A complete list of characters and beasts in the three Pikmin games and Hey! Pikmin, as well as their tropology. Be aware of unmarked, very sensitive spoilers about the playable characters and the games' final bosses.
The main character of Pikmin and Pikmin 2. Olimar is an honest man who loves his family dearly. In the first game, he crash-lands on the planet of the Pikmin, where he enlists their help to return back home. In the second game, he is tasked with retrieving treasure from the same planet to pay off the huge debt of his company.
- Action Dad: Wife and kids at home, yet still capable of putting up a fight against hazards ten times larger than him with the assistance of Pikmin. Played even more straight in Brawl.
- Awesomeness by Analysis: With nothing but his powers of observation, he manages to create a Badass Army out of a bunch of walking plants, using them to defeat everything from giant predators to Eldritch Abominations.
- Badass Baritone: We rarely hear him speak out loud, but when we do, his voice is surprisingly deep.
- Badass in Distress: He gets kidnapped in Pikmin 3 by the game's final boss, and has to be rescued by the Koppai Crew.
- The Cameo:
- He appears in Super Smash Bros. Melee as a trophy if a Pikmin save file is on the memory card.
- In Nintendo Land, the player who plays with the GamePad in Pikmin Adventure wears his spacesuit.
- Despite not being playable in the main story mode for Pikmin 3, you find notes left by him scattered around PNF-404, and he's also playable in the battle mode, as well as DLC. He also makes an appearance in person later in the story.
- Demoted to Extra: Is only playable in Pikmin 3's battle mode and in DLC for Mission Mode, with three new characters taking his place in the main story.
- Eyes Always Shut: Unless he's surprised, or has taken heavy damage in the Super Smash Bros. series.
- Knockout Gas: Olimar's suit has an 'auto-sleep' function that forces him to go to sleep when activated. Unfortunately for him, the Plasm Wraith can activate it at will, and has no problems abusing it to keep Olimar with him.
- Happily Married: Olimar and his wife are extremely devoted to each other, even though the amount of time he spends away from home is clearly painful for them.
- Hero Antagonist: He finds and takes the Pikmin 3 protagonists' Cosmic Drive Key, not understanding its significance, making half the game tracking him down.
- Hero of Another Story: The heroes of Pikmin 3 find the logs he left behind from a third voyage to PNF-404, this time to get enough funds to buy back the S.S. Dolphin.
- The Hero: The main character and face of the franchise. He takes a leadership role over Louie in 2, and is Famed In-Story by 3.
- Heroic Mime: He doesn't speak during cutscenes in Pikmin 2. Amusingly, it looks like he tries to say something, but the President interrupts him.
- Nice Guy: He's a humble guy just doing his job.
- Oh, Crap!: Whenever Olimar is shocked or surprised, he gets this expression by having his eyes bug out. He gets a rather spectacular one in Pikmin 2 when he's leaving the planet after paying off the debt, only to look back and see he forgot Louie on the planet.
- Previous Player-Character Cameo: At the end of Pikmin 3.
- Promoted to Playable: The third round of Pikmin 3 DLC lets you play as him (and Louie).
- Salaryman: He becomes this from the second game onwards to repay his company's debt.
- Skewed Priorities: In Pikmin 3, he becomes so focused on trying to get the funds needed to buy back the S.S. Dolphin that even after the ship he needs to get off the planet is destroyed, it's still his main focus.
- Snake Oil Salesman: Olimar apparently has a habit of falling for these, as the Extraordinary Bolt shows.
- Suddenly Voiced: At the end of Pikmin 3, he has spoken dialogue for the first time. Although the first two games did feature his Captain's Logs, which effectively gave him a voice for the player, this is the first time he actually speaks. He also grunts and says his own name in 2.
- Super Not-Drowning Skills: The 3DS spin-off game shows that he's able to swim, as opposed to just walking under it. This was alluded to as early as the first Pikmin game, with Olimar mentioning himself being great at swimming in the note about the Space Float.
- Took a Level in Badass: He can solo some encounters in Pikmin 2 after gaining the Rocket Punch.
- Theme Naming: His name is an almost perfect palindrome of Mario. In Japan, it is a perfect palindrome (O-ri-ma).
- Unwitting Instigator of Doom: His crash landing on the planet in Hey! Pikmin is what indirectly causes the Final Boss which is draining the planet of its natural resources. Thankfully, upon finding out about it, he quickly goes to fix his mistake.
- The Voiceless: In his Super Smash Bros. appearances, he's completely silent.
A rather absent-minded employee of Hocotate Freight who appears in Pikmin 2, and joins Olimar on his expedition. Louie is a big fanatic of eating weird food, especially bugs. He is the one who lost a shipment to a horrible encounter with a ravenous space bunny, putting the company in debt.
- Action Survivor: After being accidentally stranded on PNF-404, which happens after the debt is paid, he not only survives without Pikmin, he makes it to the bottom of the hardest dungeon in the game alone, may or may not have hijacked the final boss's brain, and wrote cooking notes for all the wildlife on the planet. In Pikmin 3, this happens to him again after accidentally being left behind in the ending.
- Badass Baritone: Has a Basso Profundo and is one of the heroes.
- Badass in Distress: Has to be rescued from the True Final Boss of Pikmin 2 and from several bosses throughout the course of Pikmin 3.
- Basso Profundo: He has a really deep voice.
- Big Eater: He's the reason Hocotate Freight went into debt. He lied about the space bunny. He also lets his appetite get way out of control in Pikmin 3.
- The Cameo: Appears in Brawl as a trophy. His spacesuit is also one of Olimar's alternate costumes.
- Cloud Cuckoo Lander: His attitude is stranger than that of the other captains. He considers every creature on the planet to be food, and doesn't appear to be too concerned over staying on the planet.
- Crouching Moron, Hidden Badass: Olimar's Journal entry on his treasure form hints at the possibility that he was controlling the Titan Dweevil the entire time, a theory that even the Ship backs up in its Sales Pitch. "The King of Bugs" indeed. Louie's Notes also show that not only does he have a recipe for near every species of creature on the planet, it's implied that he either got help from roving Pikmin or killed the creatures himself.
- Demoted to Extra: Like Olimar, his only playable appearance in Pikmin 3 is in the battle mode.
- Extreme Omnivore: Possibly the only person who takes cooking notes on the wildlife in alien worlds. And as the third game reveals, Hocotatians are usually vegetarians, making Louie's omnivorism even more striking.
- Eyes Always Shut: His eyes only ever open (or rather, pop out) when he's shocked. Otherwise, they remain closed at all times.
- FaceHeel Turn: Quite possibly, but it's left vague. In-Universe, the ship believes he managed to hijack the Titan Dweevil's brain, but Olimar considers the idea ridiculous.
- Friend to Bugs: It's suggested that he operates on the same wavelength as them. His title when collected as a treasure is The King of Bugs.
- Hidden Depths: His notes on the creatures and flora of the planet provide a surprising amount of culinary insight, implying Louie is something of a gourmand instead of just a glutton.
- Hijacking Cthulhu: Implied. It's believed that he took control of the Titan Dweevil, but there's nothing explicit on the matter.
- The Lancer: A wacky partner to the more serious and grounded Olimar.
- Mistaken Identity: The Koppai team finds him passed out in Pikmin 3, but they mistake him for Olimar.
- Nice Job Breaking It, Hero!:
- Eating all the golden Pikpik brand carrots, making Hocotate Freight go into debt.
- Stealing all of the fruit in the third game when you rescue him.
- Promoted to Playable: In the Round Three DLC of Pikmin 3, where one of the levels lets you play as him and Olimar. But you have to find Louie first.
- So Long, and Thanks for All the Gear: In Pikmin 3, once you've rescued Louie once, Louie will land the ship at the Garden of Hope and sneak off with all your juice reserves. They come back after you rescue Louie again, but until then, you have to find new fruits or else you won't survive for the next day.
- The Stinger: After the events of the third game, it turns out he went missing again.
- The Quiet One: As noted by Olimar in his notes, Louie is so quiet that Olimar sometimes forgets he's even there. That may be part of the reason why Olimar didn't originally notice he was missing when he left the planet after paying off the debt...
- Theme Naming: His name is a corruption of Luigi.
- Too Dumb to Live: Inverted. When he gets left behind on the planet his obsessive hunger and lack of impulse control actually keep him alive.
- Took a Level in Jerkass: The notes leave out the details, but what they do reveal show that he definitely took a level in Pikmin 3. He stops speaking with Olimar, becomes obsessed with finding food, refuses to accompany him into a dangerous place (resulting in Olimar being kidnapped by the Plasm Wraith; this one, at least, is implied to have been because he sensed the danger of the situation while Olimar was adamant about finding treasure), and when found and rescued by the Koppai crew, he lands their ship while they're sleeping and runs off with all of their food, basically condemning them to die of starvation at the end of the same day. At the end of the game, even Olimar is ashamed of how Louie behaves.
- Walking Spoiler: It's hard to talk about what happens to this guy without spoiling that he gets left behind in Pikmin 2 and has to be rescued, or him possibly hijacking the Final Boss of Pikmin 2, or his semi-antagonistic role in Pikmin 3.
The President in charge of the Hocotate Freight company, and the boss of Olimar and Louie. A very greedy person who has some poor working conditions for his employees, he is constantly checking up on the captains' progress so the company doesn't go under.
- Big Good: Downplayed. He has good intentions, but the means to achieve his goals are questioned even by Olimar.
- The Cameo: A snowman has his face in Pikmin 3 and the Lucky Marbles in Bingo Battle resemble his head. He also appears as a trophy in Brawl.
- Everyone Calls Him Bar Keep: The President's real name has never been revealed in any Pikmin-related material. Whenever anyone mentions him, it's always as "the President of Hocotate Freight".
- Henpecked Husband: He's tough around his workers, but at home, his wife is the one calling the shots; that even gets lampshaded in one of the mails she can send him.President's Wife: Hey, you think you can loaf because I can't see you? The ship has been reporting everything to me! Are you surprised? That machine knows who the real boss is.
- Mr. Vice Guy: He's quite greedy, sure, but he's more than willing to personally help save Louie (and find more treasure, granted) and for the first half is more concerned about getting out of debt with the All-Devouring Black Hole Loan Sharks than making a profit.
- Oh, Crap!: His reaction to Louie's report about the ravenous space bunny and that there's more treasure on PNF-404.
- Pet the Dog: Olimar notes that while the boss may have a short temper and odd mannerisms, he's not all bad. One of the treasure logs in Hey! Pikmin notes that on his first delivery run, the President had Olimar deliver a satchel... To Olimar's wife, since it was a bonus for him and his family despite it being his first day on the job. Olimar notes it's why he stays devoted to him despite his Pointy-Haired Boss tendencies.
- Pointy-Haired Boss: Not horrible, but his treatment of employees is... questionable.
- Properly Paranoid: Several letters from him indicate he's running away and living under bridges to dodge the debt collectors, fearing what they'll do to him despite no evidence it will be bad. If you dawdle long enough, they actually will find and kidnap him and threaten to dispose of him in a swamp. You can still take your time, mind you.
- Retired Badass: He claims to have once been a space captain. He comes out of retirement when Louie is left behind.
- Speaking Simlish: It may be total gibberish, but he is the only character that has full dialogue in Pikmin 2.
- Tritagonist: He becomes this after the debt is paid and Louie is left stranded on the planet by accident .
The Ship / Hocotate Ship
The talking ship with a big ego who is only interested in two things: paying the debt back in full and the President's welfare. Olimar and Louie are seen as lazy bags in his horn.
- Bad Liar: The ship often blatantly admits to stretching (or shredding) the truth in its sales pitches.
- The Cameo:
- Appears in Super Smash Bros. Brawl as a trophy and when Olimar enters a stage.
- A model of The Ship appears in Nintendo Land. Since it's just a model, it doesn't speak. This is lampshaded by saying it's probably best for everyone that it doesn't talk.
- An item in Super Smash Bros. for 3DS/Wii U is an explosive shaped after the ship.
- Deadpan Snarker: It likes to make snarky one-liners.
- Exposition Fairy: Serves as this in Pikmin 2, providing exposition on early game mechanics and giving a heads-up as to what to expect in each cavern.
- O.O.C. Is Serious Business: One of the few times it completely drops its snarky attitude is in the player's first encounter with the Waterwraith, where upon failing to analyze the creature, it glitches out and just repeats "Danger! Danger! Danger!".
- Rags to Riches: Gets Gold-Plated after re-paying the debt. But in Pikmin 3, it's back to 'rags'.
- Snarky Inanimate Object: It has a rather sarcastic personality, and often remarks on its nature as an electronic device.
- Tin Man: At least Played for Laughs, as the ship will often be heard in the sales pitches lamenting the fact that it can't do things like taste food due to being a machine.
- Why Did It Have to Be Snakes?: The ship is not happy when you stuff a creature into its hatch, and actually chastises you the first time you do it.
All-Devouring Black Hole Loan Sharks
The reason for Pikmin 2's plot. The President took out a loan with them — and it should be noted that he did so inadvertently; he somehow went there by accident instead of Happy Hocotate Savings and Loan, which was right next door — and lacks the means to pay it back, forcing Olimar and Louie to go to PNF-404 and gather treasure to pay off the debt. They never actually appear in the game, though letters from the President indicate less than scrupulous debt collection practices...
- Big Bad: Can be considered this, despite being The Ghost.
- Card-Carrying Villain: That title there isn't something call them, ''it's their company name'.'
- Even Evil Has Standards: They're willing to hunt down, kidnap and even kill the the President in order to get their money from him or make him pay for stiffing them, but they'll never ratchet up the debt by charging interest. That debt will sit pretty at 10,000 Pokos no matter how long you take to pay it back.
- Evil Counterpart: Presumably to Happy Hocotate Savings & Loans. The fact that they're right next door to each other is how the President managed to accidentally go to them.
- The Ghost: They're never actually seen in the game, only alluded to by the President's messages.
- Loan Shark: Former trope namer, no less.
- Names to Run Away from Really Fast: The only reason the President didn't was because he thought he'd gone into the insurance company next door, Happy Hocotate Savings and Loans.
- Take Your Time: Even if you take long enough that they find and kidnap the President, you still have unlimited time before they get rid of him.
- The Unfought: They aren't confronted directly, not even from a story standpoint.
- What Happened to the Mouse?: Once you pay off the debt, they aren't even mentioned. This is likely because they have no further need to communicate with you after they get their money.
One of the three protagonists of Pikmin 3, Alph is an engineer whose grandfather designed the S.S. Drake. He was presumably brought along since he knows the most about it and in case it needed tune-ups along the way. He gets separated from the rest of the group when the ship crashes on the planet.
- Affectionate Nickname: Brittany calls him "Alphie".
- Color-Coded for Your Convenience: Blue.
- Does Not Like Spam: In Brittany's notes on the fruit they bring back, she'll note that Alph isn't exactly big on a lot of them. Most notably are the Heroine's Tear (a mango), which he appears to be allergic to, and the Scaly Custard (an avocado). He's also not fond of vegetables, and finds it hard to believe Brittany when she states most Hocotatians live a vegetarian lifestyle.
- The Engineer: Alph's role in the mission. His grandfather designed the S.S. Drake, and Alph learned a lot about engineering from him.
- The Hero: Despite Charlie being the captain of this mission, Alph is the one who gets most of the focus in cutscenes and promotional media. The most notable of these is that he's available as an alternate character model for Olimar in the fourth Super Smash Bros. game.
- Hero-Worshipper: He looks up to Charlie for whatever reason.
- Kid Hero: He appears to look younger than his two companions and Olimar himself, though whether he's a kid or a young adult is unknown.
- Massive Numbered Siblings: In one of his notes, Alph will mention how he has twelve older brothers, one older sister, and one younger brother.
- Meaningful Name: Alph is a contraction of Alpha, or "the first". Apart from the brief sequence with Charlie, he is the first captain you control in Pikmin 3.
- Pink Girl, Blue Boy: The Blue Boy to Brittany's Pink Girl.
- Suspiciously Similar Substitute: Of the three playable characters of Pikmin 3, he resembles Olimar the most despite being a lot younger.
- Rapid-Fire "No!": One of his quotes when running away from an enemy is simply: Oh, no! Oh, no! Oh, no!
- The Smart Guy: A promising young engineer who takes the most interest in the ship's functions and upgrading it's communication systems.
- Theme Naming: His name comes from "Alpha", the first letter in the NATO phonetic alphabet.
- You Gotta Have Blue Hair: Literally. He has blue hair.
One of the three protagonists of Pikmin 3, Brittany is a botanist who was brought along to determine if the fruit they find on the planet is edible or not. Like Alph, she gets separated from the group when the ship crash-lands, and is found in the Garden of Hope.
- Adorkable: Some of her fruit notes show that she geeks out about the fruit and make comments about the fruit look and she sounds absolutely precious and funny while doing so.
- Berserk Button: While getting their food supply stolen is a legitimate problem for everyone, she seems to take an almost personal amount of offense to it.
- Big Eater: She is described as strong-willed, but gluttonous. Occasionally, she'll mention in her "end of day" notes that she secretly shortens the rations of Alph and/or Charlie every now and then so she can have more to herself. She's also the one to take the most offense to Louie stealing their juice supply. She'll sometimes comment on how having any amount of extra juice at the end of each day is "a little bit of a juice buffer". Even if you have two whole months of juice stocked up, that apparently isn't that much to her.
- Brutal Honesty: Brittany has a problem with stating things rather bluntly, especially in regards to Charlie. Notably, if you lose a lot of Pikmin and listen to the group talk in the ship the next day, Charlie will feel like it's his fault, and while Alph tries to reassure him it's not, Brittany completely agrees with him.
- The Cameo: Brittany appears as a trophy in the fourth Super Smash Bros. game.
- Color-Coded for Your Convenience: Red/Pink.
- Cuteness Proximity: Every now and then she'll go off on a tangent during her scientific analyses of the Pikmin to say how cute they are. She also has an unprofessional opinion on the resemblance of peaches and plums to a baby's buttocks.
- Designated Point Man: She's the default leader that the Pikmin carrying Olimar will follow when transporting him back to the Drake, meaning that she's the one that the Eldritch Abomination Final Boss will most likely be coming after throughout the level.
- Does Not Like Spam: Despite being a Big Eater and the one most willing to try all the new fruit they bring in, one of the conversations aboard the Drake will have Alph and Brittany discuss Hocotate and its famous Pikpik Carrots, and she'll state that she wasn't big on them before trying one, but then says her position as a botanist forced her to at least give it a chance. When Alph asks her how it tasted, she states it 'was rather gross' and she didn't like it.
- Like Is, Like, a Comma: Her quote when running low on fruit has her fall into this trope.
- Maiden Aunt: Brittany will often talk about her 'Auntie Bea' in her notes on the many fruits they discover on the planet, who, from what Brittany describes of her, has traits of this trope.
- Meaningful Name: Brittany's name starts with B, the second letter of the phonetic alphabet. She is the second captain you control in Pikmin 3.
- Ms. Vice Girl: She is very gluttonous, but her heart is in the right place.
- Pink Girl, Blue Boy: The Pink Girl to Alph's Blue Boy.
- Smart People Wear Glasses: She appears to be the smartest of the three (though Alph is quite the engineer), so of course she wears glasses.
- The Smurfette Principle: So far the only female playable captain in the series.
- Theme Naming: Her name seems to come from "Bravo", the second letter in the NATO phonetic alphabet
- Valley Girl: Though not as bad as some offenders to this trope, she does occasionally slip into this. See Like Is, Like, a Comma above.
One of the three protagonists of Pikmin 3, Charlie is the main captain of this mission. Like the rest, he gets separated from the group when the ship crash lands. Unlike Alph and Brittany, however, he lands in a completely different region than they do and discovers Yellow Pikmin first. After wandering around for a bit, he stumbles upon a cave that houses some rather bizarre and hostile creatures...
- The Big Guy: Notable for being the largest captain of them all in the series.
- Butt-Monkey: Is often on the receiving end of the game's humor, especially in conversations between the three captains.
- Color-Coded for Your Convenience: Green.
- Dude, Where's My Respect?: Charlie actually is considered a great hero on Koppai, and Alph describes him as "one of Koppai's greatest legends". He also does show himself to be a rather competent leader of the crew in the game on several occasions, (getting eaten by the Phosbat aside...) and treats the Pikmin with the most respect of any captain in the series in his notes. Despite this, whenever he's in a conversation with the other crew members, he's often the designated Butt-Monkey.
- The Greatest Story Never Told: Through Alph; he says that Charlie is a legendary hero who has has successfully completed dangerous operations... all involving rubber ducks. Brittany doesn't think that's very remarkable of him.
- The Leader: He's the captain of the team.
- Meaningful Name: Charlie's name starts with C, the third letter of the phonetic alphabet. He is the third captain you control in Pikmin 3.
- My Greatest Failure: If you lose a huge amount of Pikmin in one day, Charlie will take it the hardest.
- Security Blanket: Takes a rubber ducky with him on every mission because he considers it good luck. For some reason, the rubber ducky gets taken away by Louie when he's rescued. It's enough for Charlie to consider it more heinous than stealing all of their food rations.
- Swallowed Whole: This is what the Vehemoth Phosbat did to him. He comes out alive after the perpetrator is defeated.
- Theme Naming: His name is the third letter in the NATO phonetic alphabet.
- Wrong Genre Savvy: He first thought the Yellow Pikmin were hostile aliens and tried throwing them away and whistling to scare them off. He soon realizes they are harmless. To him, anyways.
As a species:
- All in a Row: Occasionally, in Pikmin 3, the Pikmin will follow the captains in a single file line (which occurs more frequently with leaf Pikmin due to them being slower), as opposed to the circular formation they did in past games. During boss battles, though, where getting your Pikmin out of the way of attacks is critical, this trait is notably absent...
- Badass Adorable: Very much so. Seriously, just look at them.
- Badass Army: Especially when in a group of 100 Flower Pikmin. Get the to swarm all at once, and they can kill most enemies inside a couple seconds with no losses on their own part.
- Bizarre Alien Reproduction: Pikmin reproduce by bringing plant matter or insect corpses to Onions, which take in the nutrients and produce Pikmin seeds which plant themselves and spout.
- Brainwashed and Crazy: In Pikmin 1, when affected by the Puffstool's spores.
- The Cameo:
- They appear as a random trophy in Melee.
- Starting in Animal Crossing Wild World, some Pikmin in a plant pot can be obtained as furniture.
- Determinator: These little guys will follow you into the worst dangers possible for the sake of helping you, even if it means getting eaten by the many dangerous creatures in the world.
- Dumbass No More: The Pikmin are noticeably smarter in the animated shorts than in the games.
- Elemental Powers: Or at least Elemental Motifs, depending on how much they can use them. Red Pikmin are associated with Fire, Yellow Pikmin with Electricity, Blue Pikmin with Water, Purples with nothing in particular, Whites with Poison (rendered as Darkness in Smash Bros), Rock/Grey Pikmin with Earth, and Flying/Pink with Air. Unusually, they cannot actively control their respective elements, but are immune to them instead (so Blues don't drown, Reds don't burn, Whites are immune to poisoning, etc). There have however been exceptions to this — White Pikmin, for instance, can poison enemies that eat them, while Yellow Pikmin in 3 can redirect electrical currents.
- Happiness in Slavery:
We'll work together, fight, and be eaten/But we'll follow you forever
- Seems to be type 3 with parts of type 1. They do all the heavy lifting with no direct reward, sure, but they do get the nice indirect reward of greatly propogating and preserving their species. And, as hinted at the end of the first game, they have retained some of their survival skills even after Olimar has left. They also seem to act entirely out of their own volition, too, so technically it isn't slavery.
- This is the message that comes across in Ai no Uta, which is about the Pikmin musing that every day they will be torn to pieces, but they will follow you 'till the end.
- Plant Person: They start as seeds, and grow a leaf from their head that matures to a bud and then a flower.
- Ridiculously Cute Critter: They are so cute and cuddly that you wouldn't want them to fall into a disgusting predator's gaping maw. Unless you're a bastard.
- Stuff Blowing Up: Yellow Pikmin could wield Bomb Rocks in the first Pikmin; in Pikmin 3, all Pikmin can use them regardless of color.
- Super Drowning Skills: Any Pikmin outside of Blue Pikmin and Bulbmin immediately start to drown if they even so much as touch a drop of water.
- Too Dumb to Live: The Pikmin will follow you anywhere. "Anywhere" includes "into a lake of water where they'll drown", "through hostile enemy territory where they'll gladly let themselves be eaten unless you specifically give them orders to attack", or "right into the path of an incoming boulder". They also take the shortest path home when carrying an object, even if it's through similarly-dangerous territory.
- Use Your Head: When not thrown at an enemy, they repeatedly ram into their opponents head-first to deal damage.
- Winged Soul Flies Off at Death: When a Pikmin dies, a small ghostlike spirit will float up from where it fell, wail and fade away. These spirits retain the color they were in life and, in Pikmin 3, the Rock Pikmin will maintain their blocky, jagged shape and the Winged Pikmin their insect-like wings, making the latter literal examples of winged souls.
- Zerg Rush: One of the two primary offensive options — you can command all your active Pikmin to swarm a target at once.
Pikmin OnionsA strange member of the Pikmin family that serves as a hive of sorts. The Onions are what creates Pikmin in the first place, by absorbing pellets or enemy bodies brought back to them. In Pikmin 1 and 2, each color of Pikmin had a separate Onion, while in 3, the Onions start out separate but merge together into one "master" Onion each time you discover a new variety.
- The Artifact: They're still called Onions in Pikmin 3 despite now resembling berries.
- Bizarre Alien Biology: Exactly what are Onions is perhaps one of Pikmin's greatest mysteries. They make more seeds by absorbing enemies and pellets brought back, despite not being able to pluck Pikmin themselves, are capable of surviving in the vacuum of space with no harm, can pull a Fusion Dance with other Onions into one "master" Onion, and are implied to have some form of sentience thanks to being smart enough to follow the captains around knowing they'll help make more Pikmin. There's no doubt about it, the Onions themselves are perhaps the weirdest creatures in the Pikmin universe.
- Fusion Dance: In Pikmin 3, they can fuse together into a "master" Onion that houses multiple Pikmin types.
Pikmin that are red in color. The other notable feature is that they sport noses. They are completely resistant to fire and hot temperatures, and fight with more strength than most other Pikmin. They are consistently the first variety of Pikmin discovered.
- The Berserker: They fight harder than any other Pikmin, and their strength is only beaten by Purple Pikmin.
- Boring, but Practical: In all three games. Their secondary ability is easily one of the best, being able to deal more damage than most other Pikmin types. While some argue Red Pikmin are outclassed by Purples in 2, Red Pikmin still have the advantage of being more mobile and replenishable thanks to having an Onion. They're also the first Pikmin type you usually start out with, so you'll likely have more Reds than any others once you start encountering more Pikmin types. As a result, if you're attempting to accomplish a task that doesn't require a specific Pikmin type, expect to be using Reds for the task, and if you're doing a task that requires specific Pikmin types, or going into a cave and you have some extra room for other Pikmin, expect Reds to fill up the leftover space.
- No-Sell: To fire. This is implied to be because of their noses acting as a highly efficient ventilation system.
- Playing with Fire: They cause fire damage in Brawl.
- Red Shirt: Literally, given their color. Being the first Pikmin type (second in the third game, but still the first one that "sticks" in the group) you encounter, as well as being the most offensive-oriented Pikmin, you'll likely end up with a lot of these guys in relation to the other Pikmin in-game. As such, they're usually the first ones used for Candypop Buds and are considered the most "expendable" Pikmin in battles.
These guys are yellow in color and have ears. Yellow Pikmin can be thrown to very high places, which is especially useful in getting things that are out of reach of other Pikmin. In the first game, they were able to utilize bomb rocks, but this was changed in Pikmin 2 to resistance to electricity. Which is always useful, since electricity is otherwise instantly fatal. In Pikmin 3, their bomb-rock carrying ability has returned, with the other Pikmin sharing in this ability too. Pikmin 3 also made them better at digging than the other types.
- And Now for Someone Completely Different: Unlike the last two games, they're the first Pikmin type encountered in Pikmin 3. Though Red Pikmin still get their Onion first, and the Yellows merely serve as a tutorial.
- Elemental Absorption: In Pikmin 3, they're not just immune to electricity; it lets them become Flower Pikmin.
- In a Single Bound: Handwaved in the game by explaining that their ears act as sails. In Pikmin 3, Brittany says it's because they have less density than other Pikmin.
- No-Sell: To electricity as of Pikmin 2.
- Shock and Awe: In the third game. Although they've always been immune to electricity (if the Dummied Out coding from Pikmin 1 says anything), in Pikmin 3, they can be used to redirect electrical currents. It doesn't harm them in the process, either, instead flowering them if they aren't already. They still can't actually use electricity for attacking means, though (except in Super Smash Bros.).
- Stuff Blowing Up: In Pikmin 1, they could carry and use Bomb Rocks. This was removed in Pikmin 2, where Bomb Rocks are now large environmental hazards rather than tools, until it returned in Pikmin 3 (where all Pikmin can use them).
- Took a Level in Badass: Besides getting the most additional abilities out of the main three Pikmin in 3, while you only find four Reds at the start of the game and Blue Pikmin had seemingly gone extinct again, you find a colony of thirty of these guys at the start of the game, implying that out of the primary three, they're the ones who adapted most to surviving without a leader.
Blue Pikmin are, unsurprisingly, blue in color. They also have gills which resemble a mouth. While they can't be thrown as far or attack as much as their yellow and red cousins, Blue Pikmin are useful underwater, where other Pikmin will drown.
- Butt-Monkey: The game's coding makes them slightly more likely to get eaten than other types of Pikmin, which means that even when they're not being treated as expendable by the player, they still suffer more casualtiesnote . And in 3, while the other primary Pikmin (a whole army of Yellow Pikmin are doing fine, and the first three Reds are at least trying to save their onion) are doing decent at worst, the Blue Pikmin's Onion is deactivated in the ground, implying the species went extinct again.
- Super Not-Drowning Skills: They're the only species of Pikmin that can survive underwater.
- Stop Drowning and Stand Up: They act as lifeguards to any drowning Pikmin.
- This Looks Like a Job for Aquaman: The Blue Pikmin have no powers on land, unlike all other colors of Pikmin (except their lifeguarding, which is near water anyway), and aside from not drowning, don't have any special ability in the water either. However, water is by far the most abundant hazard, and unlike the others, cannot be destroyed (usually), creating large "Blue Pikmin only" areas (and even one cavern can only be entered with an army of Blue Pikmin). This means as a result that most players tend to treat them as expendable in a bad situation or in any situation where casualties are likely high (such as fighting an unknown enemy), saving the high-damage Red Pikmin and useful Yellow Pikmin.
These burly Pikmin are a special breed that are only found when you throw Pikmin into a violet candypop bud. Compared to other Pikmin, they are massive. They weigh as much as ten normal Pikmin and are ten times as strong. The only problem with them is that they are slow as molasses. But their strength more than makes up for this drawback. In Pikmin 2, they will probably replace the Red Pikmin as your main muscle.
- Acrofatic: They're the fattest of the Pikmin 2 types (3's Rock Pikmin are equally wide, but appearance-wise they look less fat and more like blocky rocks), but also the strongest of all Pikmin and very effective in combat. On the other hand, they're still ridiculously slow.
- Chuck Cunningham Syndrome: They're the only Pikmin that don't appear in Nintendo Land.
- Demoted to Extra: Only useable in the Mission Modes and 2-player in Pikmin 3. And out of the Mission Modes, they only appear in the Treasure Collecting group.note
- Grievous Harm with a Body: One of the few Pikmin to do damage on impact with an enemy.
- Mighty Glacier: The slowest but most deadly of the Pikmin.
- Nerf: Their combat strength was toned down in 3's Mission Mode, and their main purpose instead is their ability to carry ten times more than the other colors.
- No-Sell: They won't be blown away by the Blowhogs' wind attacks; however, the Withering Blowhog's attacks will still reduce their flowers to leaves.
- Stout Strength: They're the largest species of non-hostile Pikmin so far (with rock Pikmin coming in very close second), and the strongest.
- Super Strength: They can carry more weight than regular Pikmin can.
- The Strength of Ten Men: Literally ten Pikmin. Purple Pikmin are treated as exactly 10 Pikmin when it comes to carrying objects. Sadly, they are not as fast at carrying as 10 Pikmin, meaning that heavy treasuresnote will take forever to bring back.
White Pikmin with keen red eyes. These Pikmin are only found when your other Pikmin are thrown into a Ivory Candypop bud. They are smaller than other Pikmin, but they are resistant to toxins, move very quickly, and are useful in detecting buried treasure.
- Acid Attack: In the animated shorts, they are shown to be able to spit small jets of acid capable of swiftly dissolving metal.
- Acquired Poison Immunity: Any Pikmin being thrown into an Ivory Candypop Bud could be considered this.
- Demoted to Extra: Like Purples, they're only useable in the Mission Modes and 2-player for Pikmin 3, and their Mission Mode appearances are also limited to Collect Treasure.
- Hollywood Acid: The purple acid they spit in the shorts is potent enough to liquify metal almost instantly.
- Metal Detector Puzzle: Their other ability is detecting and digging up buried treasure, which would otherwise be inaccessible without them.
- The Napoleon: In the shorts, whites show themselves to be pretty short-tempered and aggressive to go with their relatively diminutive stature.
- Red Eyes, Take Warning: It may look cute and edible, but eat too many and a Bulborb's bound to faint.
- Poisonous Person:
- If an enemy eats them, they'll be harmed or even killed by the poison.note
- As the Pikmin short films have shown, they are also able to spit a corrosive, acid-like substance.
A species of Pikmin that are new to Pikmin 3. They are the third Pikmin type discovered in Pikmin 3 (after Yellow and Red Pikmin), and true to their name they look like Pikmin encased in rocks, unless they look like rocks that became Pikmin. They don't cling to enemies when thrown, but the impact still causes damage and they can smash crystalline objects with ease.
- Anti-Armor: Of the Armor Cracker variety. One of their most important roles in battle is breaking down other enemies' crystalline armor, which other Pikmin simply bounce off of harmlessly, in order to make it possible to actually harm them.
- Battering Ram: An odd living example. They break down most barriers by ramming into them.
- Color-Coded for Your Convenience: Shiny or metallic gray.
- Grievous Harm with a Body: Although Purple Pikmin can also deal damage when landing on an enemy, this is the only way the Rock Pikmin can attack, as opposed to grabbing on and doing constant damage like other Pikmin.
- No-Sell: If they're hit by an attack that would crush Pikmin, they are merely reburied temporarily. They're also immune to attacks that skewer Pikmin.
- Rock Monster: Their appearance gives off this impression, blurring the line between very tough regular creatures than happen to look like rocks and animated pebbles with limbs and eyes. Regardless, they very much have this trope's affinity for toughness, being capable of easily shattering armor and objects regular Pikmin can't touch.
- Stout Strength: Mind you, they hit hard when tossed, but they're super slow when trying to bum rush enemies on their own.
Another new species of Pikmin in Pikmin 3. These pink Pikmin are very fly-like in appearance, sporting small wings and blue compound eyes. Though they don't have any known immunities, their constant flight allows them to fly over water and deal with airborne and high up enemies much easier than other Pikmin, and can airlift objects back to the base out of range of most enemies and hazards, making them ideal harvesters. However, they deal less damage than other Pikmin.
- Airborne Mook: A rare player-controlled example. The only time they are ever grounded is when they're knocked down by an enemy or when digging up fruits.
- Beat Them at Their Own Game: Reds are normally more powerful than Winged Pikmin in a fight, but Winged Pikmin are absolutely vicious when used against an airborne enemy, proving to be even more deadly than reds.
- Color-Coded for Your Convenience: Pink. This also applies for objects in-game: most of what can be pulled by them has pink on it somewhere.
- Death from Above: When fighting ground-based enemies.
- Flight: They can fly over all hazards except for spider-webs, which are their only weakness.
- No-Sell: Zig-zagged. They can fly over water, but if they get knocked down into it, they'll drown just like any other Pikmin. They're much easier to save from water, though, as one whistle will cause them to jump from it and go back to hovering. They can also fly out of the way of crushing attacks, but if they're on the ground, they'll also still be crushed like other Pikmin.
- Ridiculously Cute Critter: Even in comparison to the other Pikmin seen in the past.◊
- Sequence Breaking: Due to their ability to fly, the Winged Pikmin are really good at this. Besides being able to take paths that other Pikmin can't, they can completely bypass a lot of the puzzles in game. A notable example is the second part to the scale area in the Garden of Hope. If you have Winged Pikmin with you, you won't even have to touch it to get the fruit at the end.
A rather unusual Pikmin type, these Pikmin are the only hostile Pikmin in the series so far (not counting Adult Bulbmin) and willingly attack Olimar and any other Pikmin types if they get too close. They are only encountered if normal Pikmin get caught up in a Puffstool's spore cloud, and are a sharp shade of purple and lack pupils. Unlike other Pikmin who have a leaf, bud, or flower on top of their heads, these guys sport brown mushrooms. They can also occasionally keep the immunities their previous form had before being transformed, and if left alone, will dance around the Puffstool.
- Ax-Crazy: They will follow you until they are out of range, and can sometimes cause you to faint from relentless headbutts.
- Beat the Curse Out of Him: When a normal Pikmin attacks them, there's a chance they'll change back to normal. This runs the risk of actually killing them, though.
- The Blank: The Pikmin lose all their physical characteristics, besides the eyes.
- Brainwashed and Crazy: As a result of the Puffstool's spores. They can be returned back to normal if Olimar shakes them off while they're attacking him or if a normal Pikmin smacks them hard enough, but the latter has a chance of killing them. Of course, they can also be turned back if the Puffstool that spored them is killed.
- Chuck Cunningham Syndrome: So far, like the Puffstool, these guys have only been seen in the first game.
- Evil Costume Switch: They turn purple, get white eyes, and gain a mushroom.
- Giggling Villain: When dancing around the Puffstool, they make a sound that sounds like they're giggling. Also, noteably, when they're attacking Olimar they sound almost gleeful to be doing so.
- Monochromatic Eyes: Their eyes are a blank, solid white, lacking Pikmin's normal pupils.
- Mushroom Man: Little purple humanoids with a mushroom sporting from their heads, they're technically Plant Persons who were overtaken by a fungal parasite.
Young BulbminOnly acquired in dungeons, this special type of "Pikmin" — in truth parasitic Pikmin infesting and controlling Dwarf Bulborbs — is immune to fire, electricity, water, and poison, which makes them especially effective on many different hazards. Unfortunately, they cannot be taken out of the caves where they are found, so they are also good candidates for conversion into Purple and White Pikmin. Or throwing them into Queen Candypop buds.
(For biological data on the Bulbmin, see the section on the Bulbmin enemies.)
- Color-Coded for Your Convenience: While the other 7 are fairly obvious, these ones get represented with orange/green (depending on how you look at them) for the sake of simplicity.
- Carnivore Confusion: They're Bulborbs that side with their prey.
- Chuck Cunningham Syndrome: Is the only (useable) Pikmin type completely absent from Pikmin 3.
- Guest-Star Party Member: They'll join you if you find them in certain caverns, but they won't return to the surface with you. However, you can use Candypop Buds to transform them into permanent members of your army, becoming ordinary Pikmin of whatever color you choose.
- Jack-of-All-Stats: Kinda. While they possess the immunities of Red, Yellow, Blue, and White Pikmin, they lack the secondary abilities such as Red's increased attacking power, Yellow's high throws, Blue's lifeguarding, and White's agility and digging.
- The Last of These Is Not Like the Others: Unlike the other species of Pikmin, they can't be taken to the surface, don't have looks akin to those of a common Pikmin, and don't have the same voice.
- No-Sell: To all four elemental hazards.
In the best ending of the first game, several Onions of multiple colors are shown flying up towards space. These seem to corrspond to new types of Pikmin, but they have yet to be introduced and this hasn't been brought up in either of the sequels. There is one green, one orange, one blue-purple, one brown, two shades of cyan, three shades of black, and five shades ranging from purple to pink.
- Dark Is Not Evil: The three black types seem to be just as friendly/interested in Olimar as the others.
- Last Episode, New Character: They, or at least their Onions, only appear at the ending of the first game.
- Sequel Hook: In short, this scene tells you that there are more than the red, yellow, and blue types you find in the game.
- Walking Spoiler: Gives away a mild twist at the end of the first game.
- What Happened to the Mouse?: This has yet to be brought up again, especially as the two new types introduced in the second game lack Onions. Gets even more complicated since the third game redesigned Onions entirely.
The enemies and bosses (and plant life) encountered on PNF-404.
Some of the most iconic enemies in the games, you will encounter these creatures in almost every area and sublevel you will visit. They are technically divided into two separate families: the big, dangerous bulborbs are part of the grub-dog family, while the dwarf bulborbs that hang around them are technically breadbugs that have adapted to mimic the bigger predators, and stick near them for protection.
- Armless Biped: The only exceptions so far are the Water Dumples (which don't appear to have any legs) and the Empress Bulblax (if you count the limbs as arms). All other Bulborbs, Bulborb relatives and Bulborb mimics have no other limbs besides their two walking legs.
- Attack Its Weak Point: In Pikmin 3, they can be dealt extra damage by targeting their eyes.
- Bee People: In Pikmin 2, Olimar assumes that the bulborbs follow a eusocial lifestyle after the discovery of the Empress Bulblax and the hordes of Bulborb Larvae it spawns.
- Big Eater: While several of the other enemies, especially in the third game, attack by eating, this family seems to be full of them. Grub-dogs and their mimics will swallow Pikmin after Pikmin as their only means of attack.
- Go for the Eye: In Pikmin 3, they gain a new weak spot — their stalked, exposed eyeballs. Having Pikmin swarm and viciously attack their unprotected eyes is a very good tactic for taking them down.
- Underground Monkey: They come in a great variety of subspecies and variants on the basic Bulborb theme — Hairy Bulborbs in cold areas, tougher Orange Bulborbs, Whiptongue Bulborbs with a larger attack range, Bulbears that are active during the day, Fiery Bulblaxes that deal fire damage in contact...
- Waddling Head: With their large heads and prominent snouts and stubby, relatively underdeveloped hind bodies, the bulborbs, their mimics and their relatives usually end up looking like autonomous heads mounted on a pair of stick-thin legs.
The most well-known and iconic enemy in the game, the Bulborb is the most typical member of the grub-dog family. It is basically a large head and mouth attached to a red with white-spotted abdomen all supported on two chicken legs. Apparently this form has made them quite successful, but has it met its match against the Pikmin guided by Olimar?
- The Cameo: They make a few cameos in the Super Smash Bros series: they appear to attack players when Olimar uses his Final Smash, End of Day, and another Red Bulborb appears in the background of the Garden of Hope stage in Super Smash Bros 4.
- Mama Bear: In Pikmin 1, a Dwarf Red Bulborb may squeal when threatened, waking up nearby adults to come to their aid.
- Mascot Mook: The Red Bulborb is probably just as used in promotional material as the Pikmin themselves.
- Meaningful Rename: In Pikmin 1, they were simply Spotty Bulborbs. With the addition of several Palette Swap enemies, they were renamed to Red Bulborb. This rename is pointed out in-game, with Olimar stating that researchers are divided over this issue into two separate camps.
- Your Size May Vary: A Red Bulborb appears as a stage hazard in the Distant Planet stage in Brawl, where it is much closer in size to the Emperor Bulblax than to the Red Bulborbs in the main Pikmin games.
Hairy BulborbOculus kageyamii folliculus
The Hairy Bulborb is a bulborb that has adapted to colder climates by growing hair on its abdomen. Their behavior is similar to that of the Red Bulborb, in that it is usually sleeping until it is attacked. When attacked enough, its fur coat sheds, revealing a white hide with blue spots.
- Glass Cannon: A minor example. They are slightly more aggressive than Red Bulborbs, but also have slightly less health.
- Palette Swap: A bit of an odd example. As a default, they are not this, insomuch as their hairy coats set their character model apart from the regular Red Bulborbs. However, they become full palette swaps once they're attacked and their hair falls out. Without their coats, they're white Red Bulborbs with blue spots and brown snouts and legs.
- Underground Monkey: More literally than the other Grub-dog variants — they only appear underground, in the cave sublevels. Besides that, they're basically ice-themed Red Bulborbs.
The Orange Bulborb is much like the other members of the grub-dog family, but it seems to be a light sleeper. If it senses intruders, it will awaken quickly for a counter-attack. Thorough planning is needed when dealing with this particular species.
- Elite Mook: They're much tougher than the standard Red Bulborb. They have more health and move and attack much faster, and while other Bulborbs sleep until touched, the Orange Bulborb is more high-strung, and will wake up when you enter close proximity to it, regardless of whether you touch it or not.
- Palette Swap: Appearance-wise, they use the exact same model as Red Bulborbs, recolored to have dark brown snouts and legs, orange bodies, black spots and scleras, bright orange irises and vertically slit rather than round pupils.
A new member to the Bulborb extended family, this anteater-based Bulborb uses its tongue to snare Pikmin and eat them.
- Overly Long Tongue: Its tongue is long enough to even reach Pikmin that aren't ordered to attack it. Fully extended, it's more than twice as long as its body.
- Whip It Good: It uses its tongue this way, whipping it through your squad to grab Pikmin to eat.
As a Whole
- Mini Mook: To their regular Bulborb counterparts, being physically identical to them in everything except their size (and in the Snow Bulborb's case, lack of hair). They're just as aggressive as full-sized bulborbs, but also a lot weaker and easier to take down.
- Non-Indicative Name: They're not actually larval Bulborbs, they're species of Breadbug that are natural mimics. Despite this, in Pikmin 1, Dwarf Red Bulborbs can squeal to wake up larger nearby Red Bulborbs.
- One-Hit Kill: All Dwarf Bulborbs can be killed in one hit by a direct impact from above. Doubles as a Goomba Stomp.
- Palette Swap: Played straighter than with the full-sized Bulborbs. All three variants are simply recolors of the same model.
Dwarf Red Bulborb
While this creature greatly resembles a miniature Red Bulborb, it isn't one. In fact, it isn't really a grub-dog at all. It is actually a Breadbug. It merely looks like a Bulborb to avoid predation. These guys are extremely easy to dispatch.
- The Goomba: The most basic and recognizable of the small enemies. Also the first enemy encountered in the first two games.
- Ridiculously Cute Critter: Something about the large eyes and general size of the creature makes it kinda cute... until it starts chowing away at your Pikmin.
Snow BulborbPansarus pseudooculii frosticus
Just like the Red Bulborb has a Breadbug mimic, the Hairy Bulborb has its own. It looks a lot like one minus the hair and size. They are handled the exact same way as well.
- Odd Name Out: The other two dwarf Bulborbs' regular and scientific names are directly derived from their larger counterparts': their common names are simply the Red and Orange Bulborbs' with "Dwarf" tacked on, while the subspecies section of their scientific names — russus and orangium — are the same as their counterparts' species names. The Snow Bulborbs break this streak for unclear reasons — their names make sense, but they have nothing to do with the Hairy Bulborbs' common or scientific names.
- Underground Monkey: They are identical to the Dwarf Red Bulborb except for being colored like a hairless Hairy Bulborb, only appearing underground, and being slightly weaker but more aggressive.
Dwarf Orange Bulborb
Yet another Breadbug mimic, this time of the Orange Bulborb. They may be tougher than the Dwarf Red Bulborb, but that isn't really saying much...
- Elite Mook: Tougher than your average Dwarf Red, and since they tend to congregate around the Orange Bulborbs, which are also tougher than regular Red Bulborbs...
- Suspiciously Similar Substitute: They fill the same niche that Dwarf Bulbears filled in the first game. They are not as tough as they were, though Dwarf Bulbears got more difficult anyway.
Oculus terriblis dotticum
You know how Bears Are Bad News, right? The same applies for this creature. It differs from the Red Bulborb by having a black abdomen with red spots and a differently shaped mouth. This particular grub-dog is far more active and patrols its territory for intruders and food. The worst thing about it is that, much like Wolverine, it can regenerate its health after it's been defeated, so do your best and get rid of the body as quickly as you can (bitter sprays work best, though.)
- Artificial Stupidity: Thanks to their hyperaggressive AI making them beeline toward Pikmin on sight, it's easy to trick them into marching off ledges into bottomless pits on stages that feature them.
- Children in Tow: Unlike most examples, this is not an endearing trait at all. Dwarf Bulbears will follow any actively patrolling Bulbear that comes by.
- Boss in Mook's Clothing: Bad enough in the first game, where they were just tougher versions of Red Bulborbs that were nearly impossible to kill without casualties. In Pikmin 2, they are the most dangerous enemy in the game. Unlike other Bulborbs, they patrol actively, meaning it is impossible to get the jump on them (and sneaking up isn't an option, since they can sense you from behind). They are also faster, more durable, and more vicious than the other Bulborbs. Their constant patrol also means that nowhere on the map is safe, since unlike almost every other enemy in the game, they have no set radius to stay in, and can easily wander over to any idle Pikmin or your group. They are almost always flanked by their children, and finally, death isn't certain for them, as elaborated below. It's even more obvious in 3, where like the minibosses of Pikmin 1, there's only one in the entire game, and it's encountered in an out of the way area and gains a high resistance to bomb rocks.
- Healing Factor: In Pikmin 1, it recovers damage if not killed quickly enough (all enemies technically do this given enough time, but Bulbears begin regenerating almost immediately and regenerate fast). Once it's dead, it stays dead, if that is any saving grace.
- Reviving Enemy: When "killed" in Pikmin 2, they will begin to slowly heal. If their health bar fills back up all the way, they will stand right back up and resume devouring, even if they were being carried by Pikmin. The only way to ensure the destruction of a Bulbear is to return it to the onions or ship pod before it can revive itself, trick it into falling into a pit, or destroy it while it is paralyzed, shattering its corpse. Thankfully, this feature was removed in Pikmin 3.
- Roaming Enemy: In Pikmin 2, they're active wanderers able to access almost any part of the areas they are in. This was one of the reasons theyre so dangerous — a big part of gameplay consists of clearing areas to ensure a safe path back to the Onion for Pikmin carrying treasure and resources to follow safely without supervision, as well as knowing that enemies will turn up in the same spots and building strategies around that. Bulbears are able to turn up anywhere, however, including while you're fighting another enemy or in the path of a group of Pikmin carrying your finds back to camp. Luckily, this was removed in Pikmin 3 — the game's single Bulbear stays put in its spawning area.
- Super-Persistent Predator: Once they find you, they won't stop chasing you unless killed. This was removed in Pikmin 3: if you go somewhere where the Bulbear can't get to you, it will try to follow you for while, but it will eventually stomp its foot in frustration, de-aggro, and wander off.
The Dwarf Bulbear is different from the other "Dwarf Bulborbs" by actually being a juvenile Bulbear. When an adult comes into its area, it will then actively follow them in hopes of a Pikmin meal.
- Elite Mook: The toughest of the Dwarf Bulborbs. Much like their parents, they also have no set radius they will adhere to, though unlike their parents, they will not actively wander.
- The Last of These Is Not Like the Others: Unlike the other Dwarf Bulborbs, which are all actually Breadbug mimics, these are genuine juvenile Bulbears.
- Mini Mook: To Spotty Bulbears, their adult counterparts, which they usually follow around. Following the pattern set by the Breadbug mimics, they're just as aggressive as their big versions, but a lot weaker.
Fiery BulblaxOculus volcanus
The Fiery Bulblax is an unusual species in that it secretes a flammable wax. It seems content with sleeping while it is on fire, but using Pikmin other than red ones is suicidal... unless you can lure it into water.
- Body Horror: Its flames have heavily disfigured it. One of its eyes is noticeably larger than the other, and the whole creature looks like it's melting.
- Elite Mook: Of the adult Bulborbs, as it has healing abilities and is shrouded in fire, burning any non-Red Pikmin that attack it.
- Healing Factor: If not killed, it will eventually recover its lost health; killing it reasonably quickly is advised if you want one gone.
- Logical Weakness: If you can get it to go into the water, its flames will go out. This will allow non-Red Pikmin to attack it without burning to death, removing its main line of defense.
- Playing with Fire: As amusing as it might be to find a sleeping Bulborb that happens to be on fire, it is generating those flames on its own, and it is (mostly) fireproof.
- Wreathed in Flames: It is constantly secreting burning wax, which leaves it shrouded in fire at all times. As such, only the fireproof Red Pikmin can harm this beast under normal circumstances.
Empress BulblaxOculus matriarcha
A massive variety of grub-dog. In response to environmental changes, the abdomen of the largest female swells to enormous proportions and it may produce a seemingly unlimited number of young. It abandons the voracious appetite that is typical of grub-dogs but it is far from defenseless. When attacked, it will shake off and roll in its chamber, crushing anything that happens to be in its way. The first one is a cakewalk, but later ones can give you a bit of trouble because the larvae are dangerous.
- Insect Queen: The queen of a colony of Bulborbs, apparently. She is a large, bloated Bulborb that attacks by rolling about and releasing Bulborb Larvae to devour your Pikmin. She's based on queen termites.
- Mook Maker: Except for the first one.
- Recurring Boss: While almost all the bosses are refought as minibosses in the Hole of Heroes, the Empress Bulblax is the only one to be the main boss of its own second cavern. It's also tougher on the rematch.
- Villain Protagonist: In one microgame in WarioWare: Smooth Moves, you take control of an Empress Bulblax and must steamroll the Pikmin attacking you.
- Warm-Up Boss: The first Empress Bulblax you fight is not birthing, and as such is much easier than the ones faced later.
Emperor BulblaxOculus supremus
The largest species of grub-dog. The Emperor Bulblax hides in the ground, waiting for hapless critters to blunder into its territory. Unlike other grub-dogs, its massive stony hump is invulnerable to Pikmin attacks, so its face must be attacked to damage it. Unfortunately, it also has a huge purple tongue, which can slurp an army of Pikmin in a flash. It is the Final Boss of the first game, but you encounter several immature specimens in the second game.
- Degraded Boss: The first one found in the second game is about the same size as the Final Boss from the first game, but goes down much more quickly. Later, you encounter them in groups of up to three, and they're not much bigger than a normal Bulborb.
- Feed It a Bomb: If it is in an area with bomb-rocks in it, then defeating it is even easier since it will slurp them up as well. You practically need to do this to the one in the first game in order to kill it.
- Final Boss: Of the first game. It holds the very last ship part needed to complete it.
- Final-Exam Boss: The only final boss of a Pikmin game where the fight itself averts this. While it's recommended to use Yellow Pikmin to Feed It a Bomb and stun it and Reds for the attack power, Blues don't really come into play unless you're low on the other colors.
- King Mook: To the Bulborb enemies in general. It's a titanic and far stronger version of them, and is named "emperor" to boot.
- Ominous Pipe Organ: Its Leitmotif in the first game.
- Overly Long Tongue: It's long and wide. Luckily, this also means it can accidentally slurp up a bomb.
- Red Eyes, Take Warning: Final boss of the first game and bears a rather appropriate eye color for that title. In Pikmin 2, their red eyes can be seen glowing from afar when encountered underground.
- True Final Boss: It is entirely possible to clear Pikmin 1 without ever encountering the Emperor Bulblax, thanks to some ship parts being optional. However, you'll need to face it to see the game's true ending.
This creature appears to be a Bulborb, but with a leaf growing from its back. It is in fact a parasitic Pikmin known as a Bulbmin. This particular kind of Pikmin has sprouted in the back of a young Bulborb and has mostly taken over its nervous system. They are often followed by young Bulbmin, which you can claim as your own if you defeat the savage parent.
(For data on the Bulbmin that can be used as Pikmin, see the section on the Young Bulbmin under the Pikmin folder.)
- Canis Latinicus: Their scientific name is literally just "parasite Pikmin" with an "-icus" suffix at the end of each word.
- Children in Tow: If you encounter one with less than 100 Pikmin with you, it might have some young Bulbmin, which you can use when you've defeated it.
- I'm a Humanitarian: They are Pikmin puppeteering Bulborbs. However, they cannot repress the hunger, and will eat other Pikmin.
- Puppeteer Parasite: The embedded Pikmin controls the Bulborbs, but it can't control the appetite of its host.
Bulborb LarvaOculus bambinii
The true juvenile Bulborbs. These newborn grub-dogs are seen being birthed out of a Empress Bulblax, but these babies are far from defenseless. They can very easily decimate an army of Pikmin. Your best bet of dispatching them is to use your captains (though be careful, as their bite can be surprisingly damaging even to them). They don't leave a corpse behind, but sometimes they leave a puddle of nectar.
- Artistic License Biology: Olimar classifies them as their own species, Oculus bambinii. However, this goes against their being the larval stage of the other Bulborbs: if they are indeed Bulborb larvae, they logically belong to the same species as their parents. It makes no sense to classify an organism into one species as a juvenile and then into another species once it grows up.
- Enfante Terrible: Don't let their stature fool you, these babies eat and crunch your Pikmin in a millisecond.
- Glass Cannon: One captain punch will destroy one of these, Rocket Fist or not. However, any Pikmin that is snagged by a Bulborb Larva will die instantly, with no "grace period" where you can kill the enemy to save the Pikmin.
- No Body Left Behind: Unlike most enemies in the game, they don't leave a corpse to harvest, instead just melting away. Which is just as well, considering the sheer number of them that the Empress Bulblax produces...
- Zerg Rush: The Empress Bulblax will keep popping them out as long as she lives. They are quite deadly in large numbers.
These strange fish-like things are relatives of the Bulborb that took up an aquatic lifestyle. They can be a great annoyance, and will eat Pikmin that aren't accounted for. Nobody likes the Dumple.
- Aquatic Mook: These distant relatives of Bulborbs live in water, but can also move onto land.
- Big Eater: They still have the Bulborb appetite.
- Eyeless Face: Their faces are completely eyeless, consisting of a bare, smooth dome sloping down to the mouth.
Long Water Dumple
A large, eel-like version of the Water Dumple. It is the boss of the Verdant Waterfront region in Hey! Pikmin, and is fought underwater.
- Dishing Out Dirt: It attacks by spitting rocks at Olimar and the Pikmin.
- Glowing Eyes: The two glowing orbs at the end of its front feelers are actually its eyes.
- Shout-Out: Shares quite a few moves with Acro the Whale.
- Underwater Boss Battle: The Long Water Dumple is fought entirely underwater, therefore only blue Pikmin are used to fight it.
- Belly Flop Crushing: They attack by launching themselves high in the air and landing on the much smaller Pikmin, instantly crushing them to death.
- Invisible Anatomy: Their mouths are completely invisible, and there's nothing in the behavior or animation to give away where they are.
- Scunthorpe Problem: Called "Wollyhops" in European and Australian versions of the game due to "wog" being a racial slur in those regions.
- Set a Mook to Kill a Mook: It's possible to goad them into jumping on you while you're standing next to another enemy. If dodge in time, the Wollywog will land on the other enemy and crush them instead of you.
The closest thing to frogs present on PNF-404, these enemies hop up above your armies and try to squash them. The yellow ones have tall bodies and live mostly above ground, though you can find them elsewhere too.
A nasty relative of the Yellow Wollywog, these live exclusively underground. They're faster and more aggressive than their yellow counterparts, and have a flatter body.
- Evil Albino: While not necessarily "evil", they are dangerous creatures who will attack your Pikmin unprovoked, and have developed a pale coloration and red eyes from living in dark underground areas.
- Red Eyes, Take Warning: Often, all you can see of in the dark is the red of their eyes, and if you hear them jump, you only have seconds to recall your Pikmin before they get squished.
- Palette Swap: Played with. They have a different body structure from to the Yellow Wollywogs — mostly, they are much shorter and with rounder bodies. However, aside from the changes this makes in hit detection and the underground wollywogs being tougher than the yellow kind, the two enemies act very much the same — the change is still chiefly aesthetic.
- Underground Monkey: Literally, in regard to the underground part. In the games that feature them, they only appear underground, unlike the more vibrant Yellow Wollywog encountered on the surface.
The tadpoles to the Wollywog's frog, these little ones won't hurt your Pikmin. They'll only run away. You can attack and kill them for more Pikmin or money, though they're pretty agile in water and will try their best to evade you. Ones stranded on land will hop around ineffectively.
- Cowardly Mooks: Unable to harm you in any way, they will flee as fast as they can when you or your Pikmin actually harm them.
- Harmless Enemy: Unlike their elders, these guys are completely harmless, and have no way to directly harm your Pikmin.
- It's Raining Men: In a number of underground stages in 2, groups of wogpoles will drop from the ceiling when you pass underneath them.
- Mini Mook: They're tadpole versions of Wollywogs. They can't attack, only swim away in a panic or flop uselessly on land.
- Scunthorpe Problem: Just like their adult forms, due to "wog" being a racial slur in Europe and Australia, they are called "Wolpoles" in those regions.
A strange creature that resembles a tiny white pig and a red snout. This creature uses a special fuel that ignites on contact with air to literally breathe fire. It is best handled with Red Pikmin, but others will work in a pinch.
- Playing with Fire: Their main attack consists of spraying a jet of highly flammable liquids out of their trunks like living flamethrowers.
- Vacuum Mouth: In Hey! Pikmin, it attempts to suck the Pikmin with its long snout. Luckily, there are bomb rocks nearby...
Watery BlowhogSus loogiens
A relatively new species, the Watery Blowhog is much like its fiery cousin except that it sprays "water" (actually unignited fluids) as a defense. It is handled in the exact same way as well.
- Canis Latinicus: Their species name is fairly transparently the word "loogie" with a pseudo-Latin ending.
- Making a Splash: Interestingly, it is not actual water being spewed, but instead unignited "lighter fluids" due to them lacking a dominant gene in the Fiery Blowhog that makes the end of the snout ignite the fluid. It is still treated as water in regard to Pikmin weaknesses and immunities.
- Palette Swap: They're identical to the fiery variant in every way except that the nostril tip is blue instead of red, and their use of water instead of fire.
This creature may be a relative of the Fiery and Watery Blowhogs; however, it uses hydrogen to float in the air. It uses wind to blow leaves away to reveal bugs. It can be a nuisance to your Pikmin and blow them into danger, but it's harmless by itself.
- Airborne Mook: They spend most of their time up in the air, and need to be brought down with Yellow or Flying Pikmin to be properly fought.
- Amazing Technicolor Wildlife: Its bright blue and violet vertical stripes, magenta underbelly and orange eyelids make it stand out among the fauna of PNF-404, which have otherwise fairly subdued and natural colorations.
- Blow You Away: Literally. All it can do is blow your Pikmin away with gusts of air. It can't even directly kill them, but more often than not, they'll be placed in areas where they can blow them right into hazards or other enemies.
- Giant Flyer: They are bar none the largest non-boss enemy in the game. Their size is intimidating, but again, they're more of an annoyance than a threat.
- Living Gasbag: They resemble a cross between a pig- or elephant-like creature and a party balloon; they float around thanks to their lightweight, inflated bodies, can blow air out of themselves as an attack, and deflate to a fraction of their former size when they die.
- No Body Left Behind: It quickly expels all the air out of its body upon dying. In the first two games, this causes them to deflate rapidly and shrink until they fly away or shrink into nothing, though they do occasionally drop a few spoils. In the third game, however, they do leave behind a much smaller, deflated corpse to harvest.
Withering BlowhogSus decrepitia
This Blowhog doesn't seem very threatening, but the air it blows is laced with a chemical that de-flowers flowered Pikmin, making them slower, which can be dangerous when it is in a room with other enemies. Get rid of these guys as soon as possible.
- Airborne Mook: Like Puffy Blowhogs, they spend most of their time floating around, and you'll need to knock them down to ground level before you can get rid of them.
- Amazing Technicolor Wildlife: A bright red body with flashy yellow spots and a snout.
- Blow You Away: Their winds are much weaker than the above variant. It is too weak to scatter your Pikmin at all, even. However, the winds contain hormones that will cause Flower and Bulb Pikmin to revert to Leaf Pikmin, making them quite a danger if not dealt with.
- Living Gasbag: Like the Puffy Blowhogs, these floaters look as much like living party balloons as they do like regular animals.
- Troll: They giggle if they successfully knock your team down, which makes killing them very satisfying.
A family of small, grublike animals that appear as either low-level threats or minor annoyances.
- Fast Tunnelling: When you approach their hiding spot, they pop out of the ground like fish breaching out of water, and without leaving any hole or depression — or even disturbed grass — behind them.
- The Goomba: While some variants pose greater threats than others, they're all very weak, basic enemies largely incapable of doing significant harm to a large Pikmin squad or a captain, and easily dispatched by even a single well-aimed Pikmin.
- Kill It with Water: They will drown very quickly when in bodies of water.
These tiny grub-like things are part of a family of insects that have lost their wings and legs and reverted to a grub-like state. The females are pink, and while they emerge from the ground when Pikmin approach, they can't do anything to them. They've specialized in feeding on the fluids of expired Pikmin.
- Bizarre Sexual Dimorphism: Female sheargrubs have much smaller jaws than the males, are a uniform pale pink instead of the males' more vivid colors and have black eyes instead of green. They are also much weaker and more harmless, and much less aggressive.
- Harmless Enemy: They are incapable of killing your Pikmin. However, they might gnaw on wooden bridges you've built, which can be a minor inconvenience.
The males behave in much the same way as female Sheargrubs, but they are far more active with their feeding habits and go after your army with large jaws. Large groups can overwhelm the creatures, but caution is still needed.
- Bizarre Sexual Dimorphism: Male sheargrubs are visually distinguishable from the females by their much longer jaws, vivid purple and bronze coloration and green eyes, in contrast to the female's pale colors and short, weak mandibles. They re also much tougher and heavily armored, and much more aggressive.
- Pintsized Powerhouse: In the first game, there was a glitch that made them invincible when eating a Pikmin, thereby preventing you from saving the Pikmin if they were snagged. This was fixed in Pikmin 2, making them only a minor threat.
A relative of the Sheargrubs, Shearwigs are unique in that the males of this species retained their wings and are still able to fly for short distances. The females prefer to stay underground and are never really encountered. If it is hit with a well placed Pikmin, it will be killed instantly, especially if it's hit when it is flying.
- Airborne Mook: Unlike the other sheargrub variants, these can open their wings and take off when their health gets low.
- Bizarre Sexual Dimorphism: More so than regular sheargrubs, even. The males are aggressive predators, and can fly. The females are wingless, and spend their entire lives below ground.
- Elite Mook: It is the toughest kind of Sheargrub, with more health than other variants and the ability to fly.
- One-Hit Kill: If struck while flying. Averted in the third game; they just take damage and fall down stunned.
Greenish and similar in appearance to female Sheargrubs, the Swarming Sheargrub won't directly attack your Pikmin, but will pile onto pieces of fruit you're attempting to carry. They crawl away in terror when attacked.
- Bandit Mook: They will gobble up any nectar they find. If they see fruit, carcasses or pellets, they will also pile onto them and make them difficult to carry away.
- Cowardly Mooks: They come in groups, usually seven or so. If one member of the group is attacked or killed, the rest will run for their lives. This is actually the main way they can harm Pikmin — they cannot actually hurt them themselves, but Pikmin will chase them when they run and get themselves lost.
- Harmless Enemy: They ignore your Pikmin, and will run away if you attack them. All they can do is gobble up nectar before you can get to it, and cling onto fruits to make them heavier and require more Pikmin to take back.
- Make My Monster Grow: A downplayed case. If a Swarming Sheargrub ingests nectar, it will grow in size, though it will still be harmless.
- Palette Swap: For all intents and purposes, they're physically identical to female sheargrubs except for being light green instead of pink.
A bug that flies by using its antennas due to losing its original wings during its evolution. As the same suggests, it swoops down onto Pikmin groups and snatches two at a time. After a while, it gets bored with them and throws them to the ground, replanting them. This behavior is only mildly annoying, so you should repay it with swift death. In Pikmin 3, they gain the Bumbling Snitchbug's ability to capture captains.
- Airborne Mook: They fly around most of the time, only swooping to ground level to abduct Pikmin.
- Clasp Your Hands If You Deceive: They adopt the pose as part of their Idle Animation.
- Composite Character: In Pikmin 3, they have picked up their big brothers' habit of grabbing Captains as well as Pikmin.
- Sticky Fingers: Their tendency to steal and replant Pikmin currently baffles Olimar, who is tempted to simply chalk it up to kleptomania inherent in the species. They could also be trying to lethally slam the Pikmin on the ground in order to eat them, which may be an effective strategy on other, smaller bugs, but against the plantlike Pikmin, the result is an Epic Fail every single time.
Bumbling SnitchbugScarpanica doofenia
The bigger brother of the Swooping Snitchbug. Instead of Pikmin, it prefers to go after leaders. You need to just wiggle the control stick to get out of its grip or you'll be damaged, but only a bumbling idiot would get caught in the first place, right?
- Airborne Mook: Like Swooping Snitchbugs, they're airborne more often than not, unless they're strafing your group to make off with your captain.
- Canis Latinicus: Their species name is a pseudo-latinization of "doofus", referencing how only a bumbling fool would get caught by one of them.
- Clasp Your Hands If You Deceive: Just like their brethren, this is their idle animation.
- Hypocritical Humor: Olimar's notes will talk about only idiots being caught by it, even if you let Olimar himself be caught hundreds of times.
- Not the Fall That Kills You: If they manage to throw a captain to the ground, it is going to hurt. He'll be fine if he breaks free himself or is released due to the Snitchbug getting its ass kicked by his buddy's Pikmin, though.
- Sticky Fingers: Unlike the Swooping Snitchbug, these scarpanids will steal captains. It is named as such because only a bumbling idiot of a captain would allow himself to be so easily pilfered.
Iridescent Flint Beetle
This beetle has a dark green shell which has a nice sheen to it. Apparently Pikmin are drawn to it and try to attack it, but the only way to get anything from it is to throw them onto its back. If you're lucky, it might cough up some nectar, pellets, or other things that it was saving to eat. Sometimes you may get some Ultra-Spicy Spray out of the deal too.
- Four-Legged Insect: In Pikmin 1 and 2, it had just four legs despite being a fairly typical insect otherwise. Averted in Pikmin 3, where its upgraded design includes six jointed legs.
- Helpful Mook: Of the "Genuinely Gentle" variety. They have no way to harm you, but drop all sorts of rewards if toss Pikmin on them.
- Invincible Minor Minion: One of the very few enemies in the series that you can't kill. It instead burrows away in the ground after being hit enough times.
- Metal Slime: It cannot hurt you, it drops nice rewards if you defeat it, and it tends to disappear if you take too long.
- You Don't Look Like You: The third game makes a bit of a change to its appearance. In the first two games, it's a blocky, vaguely rectangular striped green beetle with small white eyestalks, yellow eyes and four red, splayed legs. In 3, it becomes round, with a body that's thickened in the middle and flattened at the edges, six blue legs held folded underneath its body, blue eyestalks and purple eyes. It also gains a more complex coloration of blue spots on a bright green shell, as well as a pair of long, whisker-like antennae.
- Your Size May Vary: It's slightly smaller in the second game.
Iridescent Glint BeetlePilli auricus
The Flint Beetle's gold-plated cousin. These guys run around in the same manner once they are disturbed, but they generally have better rewards, such as treasure, nectar blobs, or Ultra-Spicy Sprays.
- Four-Legged Insect: They have just four legs, held splayed and sticking away from their bodies.
- Gold Makes Everything Shiny: Of the various minerals the Glint Beetle consumes, gold is excreted around its chitin to form a sparkling gold coating. This signifies that it drops better and more desirable rewards than the Flint Beetle does.
- Helpful Mook: Like Flint Beetles, they exist for no other purpose than to dispense you with things like nectar and Sprays — in some ways, they work more like vending machine than an actual mook.
- Invincible Minor Minion: You can't actually kill them. After you hit them enough times, they just burrow under the ground and vanish from view.
- Metal Slime: An even rarer variant of the Flint Beetle, with appropriately larger rewards. Note that treasure-bearing Glint Beetles will not disappear, so you can take your time getting them.
The Flint Beetle's smellier cousin. This particular kind of Flint Beetle also drops some rewards when hit on its back. However, it also leaves behind a cloud of toxic gases (which are actually the creature's flatulence rather than any specialized stink-glands...). It's best tackled with White Pikmin. Hit it enough and it drops Ultra-Bitter Spray.
- Fartillery: Its only form of attack is to release a cloud of poison gas... which turns out to be its own flatulence, which is apparently so noxious as to be actually poisonous.
- Four-Legged Insect: They have just four legs, held splayed and sticking away from their bodies.
- Helpful Mook: Averted, unlike its relatives. While it's not actively malicious and it does drop rewards, its flatuence is poisonous.
- Invincible Minor Minion: Like its relatives, it can't be killed and just flees underground after a while. Played more straight than its relatives as this one can harm your Pikmin, counting it as more of a minion.
- Metal Slime: Ironically, it gives better rewards than the Glint Beetles.
- The Pig Pen: Even when not farting, there's flies buzzing around it and it has a grungy-looking appearance.
- Poisonous Person: Unlike its brothers, this beetle has toxic flatulence that can easily suffocate nearby Pikmin.
Armored Cannon Beetle
A huge black beetle whose main form of defense is to launch a boulder from its mouth. It seems impervious to assaults, but the key to defeating it is to throw a Pikmin into its breathing hole. If it gets clogged, it starts to suffocate and overheat, exposing its soft body to attacks from the back.
- Boss in Mook Clothing: One of the major bosses in the first game is turned into this as you progress later.
- Dishing Out Dirt: It fires out boulders at high speed. You have to clog its blowhole to make it exhausted.
- Legacy Character: While the ACB itself is absent in Pikmin 2, it gains two different larval enemies that take its place.
- Skippable Boss: In theory, you can skip the first one. It's just really hard.
Armored Cannon Beetle Larva
This is the larvae of the Armored Cannon Beetle. The adult form isn't really found in Pikmin 2, but its larval form is, which is a good thing, since it can only get its rock-digesting meta-bacteria from the parent. They can be found either roaming around the area or buried in one place. They shoot rocks as a form of defense against predators.
- Dishing Out Dirt: They launch comically large rocks from their bodies.
- Fast Tunnelling: They often (always in Pikmin 3) lurk underground and emerge to attack passing captains and Pikmin. Like other burrowing enemies in the game, this works far more like a fish breaching out of water than an animal digging their way out of solid ground.
- Retcon: It's called the Armored Cannon Larva in Pikmin 3.
- Sentry Gun: Some variants will remain half-buried in a tricky spot. These ones also have more health for some reason.
- Stomach of Holding: Some of these larvae can hold treasure, especially the mobile variety.
Decorated Cannon BeetleGranitus decurum
Despite being called a "Decorated Cannon Beetle", this is actually a larva, just like the Armored Cannon Beetle Larva above. This red grub is capable of shooting rocks that home in on captains, making them fairly dangerous for Pikmin, but you can use it to your advantage by clearing out other enemies with these homing boulders.
- Extra-ore-dinary: These variant's boulders are filled with magnetically-charged metallic ores.
- Fast Tunnelling: They often (always in Pikmin 3) lurk underground and emerge to attack passing captains and Pikmin. Like other burrowing enemies in the game, this works far more like a fish breaching out of water than an animal digging their way out of solid ground.
- Misguided Missile: Due to the homing effect of their rocks, it is possible to clear out a room of enemies using one. It is even possible to lure the rock around to hit the lithopod itselfnote
- Non-Indicative Name: This is a Palette Swap of the Armored Cannon Beetle Larva. Its adult form has never appeared in a Pikmin game yet.
- Palette Swap: Physically speaking, it's a red recolor of the Armored Cannon Beetle Larva.
- Selective Magnetism: The boulders will home in on your spacesuit, but nothing else. The official explanation for this is that the rock is magnetized and homing in on the metal in your suit, but it will follow you and only you even in all-metal sections of the caves.
- Stomach of Holding: They seem to be able to produce an endless supply of rocks to spit at you.
Arctic Cannon Larva
Scientific name unknown
The Arctic Cannon Larva is a member of the Lithopod family that, as their name would suggest, only appear in cold areas. Unlike its brothers, this guy fires giant snowballs at Pikmin instead of boulders.
- Fast Tunnelling: They lurk underground and emerge to attack passing captains and Pikmin. Like other burrowing enemies in the game, this works far more like a fish breaching out of water than an animal digging their way out of solid ground.
- Harmless Enemy: Unlike the other Cannon Larvae, their snowballs can't kill Pikmin. Instead, they carry them away until the snowball crashes into something.
- An Ice Person: They generate and spit snowballs instead of boulders.
- Palette Swap: It looks more or less identical to the Armored Cannon Beetle Larva, just with a pale green shell and a lavender underbelly.
- Underground Monkey: They are a cold-adapted variant of the Armored Cannon Larva, found in Pikmin 3's ice area — where Armored Cannon Larvas are absent — and spitting snowballs instead of boulders.
- Fast Tunnelling: Like the other burrowing creatures in the games, their digging is extremely rapid — they can dive below the ground or emerge on the surface in a second or so — leaves no hole or depression, and doesn't seem to displace any soil.
- Mix-and-Match Critters: They're chimeras of snake and bird, with a single bird's foot at the end of its body and the head of a bird.
A bizarre hybrid that ambushes small bugs as they crawl above ground. It has the head of an egret and the neck of a snake, giving the creature its name. The most common boss in the game, they can be dangerous if you aren't careful, but they are easily dispatched with preparation. No one has really seen the entire creature, but Olimar claims that it can be told apart from the Burrowing Snarrow by the presence or absence of wing or tail markings (which is moot since you never really encounter a Snarrow in any of the games).
- Boss in Mook Clothing: In the first game. It gets promoted to full boss status in the second game.
- Degraded Boss: In Pikmin 2, after its initial appearance as the boss of the White Flower Garden, the Snagret Hole is filled with them as minibosses, sometimes two at one time. In the third game, it's just a miniboss.
- The Ghost: Their Snarrow relatives, which are mentioned and stated to resemble them but are never seen.
- Shows Damage: In Pikmin 3, it loses the feathers on its head as it takes damage, becoming bald by the time it's dead.
Pileated SnagretShiropedes ambulatria
A large and majestic variety of Snagret that is capable of hunting below the ground and above it. It doesn't remain rooted to an area like the Burrowing Snagret, but it can hop about on its single large foot. It has poor eyesight for a bird, so to compensate, it also has thermal sensors in its beak that are often found in snakes. It is very dangerous without preparation.
- Armless Biped: More like and Armless Uniped. It hops around on one foot and has no arms. Pikmin 3 reveals that regular Snagrets also have one foot once uprooted.
- King Mook: Tougher version of a boss enemy, no less. Not only can it jump around to snag meals, but you have less time to deal damage before it hops back into the ground.
- Bandit Mook: They'll latch onto any unattended enemy bodies, pellets, or treasures and attempt to drag them to their dens. You can engage them in a tug of war, which will also inflict a lot of damage upon it should you win.
- Big Eater: They can also eat Pikmin if caught and dragged into their burrows.
- Extreme Omnivore: They can eat anything — enemy corpses, pellets, and any sort of treasure. The Giant Breadbug has already eaten an eraser before you fight it, in fact.
Vaguely resembling a bread roll, the Breadbug is a scavenger that competes with Pikmin. It patrols an area, searching for pellets, corpses, or other things to take to its burrow. Its body is impervious to most Pikmin assults. While it isn't actively dangerous, if it grabs onto anything that Pikmin are carrying and they get dragged to its burrow, they aren't coming back. The best thing to do is to get Pikmin to drag it to the onion or pod, as it'll take major damage when the treasure is sucked up.
- Death of a Thousand Cuts: In the rare cases where you need to kill a breadbug but there's nothing left to tug-of-war over, you can kill it very slowly by throwing Pikmin on it, but as this is a huge waste of time, it may be easier to just do other stuff and wait for enemies to respawn another day to restock corpses.
- I'm a Humanitarian: When we said they'll eat anything? That includes the corpses of other Breadbugs.
- Shield-Bearing Mook: Swarming has no effect. Direct throws against their back can hurt them, but the more efficient way is to let them get dragged to your Onions/ship pod while clinging to a piece of food/treasure.
- Skippable Boss: In the first game, the Breadbug guards the Space Float, which is not one of the required ship parts. It's required to fight the Emperor Bulblax and get the best ending, though.
Giant BreadbugPansarus gigantus
Take a regular Breadbug, and enlarge it and make its body cube-shaped. Now you have a Giant Breadbug. It behaves exactly like other Breadbugs, but its size enables it to go after larger things. You'll have to win the tug-o-war with this beast a few times to bring it down.
As a family:
- Four-Legged Insect: They're not based on literal insects, but the trope still applies. They're fairly openly based on spiders, but they've consistently only had four legs each instead of the eight limbs (ten counting the pedipalps) real spiders have.
- Giant Spider: As the name Arachnorb implies, they resemble colossal spiders (even on a human size scale, they'd still be bigger than any real spider) with perfectly round, orb-like bodies.
- Invisible Anatomy: Their bodies (with the exception of the heavily augmented Man-at-Legs') are perfectly round, smooth orbs with no visible organs or holes of any sort. How arachnorbs even eat, see or hear is anyone's guess.
Beady Long LegsPseudoarachnia armoralis
An enormous spider-like creature that towers over nearly everything else in the game. It stamps the ground using its four legs, so care is needed unless you want Pikmin tramped underfoot. Its abdomen is its weak point, but being so high up, it is best tackled with yellow Pikmin. It resembles a spider, but it belongs to an entirely different family. Its body is coated in a metallic exoskeleton that crumbles to dust when it is killed, so it doesn't leave a corpse.
- Blue and Orange Morality: Whether it squishes Pikmin under its feet is irrelevant. All that matters is leveling the ground for unknown reasons.
An enigmatic relative of the Arachorb family, this particular species fuses with machinery at some point in its lifecycle. Its feet are far too thin to squash Pikmin, but squashing is the least of your worries. When agitated enough, it will open up a compartment in its body to reveal a machine gun, which can easily pick off any Pikmin army almost instantly. You need to find a good place for cover if you want to survive the ordeal against such a formidable adversary.
- Cool Guns: Comes equipped with a machine gun.
- Cybernetics Eat Your Soul: It's implied that the poor spider is being controlled by the mechanical parts, not the other way around.
- Cyborg: It's a spider-like animal with multiple mechanical components, including metallic body armor, mechanical limbs, a number of pipe vents on its back and a laser gun on its underside. According to Olimar's notes, it starts out as a regular animal, but fuses with machinery as it matures.
- Meaningful Name: Their name is a pun of ''Man-at-Arms". The first part of the scientific name also means "False Spider".
- Shout-Out: The second part of their scientific name may be one to The Guns of Navarone.
- Spider Tank: Literally. It's a spider-like animal augmented into a cyborg tank on four spindly legs.
Raging Long LegsPseudoarachnia furiendis
A giant relative of the Beady Long Legs. The Raging Long Legs is a purple and black spider-like creature with huge feet and a huge abdomen. It usually moves slower than the Beady Long Legs, but when agitated enough, it will go into a frenzy and crush any unfortunate Pikmin or Captain that happens to be underfoot. Luckily, it will calm down afterward, so you can proceed to attack it once again. It disintegrates once it is defeated, but it drops a treasure (or Mitites) from its abdomen.
- Damage-Sponge Boss: It has twice as much health as the second-place bosses/enemies (Pileated Snagret, Titan Dweevil, birthing Empress Bulblax, and Greater Spotted Jellyfloats).
- Enemy Mine: May force this. In one of the two-player versus stages (Angular Maze ver. 3, the one with the large circular arena in the center), this boss sometimes drops down in the middle of the arena, often forcing a temporary truce to eliminate it, especially since it stomps around on the path between the bases.
- Giant Spider: Not only is it bigger on its own, its body parts are also wider.
- Mighty Glacier: Cripplingly so.
Shaggy Long Legs
Scientific name unknown
A mini-boss type enemy, the Shaggy Long Legs is a member of the Arachnorb family, and looks like a Beady Long Legs with long hair around its orb-like body. It comes in two varieties — a tropical one that has the same color scheme as the Raging Long Legs, and an arctic one that has white hair instead of black. The ones in Battle Enemies missions 1 and 6 spawn without hair, revealing an odd red mouth-like line along its body. These ones are called Baldy Long Legs.
- Colossus Climb: Unlike previous Arachnorb enemies, the Pikmin can actually climb up this guy's legs.
- '80s Hair: There's a reason some call it "Punk Rocker Long Legs".
- Palette Swap: You can find two Shaggy Long Legs in normal gameplay, one in the Tropical Wilds and one in the Distant Tundra. The fur of the first has the same black-and-purple coloration as the Raging Long Legs, while the second has white hair instead. They're otherwise identical.
- Rapunzel Hair: To the point where it occasionally drags along the ground, despite how big it is.
- Suspiciously Similar Substitute: Is more or less the Beady Long Legs BUT WITH PUNK ROCKER HAIR! The Baldy Long Legs found in Mission Mode are just Shaggy Long Legs without the need to remove their hair first.
- Weaksauce Weakness: Despite Winged Pikmin's reduced attacking power, the Baldy Long Legs is completely helpless against them, since they can fly out of the way of their feet and fly directly back to the main bulb when dislodged, without needing any further input from the captains. note This is necessary to clear Battle Enemies! mission 6, where you must leave your army of Winged Pikmin to whittle down a duo of them unattended while you focus on more captain-intensive tasks.
As a family:
- One-Hit Kill: Both variants will be killed instantly if a Pikmin is thrown square on their backs.
- Stealthy Mook: Their mimetism is excellent — when they're sitting still with their legs hidden (which is most of the time), they're almost completely impossible to tell apart from the regular leaves that lie around the game world as decor. This is less of a problem with the regular Skitterleaves, who will run for it the moment you or your Pikmin walk close to them, than with the Desiccated Skitterleaves, who will devour any Pikmin who stumble by their hiding places.
Nonthreatening and small, these bugs disguise themselves as leaves and run away when you get close. They're fairly pointless, though you can harvest them for small amounts of Pikmin or money if you wish.
- Cowardly Mooks: While other such mooks in the games at least wait to be attacked or to see their buddies die before they run for it, Skitterleaves will book it the moment you walk close to them.
- Glamour Failure: They look exactly like ordinary leaves. When you get close, even if you don't threaten them, they'll drop the masquerade to run away.
- Harmless Enemy: Completely so — they have now way to harm you whatsoever, and largely serve as extra sources of Pikmin seeds you need to grab quickly before they run away.
Desiccated Skitter Leaf
The Skitterleaves' older brothers. In contrast with the harmless variety, these guys are more than willing to eat Pikmin should they get close enough. Unlike the normal variety, these guys look like dried up leaves.
- Artificial Brilliance: They won't attack Pikmin unless they're carrying out a task, or you walk right by them.
- Fragile Speedster: It takes a few hits to kill unless you get a Pikmin to land right on it. It also runs extremely fast for a while after giving up its camouflage.
- Weak, but Skilled: They can blend perfectly into the ground, and if your Pikmin don't catch it before it catches one of them, it's a guaranteed death if you don't notice it.
A family of crustacean-like enemies with very hard shells. Since the latters cannot be damaged, one has to expose weak points in order to attack them.
Segmented CrawbsterParastacoidea reptantia
A huge lobster-like creature found at the end of the brutal Cavern of Chaos. It wields a massive club-like limb, which is a leg that has been modified into an arm of sorts. It also has a hard shell that makes it impervious to most attacks. The Crawbster was thought to be a Gentle Giant of sorts, but it actually displays very aggressive tendencies. Its main mode of attacking is to roll into a ball and slam into anything it deems as a threat. If it hits a wall, though, it'll flip over and reveal a glowing weak spot.
- Giant Enemy Crab: And yes, you flip it over to Attack Its Weak Point for massive damage.
- The Right Hand of Doom: It can't kill your Pikmin with it, but it will smack them everywhere with it.
- Rolling Attack: This is how it attacks the captains and the Pikmin.
- Appears In: Hey! Pikmin
A gigantic pillbug-like creature that acts as the boss of the Sparkling Labyinth.
- Attack the Tail: Its indestructible shell doesn't cover its tail. It therefore acts as its weak spot.
- Giant Enemy Crab: It is and acts like a massive pillbug, which are crustaceans. The Armurk doesn't belong to the Creep-crab family for nothing, after all.
- Rolling Attack: Being based on the pill bug, it can roll into a ball that tries to steamroll the Pikmin. It also jumps while doing so.
- Wall Crawl: It can use its sticky legs to crawl on walls and on the ceiling.
Hermit Crawmads are hermit crabs that have moved from the seaside and into forested areas with lots of water. They stay in their burrows and watch your Pikmin from afar. When one gets close enough, it'll strike. If it's unsuccessful, it will try to scurry back to its burrow. However, it leaves its unprotected backside wide open for a Pikmin swarm.
- Attack Its Weak Point: The fronts of their bodies are unhittable, but the soft abdomen they expose when leaving their dens is a valid target.
- Whack-a-Monster: They normally lurk in their holes, visible as a circle of raised darker dirt. When Pikmin or captains pass close, the Crawmad will pop out and try to grab some Pikmin, and will then scurry back to its hole. This is when you should attack, as they expose their unarmored backsides while fleeing, but will go out of reach of your attacks once they dive back into their burrow.
A new mini-boss in Pikmin 3, this guy looks like a giant Hermit Crawmad and fights much like one, only it's much bigger and is capable of eating a mass of ten Pikmin in one attack if one is not careful.
- Attack Its Weak Point: Two, in succession. Normally, their only vulnerable spots are their eyeballs. Deal enough damage to those, and the Bugeyed Crawmad will flip on its back, exposing its soft and unprotected underside to attack.
- Eye Scream: In order to Attack Its Weak Point, you first need to throw Pikmin onto its eyes until it retracts both of them, at which point it will flop over on its back, stunned. It is also possible to save Pikmin it is eating by destroying one of its eyeballs, which will force it to drop its prey.
- Giant Enemy Crab: They're some of the largest non-boss enemies in the games by a fairly substantial margin, dwarfing both the player characters and the smaller Hermit Crawmads they sometimes appear alongside. Naturally, you can Attack Its Weak Point for massive damage — two of them in fact, their eyes and then their soft belly.
- Go for the Eye: Its most notable physical feature and difference from regular Hermit Crawmads are its large, dangling, obvious and unprotected eyeballs. No surprise that this is what you need to target when fighting it.
- Heavily Armored Mook: Unlike the basic Hermit Crawmads, whose soft and unprotected backsides are their main weakness and downfall, a Bugeyed Crawmad's body is completely encased in thick plates of natural armor that render every exposed inch of its body invulnerable to attack except for its eyes.
- King Mook: To Hermit Crawmads. It's a bigger, tougher version of them, and appears as a rare miniboss rather than as a regular enemy.
- Elemental Powers: Their family's gimmick. Each dweevil type is associated with an element it can manipulate to attack your Pikmin: Fiery Dweevils breath fire, Anode Dweevils generate lightning, Caustic Dweevils shoots jets of waternote , and Munge Dweevils breath clouds of poison gas. Fittingly, their King Mook, the Titan Dweevil, can manipulate all four elements thanks to four treasures it has gathered.
Fiery DweevilMandarachnia napalmens
The red variant of the Dweevil family of four-legged spiders, they're harmless unless provoked, at which point they'll discharge flames. They like to find objects to carry on their backs for protection and camouflage, which can include treasures, enemy corpses, and even captains that decided to lay down for a nap.
- Playing with Fire: They breathe out jets of fire.
Anode DweevilMandarachnia volticula
The yellow Dweevil, these ones behave similarly to the other Dweevils but are particularly dangerous, as their electricity is an instant kill, unlike other hazards. Exercise caution around them, and either play it safe with Yellow Pikmin or crush them flat with Purple Pikmin before they can retaliate. It has the least health, so attacking it with the captain is also good.
- Glass Cannon: They have less health than their cousins, but have an instant-kill element.
- One-Hit Kill: Any non-Yellows subjected to their attack, which makes them one of the most dangerous Dweevils.
- Shock and Awe: This power actually makes them more dangerous than other Dweevil types — unlike fire, water, and poison, electric shocks will kill Pikmin instantly.
Caustic DweevilMandarachnia sulfurnid
Though its blue coloration indicates it is the water Dweevil, it actually sprays acid from its body. This still works like water on your Pikmin, though note that it will cause some minor damage to your captains, unlike most water attacks.
- Acid Attack: They spit jets of acid to attack. In practice, this is animated and treated as a jet of water, with the exception that, unlike normal water, it also harms captains.
- Making a Splash: Technically it is an acid, as evident by the name, but it is treated as if it were water with the exception that it harms captains.
Munge DweevilMandaracnia pungetis
Purple and poisonous, these Dweevils are a nuisance like their bretheren in that they'll pick up nearby treasures and make off with them. White Pikmin can take them down with no issue, but other Pikmin should be wary of its toxins. As its attack has no effect on Captains, to make up for it, it has the most health of the Dweevils.
- Poisonous Person: When agitated, they will release clouds of poison gas.
- Stone Wall: Completely harmless even to unupgraded Captains, but can take more of a beating than other Dweevils.
Volatile DweevilMandarachnia explodus
An orange Dweevil unlike any other, it carries a Bomb Rock on its back and will follow you to try and explode on you. Some can be found sitting on the map, but most drop from the ceiling as a nasty surprise.
- Action Bomb: While they carry the bombs and aren't the bombs themselves, they're still treated like the usual "exploding enemy" in every other way.
- Death from Above: When dropping ordinary Bomb Rocks on you from above isn't enough, later dungeons will drop these, just so the bombs can chase you instead of sitting still.
Titan DweevilMandarachnia gargantium
The final boss of Pikmin 2 and the largest creature in the game. The Titan Dweevil is a gargantuan member of the Dweevil family, and just like them, it loves carrying treasure on its body. It is carrying at least five: a water faucet, a gas burner, a stink bomb, an electrical device, and Louie himself. It is also able to use four of the treasures as weapons when attacked. Why this is is up for speculation: Maybe it was a freak occurrence? Maybe its genes have been altered due to contact with these treasures? Is it possible that Louie is controlling the insect?
To take on this mighty foe, careful use of your Pikmin is vital. Once a treasure has been broken off, it won't be picked up. Once all of them are off, it will be completely vulnerable to any assault. Defeat it and you'll save Louie!
- Chrome Champion: Until you remove its weapons, at which point the chrome exoskeleton breaks off to reveal its softer body.
- Clipped-Wing Angel: After the weapons are gone, it becomes completely harmless. And it remains in this state in rematches!
- Elemental Baggage: While the Flare Cannon has an identifiable fuel resevoir and the Comedy Bomb can hold gas inside (albeit much more than it should hold), the Monster Pump is not connected to any water source yet can launch large balls of water everywhere.
- Elemental Powers: It can control all four of the main damaging elements thanks to machines it has hoarded.
- Giant Spider: The largest in the Dweevil Family, and its size is close to members of the Arachnorb family.
- Glowing Eyes of Doom: That cycle between the colors of the rainbow, no less.
- Final Boss: Story-wise, it's the final boss of Pikmin 2. But unlike the Emperor Bulblax and the Plasm Wraith, it's possible to face other bosses and go through other areas and caves after beating it.
- King Mook: The largest and strongest of the Dweevils.
- Making a Splash: It shoots balls of water with the Monster Pump.
- Playing with Fire: It releases fire with the Flare Cannon.
- Poisonous Person: It releases toxic gas with the Comedy Bomb.
- Shock and Awe: It releases electrified spheres with the Shock Therapist, and invokes Chain Lightning after a few seconds.
- Turns Red: Each of its weapons will billow smoke when damaged a lot, at which point the attack becomes powered up (faster shots for the Monster Pump, wider arc and longer range for the Flare Cannon, faster activation for the Shock Therapist, and addition of a fourth gas stream for the Comedy Bomb).
- Variable Mix: While the whole soundtrack is this, the standard boss theme has around three or four "songs" to switch around between. The Titan Dweevil's theme, on the other hand, is twelve separate songsnote .
An odd mollusk living in the watery bay near the Perplexing Pool's landing site, it moves with an economy of energy that makes one doubt its lethality. Though fairly weak, standing in front of it is not recommended.
- Attack Its Weak Point: The only vulnerable part of their body is the large, bulb-like gill growing from its back. Attacking any other part of a bloyster's body will achieve absolutely nothing (or, in Pikmin 2, very little damage).
- Combat Tentacles: Its multiple long, wormlike tongues, which it uses to grab Pikmin and pull them to its mouth, function as this. They have a short range, though.
- Overly Long Tongue: Its tongue, which branches into five separate sub-tongues close to its base, is as long from root to tips as the rest of the bloyster's body.
- Unique Enemy: In Pikmin 2, there is exactly one (respawning, admittedly) toady bloyster in the whole game. You face the boss variant of this enemy more often than the regular one.
Ranging BloysterMolluschid predatoria
This giant slug-like creature may appear silly with its flower-like gills sticking out of its back, but once it spots you, it will go straight for your active captain. It is far faster than it appears and it will slurp up any unaccounted Pikmin. Teamwork is vital for beating it.
- Acrofatic: In stark contrast to its lesser relative, the Toady Bloyster.
- Combat Tentacles: Just like its smaller cousin, it can use its multiple tongues as tentacle-like weapons in combay.
- Attention Deficit... Ooh, Shiny!: It will focus its attention on the active captain and his Pikmin to the exclusion of all else. Taking advantage of this quirk is necessary to beat it.
- King Mook: To the Toady Bloisters, being essentially a bigger specimen of their kind with more attack range.
- Overly Long Tongue: Its seven tongues are each easily as long as its body.
- Airborne Mook: They spend most of their time floating up in the air, and you will need to knock them to the ground to get rid of them effectively.
- Flying Seafood Special: They're essentially flying jellyfish that hunt by inhaling prey rather than stinging it.
Lesser Spotted JellyfloatCephalus dottalium
This strange lifeform floats on the winds and eats by sucking up whatever tiny bugs it happens across. They are a bit shy, but you'll need to deal with them quickly or your Pikmin will be digested. It is currently endangered due to its introduced cousin.
Greater Spotted JellyfloatCephalus vortexia
The Greater Spotted Jellyfloat is the larger cousin of the Lesser Spotted Jellyfloat. It is not only capable of sucking up Pikmin, but it is able to also suck up captains as well, and is far sturdier than its cousin. It appears to be newly introduced to the area, most likely floating in on the winds. It is now muscling its smaller cousin species out.
- Elite Mook: Take a guess what it's a tougher version of.
- Incredibly Durable Enemies: They have the most health out of any non-boss enemy in the game, and even more health than some of the weaker bosses.
- Misplaced Wildlife: In-universe. Olimar notes that they are not native to the region the game takes place in but were carried in by the wind, and have become an invasive species that's pushing out the native Lesser Spotted Jellyfloats.
An inhabitant and possibly ruler of the dank tunnel known as the Submerged Castle. The Waterwraith is an enigmatic being or thing that is very dangerous. It appears to be a hominid-like creature composed entirely out of water. However, it moves around on stone rollers, which it uses to steamroll any hapless creature that happens to be in its path. Many mysteries surround it. Is its form anchored in another dimension? Is it actually a natural phenomenon that resembles a living creature? Is it actually lonely and wants to play? These questions probably won't be answered anytime soon. Only purple Pikmin can get rid of this nightmare.
- Clipped-Wing Angel: It goes from an unstoppable monster to a complete joke when its weakness is revealed.
- Eldritch Abomination: Not only is its shape surreal, so is its composition.
- Humanoid Abomination: It's one of the most humanoid creatures from PNF-404 in the entire franchise, and one of the most bizarre and unexplained.
- Giant Space Flea from Nowhere: Most of the enemies encountered in the series are clearly physical, based on animal life, and show no supernatural signs whatsoever. Then there's the Waterwraith, a clear, invincible humanoid that turns physical when hit by Purple Pikmin and actively stalks Olimar and company.
- Implacable Man: The only weakness of the creature is contact with Purple Pikmin.
- Or Was It a Dream?: The whole Submerged Castle portion is very confusing. Olimar seems to think it was all just a dream, but the presence of treasures gained from the cave suggest otherwise.
- Stalked by the Bell: Each time Olimar and his partner (either Louie or the President) reach a new floor in the Submerged Castle, it only takes two minutes for the Waterwraith to arrive there. The arrival is announced by the change in the background music.
- Weaksauce Weakness: Purple Pikmin.
Plasm Wraith, AKA the "Mysterious Life Form"
Scientific name unknown
The final boss of Pikmin 3.
- Advancing Boss of Doom: Its first form is an invincible blob that unendingly chases Olimar through the Formidable Oak and absorbs any Pikmin that it touches. While this doesn't kill them and you can whistle them back, they will die if the wraith absorbs Olimar.
- All That Glitters: Olimar was lured in by the Plasm Wraith's bright golden sheen, mistaking it for treasure. Needless to say, it wasn't.
- And Call Him "George"!: If it weren't so vicious in defending Olimar, it would almost be adorable.
- Armless Biped: Its humanoid form has no discernable arms.
- Blob Monster: To the point where the way you defeat it is to destroy the goo that makes up its attacks before it can reabsorb them and regain its health, getting gradually smaller as the battle goes on as a result. It still reforms during the ending, though you've at least pried Olimar from its grasp.
- Dishing Out Dirt: It can create giant crystal cubes only Rock Pikmin can destroy.
- Eldritch Abomination: One that's rooted in ancient Japanese cryptid mythology. The Plasm Wraith is likely based off of the Umibōzu, a creature fabled to steal treasure and even captains from their ship, and then crash it. Not only does the Plasm Wraith do just that to Olimar and Louie, but its appearance is also vaguely close to it. To further prove this theory, the Goolix-like form it chases you around in during the escort phase is called the Amebouzu in Japan.
- Elemental Powers: Depending on what shape it takes, it can control various elements to fend off attacks by all but one type of Pikmin.
- Escort Mission: The first phase of the 'boss fight' consists of the Pikmin following Brittany while carrying an unconscious Olimar out of The Very Definitely Final Dungeon where the beast is holding him while being stalked by its water form. This is necessary because of the Pikmin being unable to carry things up geysers (despite the fact that Winged Pikmin could easily fly up the ledge you jumped down while carrying Olimar). Winged Pikmin are highly recommended for carrying Olimar due to being able to fly over ledges and hazards, though you'll encounter a few Arachnodes along the way. Of course, though, even if you do manage to make it out, You Can't Thwart Stage One.
- Final Boss: It abducts Captain Olimar at some point and has to be defeated by the Koppai Crew in order to save him. It's an odd golden blob-like creature and appears a few times in the final area before you fight it. Just like the Titan Dweevil in Pikmin 2, it can use several elemental and hazard attacks to kill your Pikmin.
- Final-Exam Boss: Its use of multiple elements means that several types of Pikmin are required in the battle. Just getting to the actual fight requires you to have a good grasp on each Pikmin and how to manage them properly.
- Giant Space Flea from Nowhere: It doesn't have very much foreshadowing and is like few other creatures in the series.
- Humanoid Abomination: Its humanoid shape is a bizarre thing with a lopsided asymmetrical head, no discernable arms, tiny pointed feet with exaggerated legs and hips, and a perfectly circular hole in its "head." Then there are its bizarre and deadly powers.
- I Am Legion: All the monsters in The Very Definitely Final Dungeon (except the Nectarous Dandefly) are made out of the same goop it's made out of, implying that it's all the same creature. On top of that, unlike the rest of the game, which Averts Everything Fades, the creatures dissolve into goop when killed.
- Implacable Man: It is totally invincible in its more watery form, and it will never stop moving towards Olimar.
- Leitmotif: Most of the music centered around it has the same creepy little tune playing at some point.
- Lovecraftian Superpower: It can transform the things on its head into skewering spikes and spit out globs of itself that transform into hazardous objects.
- Making a Splash: It can create giant spheres of water only Blue Pikmin can destroy.
- Mama Bear: For whatever reason, it feels this way towards Olimar. It abducts him so it can take care of him, and goes nuts when the Koppai Crew tries to rescue him.
- Non-Elemental: Its attacks that only Rock and Winged Pikmin can deal with.
- Rapid Fire Impalement: One of its attacks is to furiously stab at the ground where the Pikmin are and then eat them. Only Rock Pikmin are safe from it due to their immunity to piercing attacks.
- Impalement From Above: Another one of its attacks is a variation of its Rapid Fire Impalement attack, where it floats up high out of reach of even Yellow Pikmin, and furiously stabs at the ground. Only Winged Pikmin can bring it back down to the ground.
- Non-Malicious Monster: All it really wants to do is nurture and care for Olimar. But it will go to any lengths to keep him, stopping any escape or rescue attempt.
- Not Quite Dead: After defeating it, the ending cutscene shows it still alive, back at the top of the Formidable Oak and raging over Olimar's escape.
- Playing with Fire: It can create giant flaming puddles only Red Pikmin can destroy.
- Puzzle Boss: If you try to simply whittle its health down directly, it'll continuously regenerate by reabsorbing the goop you dislodge. You must balance attacking the main body with attacking the dislodged goop to get rid of it permanently.
- Reviving Enemy: When it recaptures Olimar during the chase sequence, destroying it will cause it to revive in a manner similar to the Groinks and Bulbears from the last game. Also, after beating it, it's revealed in the ending that it fully regenerated.
- Shock and Awe: It can create giant spheres of electricity only Yellow Pikmin can destroy.
- Superpower Lottery: Invulnerability when it's not carrying something, trapping things in its strange cubes, the ability to morph parts of itself into several previous enemies, flight, dissolving consumed Pikmin, turning its plasm into flaming goop, electric plasm, water, or solid crystal, and effective immortality. This is easily the most powerful creature encountered so far, especially considering that these powers are all natural to it (unlike the Titan Dweevil, which has to use other objects for its weapons).
- Suspiciously Similar Substitute: The first phase of the boss 'fight' will likely give a lot of players flashbacks to the infamous Waterwraith in Pikmin 2. But it's much slower than its predecessor. And the form it chases you in looks a lot like the Goolix from Pikmin 1. Later Averted when you get to the actual fight itself and it reveals its true form.
- Take Your Time: Though the Plasm Wraith is hellbent on having Olimar as its own, that still doesn't cause any negative effects if you end the day and leave in the middle of the escort phase of the fight. If you do leave, Olimar will just be in the same spot you start off the fight at the next day. It's actually a good tactic, since the shortcuts and advancements through the area you made the previous day don't revert back.
- Walking Spoiler: As both the final boss and a bit of a Giant Space Flea from Nowhere at that, its entire presence is a massive spoiler.
- The Worf Effect: They may just be fascimilies created out of the Wraith's goop, but all of the enemies encountered at Formidable Oak will die instantly if they touch the main body of the Wraith.
- Yandere: It is obsessed with Olimar and is willing to kill anyone who dares to go near him.
As a family:
- Attack Its Weak Point: Their fronts are protected by thick armor and invulnerable to attack, but their backsides are soft and unprotected, and can be swarmed by Pikmin for massive damage.
- Impaled with Extreme Prejudice: Their main method of attack is extending their pointed, needle-like proboscis like a lance to skewer any unfortunate Pikmin standing in front of them.
JoustmiteScientific name unknown
A new enemy in Pikmin 3, the Joustmite is really similar to the Cloaking Burrow-Nit, if a tiny bit faster. Unlike the Burrow-Nit, its face is covered while its backside is exposed.
- Suspiciously Similar Substitute: To the Cloaking Burrow-Nit.
Flighty JoustmiteScientific name unknown
The Flighty Joustmite is a slight variation of the Joustmite, the biggest and most obvious difference being that the Flighty Joustmite can fly.
- Airborne Mook: It's just like a normal Joustmite in most respects, with the exception of having a pair of insect wings and being thus able to fly and charge at your Pikmin from above.
- Flying Seafood Special: The are jellyfish-like creatures that hover in the air.
- Vertical Kidnapping: Their preferred attack method. They swing their uvula-like appendages tothe ground and capture the Pikmin situated beow them.
One of the first enemies shown off for Pikmin 3, the Medusal Slurker is an odd jellyfish-like creature that uses its tounge/uvula like appendage to ensnare Pikmin and eat them.
- Airborne Mook: They spend their time floating above your heads, dipping down to grab Pikmin. Unlike other flying and floating enemies, they cannot be grounded — your Pikmin will only be able to fight them will clinging to them in midair — and will only ever come to the ground upon dying.
- Piñata Enemy: Medusal Slurkers tend to contain a variety of useful prizes in their stomachs. The first one met had ingested several Rock Pikmin, and killing the creature will free them, while the one in the Tropical Wilds holds a fruit. Slurkers in the bonus stages will hold a variety of objects, such as Pikmin of various types, bomb-rocks and fruits.
- Suspiciously Similar Substitute: To the Jellyfloats, as both are floating, jellyfish-like, translucent enemies that attack by swallowing Pikmin from above and trapping them inside their bodies.
A small Slurker that lives in frigid environments and uses its tongue to ingest Pikmin.
- Meaningful Name: Its scientific name means "descending uvula", which is precisely how it attacks.
A truly massive Slurker that appears as the boss of Snowfall Fields. It attacks with its long tongue, and Olimar's notes reveal that it can drain heat from its prey.
- An Ice Person: It is fought in the icy Snowfall Fields and can throw ice balls at Olimar and the Pikmin as an attack.
- Energy Absorption: It can drain heat from its prey and most likely from anything else with its Multipurpose Tongue, since it can create ice balls by draining heat from water, freezing it.
- Overly Long Tongue: The big appendage dangling from the slurker is actually a tongue. It attacks by ramming it on Olimar and the Pikmin from above.
Scientific name unknown
The Scornet are small bee like enemies that appear in large numbers in Pikmin 3. Due to often flying out of range of even Yellow Pikmin, Winged Pikmin are highly recommended if you encounter them.
- Airborne Mook: They spend all their time up in the air and only come down to snatch Pikmin. You won't be able to fight them with any degree of effectiveness unless you have a solid group of Winged Pikmin with you.
- Bee Afraid: The Scornets are aggressive, bee-like insects that move and attack in large swarms, and will attempt to skewer you Pikmin on their stings and carry them off to who knows where.
- Evil Counterpart: As the Scornet Maestro reveals, to the Pikmin themselves.
- The Swarm: They're actually fairly harmless by themselves — even a single Winged Pikmin should be able to kill a scornet in one hit. However, they tend to appear in huge swarms attacking and fighting as one, and are much more dangerous when this happens — especially when there's the Scornet Maestro to coordinate them to full effect.
Scientific name unknown
A major boss enemy in Pikmin 3, the Scornet Maestro is an odd queen bee-like enemy with a harp-like appendage in its beak which it uses to command the Scornets. Needless to say, this battle is much like fighting another Captain controlling its own Pikmin, and Winged Pikmin are definitely going to be your best friends for this battle.
- Bee Bee Gun: Its attacks all consist of calling its Scornets to its side and then shooting them at you in a number of patterns, such as in a steady, single-file stream of angry bees or large lines all moving for you at once.
- Big Creepy-Crawlies: Though it's probably one of the smallest bosses in the series, it's still much larger than the captains. However, much like the other bosses in the series, its giant size is mostly due to the POV characters being the size of a quarter.
- Flunky Boss: To the point where it can't harm Pikmin by itself. All its attacks require the help of the Scornets, including shielding itself from attack.
- Gatling Good: One of its swarm attacks is to arrange its Scornets into a drill-like shape and then fire them off in a rapid stream.
- Hive Queen: Is based off of a wasp or bee queen, and heads the swarm accordingly.
- King Mook: To the Scornets, naturally. It's a giant Scornet with a more visually complex design, and it can command swarms of regular Scornets into battle.
- Synchronized Swarming: The harp-like mouth strings let it command its army of Scornets, getting them to form complex and coordinated formations and maneuvers to fight the Maestro's foes.
- The Family That Slays Together: The parent and its children work together when hunting their preys. Olimar is notably very impressed with the teamwork they display when going on a family hunt.
- Mama Bear: The parent Cottonade doesn't like one bit the Pikmin messing up with their young.
- Mugging the Monster: When Olimar arrives on the boss arena, several yellow Pikmin are seen messing with a puffy cotton-like creature... which turns out to be a part of the Electric Cottonade's youngs, which promptly attacks them.
- Ridiculously Cute Critter: Sure they are enemies, but the children Cottonades are all puffy and fluffy and look overall very cute.
- Shock and Awe: Its cotton fur seems to be charged with electricity, and can attack with both electric balls and lightning bolts.
- Vacuum Mouth: With which it tries to vacuum Pikmin.
Anode BeetleScarabum electrodea
A small beetle that constantly discharges electricity to other beetles. It is impervious to Pikmin assaults directly, but flip it onto its back and it goes down easily. It is best tackled with Yellow Pikmin, since electricity is instantly fatal to other types.
- Shock and Awe: Although they will always discharge sparks, these are harmless. The only time they can hurt your Pikmin is when two of them discharge in close proximity to each other, forming an arc of deadly electricity between them. Because of this, if only one is alive, it's completely harmless.
- Thunder Beetle: Beetles that can generate powerful electrical shocks when in close proximity to each other.
Widemouthed Anode Beetle
A giant version of the above Anode Beetle. As its name suggests, it has a very big maw with which it can gobble hapless Pikmin.
- Armless Biped: Their wings are vestigial and cannot be seen at all, despite looking like birds that usually have wings. This fact makes them roughly the same shape as Bulborbs.
- Feathered Fiend: They are hostile bird-like creatures.
- Suspiciously Similar Substitute: To the iconic Bulborbs. They share their attack pattern, rough shape and are in some way the mascot enemies of their games.
The most basic Mockiwi and one of the earliest enemies fought in the game, it looks like a yellow wingless duck. They can be defeated by throwing Pikmin onto their back, but can gobble up any Pikmin thrown at them from upfront. One has to wait until it turns around or send the Pikmin into the air to have them land safely on the Mockiwi's back. They are highly aggressive and attack on sight.
- Big Eater: If it spots a Pikmin, it will come after it to devour it.
- Mascot Mook: In Hey! Pikmin. They are amongst the first enemies encountered and one is prominently featured on the boxart.
A purple Palette Swap of the regular Mockiwi with a pink crest, it is the more aggressive of the two. Unlike the former, it has the ability to shake the Pikmin off.
- Big Eater: Just like the regular Mockiwi, it will come after whichever Pikmin it sees to eat it.
- Underground Monkey: A slightly more dangerous variation of the Mockiwi, and that's pretty much the only difference between the two.
A pink Mockiwi that looks like a flamingo with ludicrously long legs. Unlike the other Mockiwis, it is rather docile, and only walks around slowly, minding its own business.
- Accidental Murder: It doesn't intend to kill the Pikmin at all and means no harm, but it accidentally crushes them since it doesn't notice them.
- Giant Foot of Stomping: It can kill Pikmin by crushing them under its big feet.
- Giant Mook: Significantly taller than the other Mockiwis and far harder to defeat.
- Knee Capping: This creature is so absurdly tall that not even the yellow Pikmin can reach its main body. Olimar has to throw Pikmin at its feathered knees to make it crouch, so he can throw Pikmin on it.
- Unique Enemy: There is only one Elongated Crushblat appearing in the entire game, in a secret area from the Pollution Pool level.
Large SplurchinSpicasfaira natarens
Unmarked SpectralidsFenestari prismatus
Butterfly-like creatures, these will sometimes be released when brushing against certain plants. They can also be found fluttering around some rest floors of deeper caverns. Though cruel, you should attack them quickly, as they'll flee once disturbed and can yield some nice rewards. In Pikmin 3, they're more persistent and don't appear in groups, and white spectralids have replaced the purple kind.
- Color-Coded for Your Convenience: In Pikmin 2, yellow drops nectar, red drops Ultra Spicy Spray, and purple drops Ultra Bitter Spray, but only some of the time. In Pikmin 3, white drops nothing, yellow always drops nectar, and red always drops Ultra Spicy Spray.
- Harmless Enemy: Completely. They have no way to harm Pikmin directly or indirectly. Their chief purpose gameplay-wise is to be living scenery and to be killed as a source of nectar or ultra-spicy spray (or in the white ones' case, a single Pikmin seed).
- Metal Slime: Killing them nets you nectars and sprays, but if you're not quick, they'll flutter away. Red Spectralids are definitely this in the third game, always giving you a spicy spray if you can kill them, and are much rarer than the yellow variety.
- Palette Swap: In all their appearances, the variants of spectralids are physically identical to each other in everything save color (and, in Pikmin 3, size, number and arrangement of their black spots).
A truly weird creature, it won't attack or really interact with your Pikmin at all, but attacking it can yield you a drop of nectar (in 1) or an egg (in 2) that can contain nectar, sprays, or Mitites.
- Airborne Mook: They are constantly airborne, and never land. Throwing Pikmin at them is the only way to interact with them.
- Bizarre Alien Biology: They fly without any means of lift or floatation, and they're only creature on the planet that can actually teleport.
- Helpful Mook: Their only purpose in the game is to provide you with a source of nectar (in 1) or eggs (in 2).
- No Body Left Behind: Their body instantly crumbles on death, leaving only their nectar or egg to harvest. Olimar even points this out in his notes, remarking that the inability to actually obtain a dead specimen has hindered his ability to study them.
Nobody knows what this thing is. It's quite bizarre-looking, but can be useful to you, as it can quickly turn your Pikmin into flower Pikmin. Just be careful not to let Olimar get smacked by them too.
- Gentle Giant: In the first game, these large, powerful creatures are content to stand by themselves and calmly watch you pass by, attacking you only if you do so first. This is changed in Pikmin 2, where they become more aggressive.
- Gonk: Blank, unblinking eyes and a lumpy asymmetrical body.
- Helpful Mook: They will cultivate your Pikmin into Flower Pikmin for you.
- A Riddle Wrapped in a Mystery Inside an Enigma: Nobody really knows much about them. Their behavior, their identity, their purpose...
- Tastes Like Chicken: According to Louie. He also states that they're inedible.
A large amoeba-like creature with two nuclei suspended in its blue fluid body. Its main form of attack is to smother and drown Pikmin, but this doesn't work for blue ones. Damaging the nuclei seems to be most effective. It only appears on odd-numbered days after day 8 at the Impact site.
- Attack Its Weak Point: Both of the nucleus-like objects are weakpoints. The smaller blue one can be swarmed, killing it slowly but easily. The larger beige one can only be damaged by direct throws, but deals heavy damage.
- The Bus Came Back: Played with. Though it doesn't appear itself in Pikmin 3, the form the Final Boss chases you around in before the actual fight is highly reminiscent of it.
- Blob Monster: It resembles a living puddle of water or transparent goo as much as it does anything else. While it is based on an amoeba, it's amorphous even by protozoan standards.
- Damage-Sponge Boss: Even if you have a group of one hundred Pikmin Attack Its Weak Point, it'll still likely take much of the day to beat unless you throw Pikmin onto the bigger orb. This has the chance to deflower Pikmin, though, and since it can't do anything to Blue Pikmin, many prefer the former method. Having Pikmin attack the smaller orb multiplies the damage inflicted by throwing Pikmin at the bigger orb.
- Mega-Microbes: It looks like a huge amoeba with two nuclei. While it may not be huge by human standards, given the scale the games operate at, it's still a lot bigger than any amoeba, and certainly plenty big as far as Olimar and the Pikmin are concerned.
It is very unusual to see a bivalve in the middle of the forest, but here they are. They keep their shells open and reveal a pearl sitting in the middle. When it is attacked, it'll clamp down and any Pikmin hapless enough to get stuck inside will be devoured. But the rewards outweigh the risks, as killing it will net you its pearl, which can be taken back to an onion to produce fifty Pikmin.
- Clam Trap: This is the only way they can attack — when your Pikmin start attacking its pearl, the Clamclamp will stretch its shell open wide and then snap it shut, eating any Pikmin caught inside.
- Metal Slime: They're quite rare — only three appear in the whole game — and can be tricky to kill, but those pearls are worth fifty Pikmin each.
- Misplaced Wildlife: They're in most respects perfectly normal marine bivalves, without any of the gimmicks Pikmin enemies sometimes have. The only really odd thing about them — besides how they eat Pikmin caught between their shells — is how they're found sitting incongruously in the middle of the forest, two of them out in the dry on the forest floor. Lampshaded in-universe, as Olimar notes the strangeness of this in his notes on the Clamclamps.Olimar: "One would expect this creature to be a mollusk of the sea, but the fact that it is also found in the forest is typical of this planet's oddities."
- Terrestrial Sea Life: Out of the three clamclamps that appear in the first game, two found sitting incongruously on the forest floor, well away from water.
- Perplexing Pearl Production: Their main feature is producing valuable pearls, despite being based on clams and looking like scallops, while oysters are the only bivalves to produce round, shiny pearls in real life.
A bizarre walking mushroom-like creature. It appears to be rather silly, but looks can be deceiving: It constantly produces spores which have the unique property of turning your own Pikmin against you by brainwashing them and turning them into "Toadmin". Luckily, this is only temporary, but it's still a situation you want to avoid.
- Armless Biped: Its only limbs are a pair of small, stubby legs.
- Button Mashing: Not the enemy itself, but the game guide actually suggests this as a strategy when the Toadmin start attacking you, to get them to let go.
- Festering Fungus: Its spores infect and infest any Pikmin unfortunate enough to breathe them, turning them into zombie-like Mushroom Pikmin under the Puffstool's control.
- Harmless Enemy: A bit of an odd example. It can't directly harm either the captains nor the Pikmin — what it can do is release clouds of spores that will brainwash Pikmin and turn them into Mushroom Pikmin under its control, with which it will then attack the player and the still-loyal Pikmin. This, however, relies enitrely on Pikmin being present — it's possible to seek a Puffstool out with only a captain and punch it to death. This will take a long time, because a captain's punching attack doesn't deal a lot of damage, but the Puffstool will have no way of fighting back or retaliating.
- Not-So-Harmless Villain: It looks docile and silly, and tends to trip over its feet when it waddles around. It can't even directly attack. However, the spores it releases are quite dangerous if you don't call your Pikmin away...
- The Virus: Any Pikmin exposed to its spores will become zombie-like Toadmin that obey the Puffstool.
- Zero-Effort Boss: It's a timesink, but Olimar can slowly punch the Puffstool to death by himself if you have three in-game hours to spare. The Puffstool in turn cannot damage Olimar at all and is too slow to run away.
An extremely enigmatic animal. Encountering it is a bit difficult, since you'll need to get to a certain area before day 15, find its egg, and either touch it or damage it without destroying it. Once released, it will crawl towards your base camp, uproot Pikmin by simply roaring, and instantly kill them by smothering them in its poisonous fog. What kind of reward do you get from killing such a dangerous monster? A gold pearl that produces 100 Pikmin, probably to make up for the huge number you likely lost fighting it.
- Bonus Boss: It does not hold a ship piece, and disappears if you don't find it before day 15. Even if you do find the egg it's in, you have to damage it to near-breaking but not destroy it, otherwise you'll abort the Progg before it forms. Once you damage the egg, the Progg will break out after a while, malformed, and rampage around your landing site. The pearl it drops on defeat is worth 100 Pikmin, however.
- Boss in Mook Clothing
- Compelling Voice: Its roars can make Pikmin uproot themselves, usually leading to the Pikmin's demise. Make sure you have no sprouts waiting to be plucked at the landing site, and account for any Pikmin that were snagged by a Swooping Snitchbug.
- Eldritch Abomination: Double-literally, since it was supposed to hatch into a Mamuta before its egg was damaged, and since its scientific name roughly translates to "God of Pikmin."
- Walking Wasteland: Pikmin will die instantly if they touch the foggy trail it leaves.
Ravenous WhiskerpillarLepidoptera pluckieus
A caterpillar-like grub that feeds on Burgeoning Spiderwort berries. It doesn't attack Pikmin, but it is still a nuisance to deal with since those berries can be made into sprays. It is one of the few creatures that isn't "killed" when defeated by Pikmin, as it is still squirming when taken to an onion to be processed. Oddly, its adult form is not seen in the game.
- Harmless Enemy: They are incapable of harming your Pikmin. They will only eat berries that grow on Burgeoning Spiderworts, preventing you from processing them into sprays.
Antennae BeetleMesmeri raiocontra
This bug is a member of the Kettle-bug family. When one is on the same level that you are on, your treasure gauge will go haywire due to its call. Its call is also capable of confusing Pikmin. While it doesn't harm them itself, its antics will cause Pikmin to blunder into other dangers, another reason to get rid of it.
- Interface Screw: While it's emitting the frequency, your meter detecting treasure will go crazy, making it much harder to find treasure until you kill it.
- Mass Hypnosis: Their emitted frequency will confuse the Pikmin into following the offending kettlebug. Thankfully, they will not turn against you. They'll just be distracted until the beetle is killed or leaps away. Olimar himself notes that the Antennae Beetle uses its Pikmin-confusing ability purely as a defensive mechanism, compelling the Pikmin to leave it alone, but not actually turning them against Olimar.
Careening DirigibugFlotillium circusmaximus
This strange pest is incredibly dangerous due to the fact that it throws bomb-rocks around willy-nilly. It can be attacked by throwing Pikmin and popping its balloons, but beware of the bombs it may produce.
- Airborne Mook: They float around in the air and out of reach, and you'll have to pop their balloons and bring the to earth to dispatch them.
- Our Monsters Are Weird: Forming bombs? Unnatural for our world, but not that out of place in Pikmin. Floating on air sacs? Not too odd, though it does bring up some Fridge Logic in regard to how the sacs can pop yet be reinflated. Those air sacs each being a different vibrant color, essentially artificial balloons in all but name? Now it's weird even by Pikmin standards.
- Stomach of Holding: They can form an endless supply of large bomb rocks from their bellies.
A parasite that lays its eggs in other creatures' eggs. A group of about ten have a small chance of popping out of an egg when it is smashed. For some reason, most Pikmin apart from purple ones will be sent into a panic. A well placed Purple Pikmin will kill the lot instantly, leaving behind lots of nectar blobs.
- Brown Note: The phermone they release has a scent that is normally meant to entice females of other species to swallow them whole, allowing the Mitite to infest its eggs and lay its own in them. However, this phermone's scent will send Pikmin except Purples into a panic and a frenzy for undisclosed reasons.
- One-Hit Polykill: Tossing a Purple Pikmin in proximity of a swarm will kill all 10 of the Mitites at once.
Cloaking Burrow-nitTrilobitins reclusiva
This bug prefers to stay buried unless a swarm of Pikmin comes its way. It then uses its needle-like mouth to skewer a single Pikmin in order to devour it. Unfortunately for it, this act leaves its face extremely vulnerable to the rest of your swarm. They may also, like Female Sheargrubs, gnaw on wooden bridges you built.
- Impaled with Extreme Prejudice: Its attack does this to one Pikmin at a time, although killing it before the Pikmin is eaten allows its victim to go on as if it never happened.
- Shield-Bearing Mook: They're protected from behind by their armor.
Creeping ChrysanthemumTaraxacum rovinia
Be wary around Margaret flowers, as they may be one of these in disguise. Huge and ravenous, it can be difficult to face, though if it whiffs its attack it will manage to stun itself for a while, giving you an opening to attack.
- Man-Eating Plant: Unlike your Pikmin friends, these plants are huge and not friendly.
- Planimal: They're similar to Pikmin in that they're something of a plant-animal hybrid, but they're far less humanoid than the Pikmin are.
- Stealthy Mook: Normally, they stay buried in the ground with only their eyestalks and disguised mouth visible. As these look a lot like their harmless relatives, the Margaret flowers (the only differences are that Chrysanthemum flowers lack leaves and the smaller two flowers have an eye each in their center), it can be difficult to realize one of these things is around until a seemingly harmless plant bursts out of the ground and starts gobbling Pikmin.
Gatling GroinkMeagplod calibesi
This bizarre creature is one of the weirder creatures in a game already chock-full of weird creatures. This bipedal fish actively seeks out your Pikmin so it can blow them to smithereens using its built-in mortar cannon. Frontal attacks are pointless, but if you can sneak behind it, you can damage it. Once defeated, though, it will revive itself before long, so bring it back to your pod or onion ASAP.
- Boss in Mook's Clothing: Much like the Bulbear: It actively wanders the entire map, and when defeated, it can revive itself. It is not quite as threatening, however, due to its slow speed, telltale walking noise preventing ambushes from behind, and its attack being somewhat weak. They should still be the first enemy to go, however.
- Luck-Based Mission: Its shots will either kill your Pikmin in one hit or knock them over but do no damage. It is better not to get hit either way, but if you are surprised by one, you may get lucky, making it slightly less dangerous than the Bulbear.
- Our Monsters Are Weird: It's a fish. With legs. And a cannon near its mouth. And a natural glass visor on its forehead.
- Reviving Enemy: If left alone for too long after being brought down, they will start to regain their health and get back up to attack your Pikmin.
- Sentry Gun: Much like the Armored Cannon Beetle Larva, there are some variants that will walk in place on top of a thin tower, and will launch explosives down at you. Also like the ACBL, these ones have more health for some reason.
One of the game's more hidden features, these tiny little bugs appear in the Wistful Wild under very specific circumstances. They can be extremely useful for gaining sprays and nectars if you know what to do. They can release a toxic gas, so white Pikmin are preferred.
- Easter Egg: They only appear in the back of the Wistful Wild (around the Hole of Heroes or stone slab across the old landing site from the Hole of Heroes) every 30 days starting at day 31. They drop a ton of nectar and sprays when attacked.
- Mini Mook: They're smaller than the Pikmin. On our scale, they would be almost, if not, microscopic.
- No Name Given: The only source of their name is from a Japanese E-Reader card. They're usually just referred to as Secret Bugs.
- Poisonous Person: They occasionally release poison.
One of the few mammalian enemies in the Pikmin series, this hamster/gerbil-like creature sports long fur over its face and can use it to generate electrical currents.
- Animals Lack Attributes: Averted, oddly enough; when laying on their side dead, they have visible buttholes.
- Ridiculously Cute Critter: They're quite adorable for video game enemies, especially when they close their eyes and rub their faces with their front paws. Or at least, they're adorable until their "beard" is pulled back and we see their face◊.
- Rodents of Unusual Size: Compared to you, at least. They're probably not much bigger than a real-life gerbil, but they tower over the adventurers and the Pikmin.
- Shock and Awe: They achieve this by rubbing the fur on their face to generate static electricity.
An odd new enemy in Pikmin 3, this creature throws nearby crystal chunks at Pikmin to crush them. Rock Pikmin, however, can render their "ammo" useless.
- Abnormal Ammo: It picks up and flips chunks of crystal.
- Armless Biped: A bit of an odd example: it appears to be an insect, meaning it would normally have six legs. However, the only limbs it has are its hind pair of legs, with the two pairs of anterior legs nowhere to be seen.
- Misguided Missile: If you stand very close to the Skutterchuck, it is possible to trick it into crushing itself with its own crystal. In areas where you can find two of them, you can trick them into smashing their crystals together (and destroy them) or, with good timing, trick them into crushing each other.
- Shield-Bearing Mook: As long as it carries a crystal, it can't be directly attacked except by throwing Rock Pikmin.
Scientific name unknown
An odd, bulbous frog that walks on bird-like legs, this creature can form a crystal-like shield to protect itself from attack. Needless to say, only Rock Pikmin can break it.
- Armless Biped: Its long, stick-thin legs are its only limbs.
- Boss in Mook Clothing: Shares a lot of the characteristics of the old minibosses in Pikmin 1. It's encountered in an out-of-the-way area, doesn't even get the normal mini-boss music like the Shaggy Long Legs or Bugeyed Crawmad, and requires a specific Pikmin (Rock Pikmin) to beat. On top of that, if you're not careful, this guy can do some serious damage to your Pikmin squad if it gets a good hit in.
- Luckily, My Shield Will Protect Me: Not from Rock Pikmin, though. Interestingly, while Rock Pikmin are needed to break the shell, they're ill-suited for attacking the Crushblat proper; their impact deals less damage than other Pikmin clinging to it.
- Waddling Head: Their bodies consist of a large head, with eyes and a mouth taking up the entire front of that, and a pair of thin, spindly legs sprouting from where the neck would normally go.
ArachnodeScientific name unknown
Because you can't have fly based units without having a spider based enemy, the Arachnode is quite possibly the most dangerous enemy for Winged Pikmin. They lay in wait for any Winged Pikmin to pass by and get caught in their web before revealing themselves and attacking. Whether it be for carrying things back or just trying to new areas, it's a highly good idea to take these guys out so Winged Pikmin don't accidentally get caught. Rock Pikmin are highly recommended due to doing damage on contact and thus less likely to get caught in the web.
- All Webbed Up: What makes them so dangerious. Not only do they serve as roadblocks for Winged Pikmin, but, if the Arachnodes aren't taken care of, your Winged Pikmin run the risk of accidentally flying into their webs while carrying things back.
Scientific name unknown
One of the first new enemies shown off for Pikmin 3, the Pyroclasmic Slooch is a plasma-slug-like enemy that creates small flame trails behind it. Needless to say, you're gonna want Red Pikmin to deal with him.
- Logical Weakness: if they crawl into water, their flames will go out and they will no longer be able to deal fire damage unless they can touch another Slooch's fire trail and light themselves back up.
- Magma Man: They have a pattern of yellow and black stripes on their bodies that originate near the base of their eyestalks and "flow" down towards the ground. Between this and the fire they leave everywhere, they look a lot like living drops of lava.
- Meaningful Name: "Pyroclasmic" sounds a lot like "pyroclastic", a word roughly meaning "fire rock" and used to refer to lava flows.
- Playing with Fire: They leave trails of fire upon the ground behind them as they crawl around, and can coat themselves in fire.
- Wreathed in Flames: Large parts of their bodies will be covered in flaming slime at any given time, preventing non-Red Pikmin from latching on and attacking them without burning to death.
Scientific name unknown
A small squid-like enemy encountered in water areas. It attacks with its tentacles and by releasing toxic pools to poison Pikmin.
- Combat Tentacles: They will lash out with their tentacles to grab Pikmin and pull them to their mouths.
- Healing Factor: They will slowly regain health if left alone for a while.
- Poisonous Person: They will release clouds of poison into the water when attacking. This can be a serious issue, considering that White Pikmin don't appear in the main story mode, and even in other modes the fact that Sputtlefishes are only encountered in the water means the White's poison immunity is moot anyway.
Scientific name unknown
A harmless enemy in Pikmin 3, this dragonfly-like creature drops one to five drops of nectar when attacked.
- Dreadful Dragonfly: Subverted. It IS absolutely humongous and emits an eerie sound when appearing, but it is completely harmless, and even helpful.
- Helpful Mook: In most ways, they're less an enemy and more a diifcult-to-reach source of nectar.
- Invincible Minor Minion: You can't actually kill them — even if you score a direct hit on a Dandelfly, it will simply drop its nectar and fly away.
- Piñata Enemy: It drops around one to five drops of nectar depending on where you hit it, meaning you can flower up to fifty Pikmin at once if you can nail it on the head.
- Suspiciously Similar Substitute: Takes over the role the Honeywisp served in the first two games by providing nectar if it's defeated.
Scientific name unknown
A small water-strider-like enemy that's usually encountered in water, it attacks by shooting water balls at Pikmin.
- Making a Splash: Their primary attacking method. Considering that they're only encountered in the middle of water areas where only Blue Pikmin can traverse, they're only dangerous if you have Winged Pikmin with you at the time or if they skate close to the shoreline.
- One-Hit Kill: Direct throws will do this to them.
- Super Spit: Skeeterskates fill the bladder on top of their bodies with water and then spit jets of it at you Pikmin, drowning any non-Blues that they hit.
- Walk on Water: As a water strider, this is their specialty.
Scientific name unknown
A new enemy in Pikmin 3, this big guy resembles a cross of a real world onion and a fiddler crab. It has an oversized claw that it uses to defend itself and grab Pikmin to eat them, and can blow bubbles to trap Pikmin. Its claw can be destroyed by throwing Rock Pikmin at it.
- Boss in Mook Clothing: It is considerably stronger, rarer, and smarter than most enemies, but isn't considered a miniboss.
- Clipped-Wing Angel: Break its claw and it loses its ability to kill Pikmin entirely save blowing them into water with its bubbles (which means it's completely harmless to blues).
- Eye Scream: Throwing Pikmin at its eyes will save any Pikmin it's grabbed from being eaten.
- Feed It a Bomb: If it tries to grab a Pikmin carrying a bomb rock, it will grab the bomb rock instead and eat it, killing it in one hit.
- Floating in a Bubble: It can blow streams of bubbles to trap Pikmin in, leaving them to float aimlessly until the bubbles pop.
- Giant Enemy Crab: Compared to the Pikmin and main characters. These things are much closer in size to the ship than to the Pikmin and adventurers.
- Know When to Fold 'Em: If you destroy its claw, it'll try to run away instead of actively trying to attack you, and will only counterattack with bubbles to buy itself time.
- No-Sell: Can easily counter most tactics used to take down enemies. Charge it? It'll lift itself out of reach and slam Pikmin into grabbing range. Throw Pikmin? It'll use its claw to block frontal attacks. Bomb rocks? They look quite delicious where it's concerned.
- Punny Name: Being "peckish" means being mildly but not overwhelmingly hungry, while "aristocrab" is obviously a fusion of "aristocrat" and "crab". As a whole, its name is a pun on the somewhat aristocratic air with which it selects, picks up and eats individual Pikmin out of your squad and it being a crab.
Scientific name unknown
Another aquatic-based enemy in Pikmin 3, this odd creature resembles a cross between a starfish and an octopus. It is incapable of killing any Pikmin, but will blow bubbles to deter them if they get close by, which will temporarily render them trapped.
- Harmless Enemy: It cannot kill Pikmin, or directly harm them in any way. Its danger comes from its bubbles, which will pick up Pikmin and carry them off in a random direction until they pop — maybe they'll only dump your Pikmin nearby, or maybe they'll pop over water or over a hazard or on top of another enemy.
- Floating in a Bubble: Waddlepuses can shoot streams of bubbles from their mouths and the pores on their backs. If a Pikmin comes into contact with these bubbles, it will become trapped inside and float away, left to drift aimlessly and into potential danger until the bubble pops.
- Ridiculously Cute Critter: Until it puffs up and starts shooting out bubbles, but from a distance it is adorable.
- Terrestrial Sea Life: Downplayed. All waddlepuses are found in Pikmin 3's water-themed area — but very few waddlepuses are actually in the water: almost all are encountered napping on dry land.
Small, fish-like creatures found in small schools in watery areas. They attack by grabbing Pikmin in their mouths and darting away to eat them, but don't put up much of a fight when cornered.
- Fragile Speedster: They're very quick and agile, and most of the threat they pose comes from their ability to quickly dart into squad and swim off with a Pikmin before you can properly realize what's happening. They can't put up much of a fight when grappled by a Pikmin, however, and will die quickly once you manage to chase them down.
The Armored Mawdad was the first new boss type enemy shown off for Pikmin 3. Based on a centipede, this creature is encountered in what appears to be a hollowed-out tree stump, and is protected by a hard, crystal-like armor that most Pikmin can't break. As such, Rock Pikmin are a must if you even want to hope to beat this thing.
- Big Creepy-Crawlies: Seriously. Even by Pikmin standards, this thing is huge. Most of the other boss type enemies have justification due to most not being bug-based, but this is the first bug-based one that's larger than the Emperor Bulblax in Pikmin 1 in length and is roughly the same size.
- Early-Bird Boss: Though it's possible to floor it in just fifteen seconds if you know what you're doing, the Mawdad's aggressive attack patterns and quick movement make it quite a deal more dangerous than the Phosbat and even the next two bosses as well.
- Luckily, My Shield Will Protect Me: Its armor makes it hard for normal Pikmin to attack it. Unluckily for it, the armor doesn't protect it against Rock Pikmin.
- Stomach of Holding: Let's be honest; big though it is, it really shouldn't be able to have swallowed a whole pitaya and a cell phone.
- Wake-Up Call Boss: Most enemies before this point can be beaten almost instantly by throwing or charging. The ones that can't are either underwater (which the team can't go to yet anyway) or cannot kill one of the types of Pikmin you have with you. Then there's this, which is fast, can climb up walls, kills any type of Pikmin, and requires a little strategy to beat.
The Vehemoth Phosbat is a new boss type enemy in Pikmin 3. It resembles a moth and has bioluminescence abilities, disguising itself until the captains and Pikmin draw near. So far, this creature is only seen in caves, and seems oddly persistent in attacking the captains and Pikmin.
- Blow You Away: In addition to spewing poison powder, its counterattack also blows your Pikmin around the arena.
- Clipped-Wing Angel: Once the cave is lit up enough, the Phosbat won't be able to cloak itself anymore, making the battle a lot easier.
- Flunky Boss: At one point in the fight, it activates its egg sacs in the cavern, bringing its offspring into the battle.
- Giant Flyer: It is quite large indeed.
- Invisible Monsters: Spends most of the battle cloaked and unable to be attacked, shimmering every now and then. Revealing it is necessary to taking it down.
- Leitmotif: Notably, it's the only boss besides the final boss to have its own unique theme, with two different versions.
- Monster Is a Mommy: Though in this case, you encounter the larvae first.
- Moth Menace: It is a bioluminescent half-moth half-bat creature which dwells in dark caverns.
- Poisonous Person: One of its attacks is releasing a poison cloud after getting back into the air. Note that poison is no longer lethal in Pikmin 3.
- Puzzle Boss: The Phosbat spends most of the battle cloaked, and you can only get a good hit on it when it's visible. Though you can fight him the normal way, as he needs to become visible to attack, you can make the fight much easier if you take notice of all the electrical wires and light bulbs around the cave. And then there's the car battery...
- Vacuum Mouth: Its primary attack method is to suck your Pikmin up via whirlwinds.
- Weakened by the Light: It won't attack you if you stay under the bioluminescient mushrooms. Sufficient enough light will stun it. In the end, it dies when it collides with the very bright lightbulb at the top of the cave.
True to its name, the Sandbelching Meerslug is a sand-dwelling slug that hurls sand from its mouth towards any nearby creatures.
- Antlion Monster: One of its favorite attacks is creating a pit in the sand and dragging down Pikmin into its waiting jaws antlion-style.
- Big Eater: Aside from eating all your Pikmin if you let it, it's also eaten a cell phone and a whole watermelon.
- Blush Sticker: It has two small tufts of pink hair on its cheeks, oddly.
- Dishing Out Dirt: Its main method of attacking is shooting out wet clumps of sand to rebury Pikmin and burrowing underground.
- Feed It a Bomb: Bomb rocks can be used on it during its sand whirlpool.
- Sand Is Water: Though it is a Sand Worm, it can still move around in it fluently without much resistance, complete with creating sand whirlpools and pulling an Ant Lion tactic on your Pikmin.
- Sand Worm: More like "sand slug", but same difference. It's a giant, limbless and wormlike invertebrate that swims through sand as if it were water.
- Whack-a-Monster: It spends a good portion of its boss fight lurking under the sand, well beyond your reach. It's only possible to damage it when it emerges onto the surface to attack you and your Pikmin.
- Worm Sign: If it starts making a spiral shape towards the center, brace yourself.
A giant monster seemingly made of mud and plant matter, fought in a muddy area. Rock Pikmin are required in order to break the crystal protecting its weakspot, and it makes mud puddles which only Blue Pikmin can go through.
- Bizarre Alien Biology: It's basically a chunk of land with a fruit-like appendage. Attached to this is a pair of vines with eyeballs on the ends. It also walks around on three hoof-tipped legs, with the hooves apparently tied to its nervous system. Underneath the "stalk" of the plant bit is a perfectly round lip from which a massive purple tongue (strangely human-like) can reach out. If Pikmin are still on top of it when it stands up after being downed, it stands on two legs and tips them off... somehow. It's not entirely clear where this creature begins and ends.
- Everything Fades: Though the series as a whole averts this trope, the Mireclops is notable because its main body is too massive to bring back to the Onion, and after a few days Pellet Posies will start to grow on its body as well. You do get to bring back its fruit-like head, however.
- Heli-Critter: Though not in the traditional sense. The tongue that appears will rotate twice in succession after you deal enough damage. This is twice without retracting between licks.
- Overly Long Tongue: Players who think they can just whale on its head while it's down with no retribution are in for a very nasty awakening.
- Our Monsters Are Weird: Odd as they are, most of the enemies in the Pikmin games are readily recognizable as... mostly normal animals and plants, sometimes with Elemental Powers but usually fairly identifiable with real-life groups of creatures. As a result, the Quaggled Mireclops — essentially a clump of swampy soil suspended on three rootlike legs, with a circular, lid-like mouth on top of its body hiding an enormous pink-purple tongue and with a literal piece of fruit for a head — is especially jarring in is extremely alien weirdness.
- Planimal: It brings to mind the Creeping Chrysanthemum.
- Rent-a-Zilla: Without question one of the largest creature in any Pikmin game, with its only competition being the Berserk Leech Hydroe.
- Spider Tank: It has three huge legs attached to a flat cylinder of a body.
- Swamps Are Evil: It lives in an area of marshy, waterlogged mud it is constantly churning up, and it is a swamp all by itself.
- Color-Coded for Your Convenience: Their color — or in the case of the Queen Candypop Buds, the current color of their spots — determines what kind of Pikmin you'll get out of them.
Lapis Lazuli Candypop BudFlora colbaltium
An important species of flower with a mysterious connection to the Pikmin. Throwing in Pikmin of any color will convert those Pikmin into Blue Pikmin. If you're lacking the Blues needed to navigate water hazards, these can be a lifesaver. Note that each flower can only convert 5 Pikmin before wilting away, 50 in the first game.
- Color-Coded for Your Convenience: Blue, like the Pikmin they produce.
- Nerf: From the second game onwards, all Candypop Buds can only convert five Pikmin. This was likely done to avoid stocking up on well over 100 Purple and White Pikmin in little time, since they are intended to be rarer.
Crimson Candypop BudFlora rufusia
If you lack Red Pikmin, these are the flowers for you. Like all Candypop Buds, they'll convert one Pikmin type into another.
- Color-Coded for Your Convenience: Red, like the Pikmin they produce.
- Fire-Breathing Diner: According to Louie's cooking notes, this is the result of attempting to eat one of these.
- Nerf: From the first to second games, the number of Pikmin they could convert went down from 50 to 5.
Golden Candypop BudFlora aurumia
Though the name makes it sound more important than other Candypop Buds, these are just the Yellow Pikmin's answer to the previous two Candypop Buds.
- Color-Coded for Your Convenience: Yellow, like the Pikmin they produce.
- Masochist's Meal: Their juices can erode holes in frying pans.Louie's Notes: Eating it would be unwise.
- Nerf: Went from converting 50 Pikmin to only 5 between the first two games, and these can only be found in one cave.
Violet Candypop BudFlora puniceus
These rare flowers are the only way to acquire Purple Pikmin, so you should always try to use them when you see them (at least until you hit 100 Purple Pikmin). They can first be found in Emergence Cave but show up in several other caverns.
- Color-Coded for Your Convenience: Purple, like the Pikmin they produce.
Ivory Candypop BudFlora niveus
Like the Violet Candypop Bud, these flowers are quite important. As your only source of White Pikmin, you'll not want to pass these up. First found, fittingly, in the White Flower Garden.
- Color-Coded for Your Convenience: Technically, a lack of color. Or an abundance of all colors, depending on how you look at it. They're white.
Queen Candypop BudFlora regina
This Candypop Bud is unique compared to the other five. It will cycle between red, blue, and yellow, and can only accept one Pikmin before wilting. However, it will produce up to nine Pikmin of the color it was when it took in the Pikmin, allowing you to multiply your troops up.
- Chuck Cunningham Syndrome: The only Candypop Bud to not make a return in Pikmin 3. Given how Pikmin 3 removed caves, so that Onions are always accessible, their purpose in increasing the field Pikmin count was made a bit redundant.
- Color-Coded for Your Convenience: Their spots flicker between the primary colors. The colors of these spots at the time a Pikmin is thrown in them determines the color of the Pikmin produced.
- The Last of These Is Not Like the Others: This Candypop Bud, instead of turning Pikmin of one color into a different color, will only input one Pikmin of any color but output up to nine Pikmin of whichever color the petals happened to be when the Pikmin was taken in. This is also one of the only ways to have a net increase in Pikmin population, the other two being natural food harvesting and turning young Bulbmin into regular Pikmin via Candypop Buds.
Slate Candypop BudScientific Name Unknown
As Pikmin 3 introduced two new Pikmin types, it also introduced two new Candypop Buds for conversion into those new Pikmin. These gray flowers produce Rock Pikmin.
- Color-Coded for Your Convenience: Gray, like the Rock Pikmin.
- No Name Given: They're simply labeled as "Candypop Bud" in-game like the other varieties, and their full name is only given in the Japanese guidebook.
Alizarin Candypop BudScientific Name Unknown
As Pikmin 3 introduced two new Pikmin types, it also introduced two new Candypop Buds for conversion into those new Pikmin. These pink flowers produce Winged Pikmin.
Pellet PosyAmplus nutrio
A flower-like lifeform that has muscle fibers in its stem, making it part animal as well. Pellet Posies have the unique ability to crystallize nectar and turn it into pellets. It is a keystone species since so many creatures, Pikmin included, rely on these pellets.
- Planimal: In the lore and Olimar's notes (it doesn't appear in the gameplay) they turn out to be a kind of planimals that lean very heavily towards the plant side of things. They're more-or-less normal (by the standards of the franchise, at least ) flowers, but they have muscle fibers in their stems.
A useful plant that grows in certain regions. It produces berries, which you can harvest for sprays. Note that Ravenous Whiskerpillars are attracted to these plants and may eat the berries before you can get them. It is also later attacked by a fungus which your Pikmin can beat back to get the Spiderwort growing again.
- Fantastic Fruits and Vegetables: The berries come in two varieties, spicy red stimulants and bitter purple supressants.
- Power-Up: Of the "enhanced abilities" kind. The red berries can be used to create Ultra-Spicy Spray, which captains can use to power up all the Pikmin in their squad. Powered-up Pikmin will start glowing, and will become become both faster and stronger than regular Pikmin, completing tasks quicker and dealing more damage to enemies. In Pikmin 3, they will also be instantly upgraded to Flower Pikmin.
- Super Mode: What Ultra-Spicy Nectar allows you to unlock for your Pikmin: when you use it, they will temporarily become much faster and stronger than they normally are.
- Taken for Granite: The purple berries can be used to temporarily petrify enemies.
A glowing mushroom found in cavernous areas. Its glow is caused by Hocotatium 111 reaching critical mass.
- Fantastic Light Source: Especially in Pikmin 3, their glow serves as the chief source of illumination in dark caves.
- Fungus Humongous: Compared to our coin-sized protagonists, anyway. By human standards, they're not especially big.
- Glowing Flora: Bioluminescent mushrooms whose blue — and later pink — glow is caused by the breakdown of Hocotatium 111 in their tissues. They become particularly important in the fight against the Vehemoth Phosbat and its brood: as these creatures are actively hurt by the light, the illuminated patches the Glowcaps create provide safe areas where the creatures will not pursue.
- Palette Swap: In Pikmin 3, they come in two varieties: the one from the previous games which glows cyan and a new one which glows pink. There is no practical difference between the two, save for providing some variety in the scenery.
- Scenery as You Go: In Pikmin 3, they now serve a practical purpose; they start out embedded in the ground, but sprout when you walk near them, which provides light sources. This is critical for fighting the Vehemoth Phosbat, which can't enter brightly-lit areas.
Classified as a kind of "plant", in reality they are LEDs. They remind Olimar of the streetlamps back on Hocotate.
- Glowing Flora: Subverted. They're classified as a plant in the in-game Pikipedia like all other vegetable scenery of importance, Olimar gives them a scientific name and Louie tests them for edibility, same as they do for all other organisms they find... except that they're actually just LEDs half-buried in the ground, which Olimar and Louie have mistaken for light-emitting plants.
A patch of clovers. There is an extremely rare 4-leaf clover as a treasure.
- Four-Leaf Clover: Not in the foliage, but one of the treasures is one of these. Naturally, it's hidden on a floor with a lot of regular clover.
- Side-Effects Include...: Louie advises against eating this plant, as doing so "may result in nausea, headache, fever, fatigue, chest pains, paralysis, loss of bone density, moodiness, feral rage, sauciness, dilly-dallying, strokes of brilliance, and untimely doom".
Plants that have red flowers. Apparently the red coloration is a recent development; normally, they're supposed to be blue. Brushing up against a dead patch does not count towards the Piklopedia.
A Dandelion plant. They practically tower over the Captains. While incredibly common in the real world, in this game, they're only found in two overworld locations and a single cave, making it easy to miss.
Seeding DandelionTaraxacum ventulus
A Dandelion that has been pollinated and now has a batch of seeds ready to be blown off by the wind. They're only found in the Perplexing Pool, and only in two places.
- Artistic License Biology: The regular Dandelion is classified as Taraxacum officinale (the actual scientific name of real-life dandelions), while Seeding Dandelions are classified as a different species, Taraxacum ventulus. Biologically, this makes no sense — all that's changed is that the flower has gone to fruit, but it's still be same exact plant.
- Scenery Porn: Yes, running into the plant will cause it to shake some seeds loose.
A Horsetail plant. It propagates via spores.
A stem of dead grass with a plume on the end. It looks pretty.
A patch of yellow flowers. They are often found with the closely related but much deadlier Creeping Chrysanthemum. But it can be told apart by having leaves instead of eyes in the flowers.
A fern that is found in watery areas. Like other ferns, it spreads spores to propagate itself.
The shoot of an unknown plant, possibly an immature tree. They are the tallest plants that you can interact with.