have been nice, though.
- Vacuum Mouth: Berserker Lords may attempt this if they see Samus in morph ball mode. For better or worse they can't manage to swallow her if she does get caught in their mouths.
- Villain Forgot to Level Grind: The second Berserker Lord is the same as the first. By then you've acquired weapons that make the battle much easier.
An organic supercomputer created to control the Doomseye and serve as a leader in the Bermuda System.
- Arc Villain: The recurring pirate villains are indisposed at the time of the game, so it serves as the primary threat.
- Big Bad: Of Federation Force.
- Brain in a Jar: Like its predecessors.
- Cores-and-Turrets Boss: It never attacks directly, but it has self-repairing batteries of turrets to defend itself and summons minions.
- Evil Knockoff: It's a pirate-made Aurora Unit, which were themselves good knockoffs of Mother Brain.
- Expy: It serves the same role as Mother Brain and looks almost exactly like an Aurora Unit.
- Five-Second Foreshadowing: The only clue to its existence is earlier in the level where you encounter it.
- Healing Factor: It has an autorepair function and will regenerate health if not damaged quickly enough.
- Huge Holographic Head: It briefly appears in hologram form, though that's actually how big it is.
- Mind-Control Device: Unlike Mother Brain it actually demonstrates this ability in the game, using it to turn Samus against the marines.
- Minimalist Cast: Besides General Miles, Master Brain is the only character to talk in the campaign.
- Organic Technology: It's a living supercomputer.
- Purple Is Powerful: Its holographic representation is purple, reflecting its imposing nature and mental powers.
- Sapient Ship: The Doomseye is essentially its body.
- Shrink Ray: Inverted. It controls the enlargement mechanisms used by the pirates.
- Wetware CPU: Its role onboard the Doomseye.
Debut: Metroid Manga
"Kill... Keaton... Orders... Kill..."
A shapeshifting assassin created to kill Federation officials. Appears in the manga.
- All There in the Manual: In never appears in the games, only the canon manga.
- Axe-Crazy: Its sole purpose for living is to kill.
- Made of Iron: It doesn't even notice the Federation guards shooting it.
- No Body Left Behind: Samus blasts it into ash.
- Overshadowed by Awesome: Something capable of drastically altering its mass and shape, enough to fool the most advanced sensors and security checks before changing into a form specifically designed to kill its target should be terrifying. Instead Samus kills it in seconds.
- Shapeshifter Baggage: Averted. When it disguised itself as a bundle of flowers a child could carry it easily, but its combat form towers over humans.
- Too Many Mouths: It has extra mouths in its claws.
- Verbal Tic: Exactly half of its dialogue is the word kill.