64: 0104 (Starting Roster 1) | 0508 (Starting Roster 2) | 0912 (Unlockable Fighters)
Melee: 1317 (Starting Newcomers) | 1822 (Unlockable Fighters 1) | 2326 (Unlockable Fighters 2)
Brawl: 2731 (E3 2006) | 3239 (Smash Bros. DOJO!! 2007) | 4044 (Smash Bros. DOJO!! 2008)
For 3DS and Wii U: 4549 (Pre-Smash Direct) | 5055 (Smash Direct and E3 2014) | 5659 (Remaining Roster) | 6063 (DLC Fighters)
Ultimate: 6469 (Initial Release) | New Echo Fighters | 7075 (DLC Fighters 1) | 7682 (DLC Fighters 2)
Poké Ball Pokémon | Assist Trophies | Enemies | Bosses | Others
This page lists the handful of enemies debuting in Melee's Adventure Mode, the Mooks from Brawl's Subspace Emissary, and the various baddies in Smash Run on the 3DS version. It also lists a variety of enemies that appear on the various stages for the Smash Bros. games.
Debuting in Melee
Debuting in Adventure Mode:
The lowly Goombas are former residents of the Mushroom Kingdom that turned to Bowser's forces out of sheer cowardice. Probably the very first enemy many video game veterans have fought. A single stomp to the noggin will dispatch them.
- Collision Damage: In Melee, they did a certain amount of damage to the player by touching them. Later games gave them a charge attack instead.
- Giant Mook: Giant Goombas from Super Mario Bros. 3 and other titles also appear, and they require several stomps to be defeated.
- The Goomba: As the Trope Namer, they are among the most basic and weakest of Bowser's minions — slowly walking back and forth in the 2D games or attempting to charge and headbutt Mario in the 3D games, and usually only taking one stomp to kill.
- Goomba Stomp: The quickest and most effective way to get rid of them. Even the big ones.
- One-Hit KO: A simple stomp to the head will instantly defeat the small ones.
Koopas make up the bulk of Bowser's army in the Mario series. They come with red or green shells, and once defeated, their shells can be used to hit other enemies. They also come in the winged Paratroopa (Patapata) variety, losing those wings when attacked.
- Airborne Mooks: Koopa Paratroopas are winged and fly around.
- Collision Damage: In Melee only, they attack with a leaping headbutt from Brawl onward.
- Color-Coded for Your Convenience: Red Paratroopas fly up and down in a certain path or chase the player, green Paratroopas fly up and down or hop around. Oddly, Green Koopas don't walk off cliffs, like the Red Koopas.
- Goomba Stomp: Landing on a Paratroopa will cause it to lose its wings, and landing on a regular Koopa will make it retreat into its shell, just like in their home games.
- Turtle Power: Large turtles that serve as Bowser's foot soldiers.
- Unique Enemy: Only one red Paratroopa appears in Melee. When it's reduced to a shell, it can deal fire damage.
A squirmy, worm-like creature. It eats up fighters and spits them out. In their home series, their favorite snacks are shields and they've also been known to eat certain types of clothing.
Octoroks are four-armed octopi that spit rocks at unsuspecting adventurers. Just about every incarnation of Link has dealt with these, with the exception of the Hero of Twilight. In Smash Run, they hide in bushes and occasionally pop out to attack. That's your time to strike.
A polar bear that wears pink shorts and sunglasses. In Ice Climber, these guys would appear if you stayed in one place for too long. They would cause the screen to rise, thus forcing Popo and Nana to hurry up to the top. In Smash Run, they move slowly by can cause earthquakes by jumping and slamming the ground. They can take a lot of hits, but they really don't like fire moves.
- Ascended Extra: After being Demoted to Extra in Brawl, it returns as an enemy for Smash Run.
- Bears Are Bad News: They're very troublesome if you don't have fire attacks on hand.
- Cool Shades: Its Melee trophy is confused on why it wears them.
- Demoted to Extra: It only gets a small cameo on the Summit stage in Brawl.
- Dishing Out Dirt: Its primary attack in Smash Run.
- Half-Dressed Cartoon Animal: Wears pink shorts for some reason.
- Kill It with Fire: They flinch and get knocked down by fire attacks in Smash Run.
These vile creatures may not move much, but they can emit an ear-piercing shriek and then hit you when you're stunned. According to their trophy description, they're actually made of clay and not an actual corpse.
- Art Evolution: In 3DS, their appearance is updated to match their design in Ocarina of Time 3D, gaining a more polished look and masks over their faces.
- Our Zombies Are Different: Shuffling, corpse-like beings that awkwardly limp towards players and try to bite them to death. Despite looking like walking corpses, however, they're actually made out of clay.
- Standard Status Effect: Their shrieks will paralyze any fighters close to them.
Small creatures that inhabit the frozen tundra and spend their lives repairing ice platforms. These make them quite the obstacle for the Ice Climbers, considering those blocks prevent them from moving upward.
- Bowdlerization: In the Japanese version of Melee, they're seals instead of yeti. This change mirrors the same Bowdlerization that their game of origin faced.
- Chuck Cunningham Syndrome: In addition to being the only Ice Climber character not to return in Brawl, they're also the only enemy from Melee that doesn't reappear in 3DS and Wii U at all.
- Collision Damage: They only need to touch you to damage you.
Debuting on the stages:
Banzai Bills are, like their smaller cousins, living projectiles that fly at the players kamikaze-style. Their larger size makes them much harder to avoid. In Super Smash Bros. Melee and Super Smash Bros. Ultimate, they appeared as an enemy/stage hazard on Peach's Castle, but after an absence in Brawl, they were promoted to full-on enemies for the Smash Run mode on the 3DS. They also occasionally appear during Smash Tour in the Wii U version.
- Art Evolution: Their appearance in Melee is completely original, but Nintendo 3DS / Wii U just uses their New Super Mario Bros. design.
- Giant Mook: They may home in on you, and their large size does not make them easier to avoid. Luckily, they are slow.
- Homing Projectile: Some of them have this property, though they lose it if they begin to pick up speed.
- Made of Explodium: When Banzai Bill crashes into a wall on Peach's Castle, it will stay still for a short time before exploding. This can also happen in its Smash Run appearance, though the homing variety will only crash and explode once it begins to pick up speed.
A pink dinosaur-like creature who spits out eggs from her snout. She usually appears as a mini-boss of some sort, but can often be seen competing in sport and racing titles, usually alongside Yoshi. Birdo appears on the Mushroom Kingdom II stage in her sprite form, doing what she does best.
- Demoted to Extra: After debuting as an active stage hazard in Melee, Birdo is relegated to a passive trophy in subsequent games. She gets her role as an active stage hazard back in Ultimate with the return of Mushroom Kingdom II.
- Edible Ammunition: She fires eggs at the players.
- Hoist by His Own Petard: Fighters can grab the eggs and toss them back at Birdo, just like in her game of origin.
- Proj-egg-tile: She attacks by spitting eggs out of her mouth.
- Retraux: In Melee and Ultimate, Birdo appears as a 16-bit sprite.
A Shy Guy with a propeller on its head (or, in the first game and in Melee, its back). They sometimes fly around with an item. Hitting them will make them drop it for you to claim.
- Airborne Mook: They're basically just regular Shy Guys outfitted with propellers and capable of flight, although notably they appeared in Smash Bros a game ahead of the regular kind.
- Art Evolution: 64 and Melee use the designs from Yoshi's Story, with a large propeller system on their backs. The ones in later games used the simplified design from later games, with a single propeller on their heads.
- Helpful Mook: They carry food items and even custom equipment in Smash Run that players can grab.
A tiny crow riding atop a magic carpet. In Super Mario Bros. 2, you could pick them up and jack the carpet to progress through levels.
Debuting in Brawl
Debuting in The Subspace Emissary:
Tropes common to all Subspace Emissary enemies:
- Original Generation: With the exception of the Mario and R.O.B. enemies, the foes encountered in Subspace Emissary were invented for Super Smash Bros.
A green blob piloting a tank. The tank is armed with a large, mechanical claw.
- Attack Its Weak Point: The only way to damage an Armank is to destroy its claw first, which exposes the green blob within.
- Power Pincers: The claw can wind up for a devastating blow, sweep the area around the tank, or fire three energy blasts at the player.
- Ramming Always Works: The tank can do Collision Damage when it's moving.
A floating, tentacled head in a golden helmet. They wield two swords, which can be thrown at the player.
- Airborne Mook: They'll float after the player to skewer them with their blades.
- Dual Wielding: They're armed with a pair of swords.
- Evil Laugh: They'll deliver a "Ho ho ho!" when entering the battlefield.
- Screw This, I'm Outta Here!: If they go undefeated, Armights simply leave by floating towards the screen.
- Throwing Your Sword Always Works: It will throw both its swords if the player isn't in stabbing range. The Armight will then spend a second drawing another pair.
A rainbow-feathered bird that will drop from the sky beak-first.
- Airborne Mook: They fly back and forth on top of the screen until they see the opportunity to dive-bomb the player.
- Beak Attack: They attack with a sudden, beak-first dive into whatever fighters happen to be below them, with their long, spear-like bills turning them into essentially living javelins.
- Deadly Dodging: If the player they're attacking gets out of the way before they can strike them, their beaks will become jammed into the ground and render them trapped and vulnerable.
- Feathered Fiend: A brightly colored bird with an equally noticeable vicious streak.
- Throw the Mook at Them: When stuck in the ground, they can be picked up and thrown at other enemies.
A miniature tank equipped with a retractable lance.
- Attack Its Weak Point: When its helmet is knocked off, the yellow emergency light underneath will take more damage.
- Jousting Lance: It hides a powerful lance, which it can wield quickly enough to catch players off-guard.
- Mecha-Mooks: Knocking off its helmet reveals it's entirely robotic.
- Throwing Your Sword Always Works: If the player isn't close to it, it will launch its lance across the screen.
A humanoid figure with a fuse on its head. When threatened, it will pull its head off and toss it at its foes.
A spindly figure that skips around. It can blow gusts of wind out of its trumpet-like head.
- Blow You Away: While the damage it can do is minimal, its wind can prevent players from recovering. Luckily, it can't generate wind indefinitely.
A parasitic plant that hides in the ground. When aggravated, it will jump out and drain the life force of its enemy with a kiss-like action.
- Ambushing Enemy: They hide within the ground, with only their lips visible, and latch themselves onto players who pass above them and begin draining their health.
- Kiss of Death: With its lip-like vines, it will grab players and drain them dry with a suspicious smooching noise.
- Man-Eating Plant: It lives for draining health from living (or robotic) creatures.
- Suspicious Videogame Generosity: The more gorged a Bucculus is, the better healing items it will drop when killed. Given the amount of damage one can do, the resulting Maxim Tomato is considered welcome.
A robot carrying a bucket of white-hot bricks, which it will try to dump on the player.
- Bombardier Mook: They carry around buckets of red-hot metal bricks that they dump on top of fighters as their sole means of attack.
- Helpful Mook: Occasionally, instead of burning metal, Buckots will carry food and Maxim Tomatoes. Very occasionally, they may also drop Super Scopes and Ray Guns.
- Mecha-Mooks: It's a head on a propeller, with spindly arms to hold its bucket.
Bullet Bills are living projectiles that fly at the players kamikaze-style. They're shot out of Bill Blasters, and later variants have homing properties. They first debuted in Smash Bros as an enemy, one game later than their giant cousins. In 3DS/Wii U, they appear as an item, and in the 3DS version they also appear as an enemy in Smash Run. In addition to reprising its role as an item in Ultimate, they may also appear as drawings sketched by the Assist Trophy Nikki.
- Action Bomb: Living explosive ordnance that detonate if they hit a fighter or a solid surface.
- Hoist by His Own Petard: If a player is not careful using the Bill as an item, they can rocket past the blast line, KO-ing themselves in the process.
- Homing Projectile: Some of them can follow fighters around.
- Rocket Ride: In a variant, anyone who picks the item will transform into a Bullet Bill itself and launch into opponents.
Multicolored eyeballs that can self-replicate.
- Me's a Crowd: They can replicate indefinitely, allowing a single specimen to quickly turn into a huge swarm if allowed.
A floating metal drone armed with four whirling blades.
An eyeball with a fish-like body.
A ghost-like entity made of rectangles and darkness.
- Healing Factor: If it takes damage, it'll hold still to regain health.
- Make Me Wanna Shout: When on top of a player, it will roar to damage them.
- No-Sell: Energy-based projectiles will simply disappear on contact with a Floow.
- Our Ghosts Are Different: Most ghosts aren't humanoid figures made of rectangles.
A head on top of four stacked bases. It's not very mobile, but its eye lasers mean it doesn't need to be.
- Attack Its Weak Point: Defeating the head first will take out the whole thing, but the playable characters aren't tall enough to reach it reliably. Luckily, all four stacks can be destroyed with enough damage, bringing the head down to eye level.
- Eye Beams: It shoots three lasers from its eyes before needing to recharge.
A living wheel with an eyeball on its rims. There are three types, each with their own Elemental Powers that they will use to damage foes that come near.
- Color-Coded Elements: Glires have red lining and bodies and create fire, Glires have light blue marking and bodies and create ice, and Glunders have yellow markings and orange bodies and create electricity.
- Elemental RockPaperScissors: Glices and Glires will take extra damage from each other's elements.
- Fire, Ice, Lightning: Glires use fire, Glices use ice, and Glunders use electricity.
- Oculothorax: They have a single eye entirely dominating their rounded inner bodies.
A strange creature inside a cauldron with wheels. It's armed with two giant scythes.
Floating spiked traps. They come in fire, water, and electric varieties, but are functionally identical.
- Expy: Of Gordos from the Kirby series.
- Invincible Minor Minion: They have a barrier that prevents them from taking damage.
- Making a Splash: Hydro Jyks veil themselves in water and deal water-attribute damage.
- Playing with Fire: Flame Jyks are Wreathed in Flames and will burn fighters who touch them.
- Playing with Fire: Zap Jyks crackle with electricity and will electrocute fighters who touch them.
Tiny stick figures that come in red, yellow, or green varieties. They're weak on their own, which is why they band together in the safety of numbers.
- Zerg Rush: They're minuscule and frail compared to other enemies, so spawning in large numbers is their biggest advantage.
A blue sphere with arms, legs, and red eyes. It is never actually fought, but it does have a trophy.
A portly creature that grows as it takes damage.
- Mighty Glacier: Nagagos become progressively stronger and slower as they grow in size, with the largest stage being very hard-hitting but slow as molasses.
- Sizeshifter: It has three sizes depending on how much HP it has left; blue ones are the smallest, yellow ones are medium, and red ones are the largest. They do more damage, but get slower as they grow larger.
A creature whose trousers are full of gifts and candy.
The standard Subspace Army forces. They come in several item-based varieties, and their faces change every time the Subspace Emissary is booted up.
- Attack Reflector: Sword Primids and Metal Primids can deflect projectiles with their swords and bodies, respectively.
- Battle Boomerang: Boom Primids wield boomerangs that they can throw at distant enemies or use as swords for closer ones.
- Breath Weapon: Fire Primids can breathe fire.
- Chrome Champion: Metal Primids are covered with a metal with reflective properties.
- Chuck Cunningham Syndrome: Despite their significance in Brawl, they don't even get a passing mention in Wii U/3DS.
- Evil Counterpart: They fight like the playable characters, having a three-hit combo, a dash attack, a jump attack, and a smash attack. They're even using items (Super Scope, Beam Sword, Fire Flower, Metal Box, Super Mushroom, and Boomerangnote ).
- Family-Friendly Firearms: Scope Primids carry a large laser bazooka designed like a Super Scope.
- Giant Mook: Big Primid, a supersized version of the regular ones.
- The Goomba: Regular ones are the most common and generally the weakest enemies in The Subspace Emissary, and in later stages come in multiple specialized variants.
- Laser Blade: Sword Primids have green Beam Swords.
- Mighty Glacier: Metal Primids are slow, but projectiles bounce off them and they won't flinch from attacks that do damage.
- Playing with Fire: Fire Primids shoot fireballs or a wave a fire.
Clawed marionettes made of wood. They can also shoot beams of energy from their eyes.
A motorized unicycle. It moves fast, attempting to grind its foes under its wheel.
The inhabitants of the Isle of the Ancients, who were enslaved by Tabuu. They come in three varieties with different abilities — basic R.O.B. Sentries, R.O.B. Launchers equipped with missiles, and R.O.B. Blasters who can fire lasers. R.O.B. Sentries are also used to activate Subspace Bombs.
- Chuck Cunningham Syndrome: They don't reappear after Brawl, but since the Boxing Ring's jumbotron gives R.O.B. the nickname "Last of His Kind", there's a good reason for this. Also, one of R.O.B's costumes seems to resembles one as well.
- Eye Beams: R.O.B. Blasters attack by firing laser beams from their eyes. The R.O.B. Sentries are also seen firing such beams, but only in one cutscene.
- Gameplay and Story Segregation: In the cutscene where Ganondorf takes control of them, the Sentries are seen firing Eye Beams similar to the Blasters'. This is the only time when they're shown to be able to do so, and they never use this attack when fought as enemies.
- The Goomba: R.O.B. Sentries serve as the weakest, most basic and most common enemies in the Isle of the Ancients levels.
- Homing Projectile: R.O.B. Launchers fire homing missiles.
- Slave Mook: As is revealed late in The Subspace Emissary, they used to be a peaceful civilization, but were enslaved by Ganondorf on Tabuu's account and were forced to serve as soldiers in their bid to conquer the world.
- Stationary Enemy: R.O.B. Launchers and some R.O.B. Blasters do not move, instead remaining rooted to their spot and essentially serving as stationary gun emplacements.
- Suicide Attack: Due to the Subspace bombs they detonate requiring them to remain attached to them until the explosion, they're always the first to be killed when taking a portion of the world into Subspace.
- Tragic Monster: All of them express grief at the sight of detonating Subspace Bombs. They also express grief at firing on the Ancient Minister, who is R.O.B. in disguise. At the end of the whole ordeal, the only remaining member of their kind is R.O.B.
- Undying Loyalty: They're loyal to the Ancient Minister unquestioningly and unto death, until Ganondorf takes control of them.Its emotional capacity is unknown, but it has utter trust in the Ancient Minister and obeys him unwaveringly.
A giant, rotating skull turret with two large guns attached. While it tries to keep them pointed in the player's direction, holding still means one can stay in its blind spot.
- Artificial Brilliance: It won't bother trying to shoot the player if they have a shield, reflector, or absorbtion field active.
Shadow bugs in the form of a conjoined phantom. They have two large blades for arms.
- Airborne Mook: They're always floating. Combined with the long attack range of their blades, fighting one up close is very difficult.
- Attack Its Weak Point: Shadyas take reduced damage from everything, but in exchange their glowing core takes double damage.
- Our Ghosts Are Different: Two-headed phantoms with blades for arms and a pink core where their heart should be.
Large beetle-like creatures with a hard shell and horns. Their shell can be shattered with enough damage.
Teeth-clenched clouds with tesla coils and a battery on their back that they use to attack with lightning.
- Airborne Mook: Being clouds, they can just float around at their leisure.
- Attack Its Weak Point: The battery on top is a weak point, and the most difficult part of a Spaak to hit.
- Cumulonemesis: Hostile, living clouds that rain lightning onto unsuspecting foes.
- Shock and Awe: When white, they'll toss slow-moving electric balls. When black, they'll shoot fast lightning bolts.
- Turns Red: When they take enough damage, they turn black, they move faster, and their lightning attacks become more dangerous.
A portal to subspace, which spawns enemies when players get close.
- Enemy Summoner: It'll bring in a limited wave of enemies, usually Mites, to be fought by the player. In Smash Run, destroying it before it runs out of enemies to spawn will yield better items.
A large, chicken-like enemy that tries to crush players with its weight. Defeating it reveals it's actually a small bird inside a suit.
An adorable sheep when it's snoozing, and a vicious ram when it's awake.
A beaked flying carpet that tries to carry foes past the upper blast line.
- Airborne Mook: One that tries to carry the player out of bounds.
Debuting on the stages:
The most iconic enemy from the Pikmin series, Bulborbs are nocturnal creatures that use their massive jaw to eat Pikmin whole. As such, sneaking up on its bulb is a safer strategy than rushing headfirst into it. The Bulborb initially debuted as a stage element, acting as a platform one minute before opening its mouth; anything that gets caught in it is immediately dragged off of the stage. In Smash Run on Super Smash Bros. for 3DS, it's one of the strongest and toughest enemies in the game.
- Ascended Extra: They go from a stage element in Brawl to one of the toughest and strongest enemies in Smash Run.
- Boss in Mook Clothing: Much like Clubberskull and Bonkers, it's Immune to Flinching and has several ways of delivering multiple hard hits and sending even characters with 0% damage flying.
- Helpful Mook: On Distant Planet, it occasionally comes on the screen and acts as a temporary platform. However, standing on it runs the risk of having it attempt to eat you, so how helpful it really is is up for debate.
- Immune to Flinching: The Bulborbs in Smash Run do not receive knockback from attacks.
- One-Hit KO: Players are instantly knocked off if they enter its mouth on the Distant Planet stage.
- Swallowed Whole: It can eat players in Brawl and take them off the stage.
- Your Size May Vary:
- Firstly, as with Oliver and the Pikmin, Bulborbs in Pikmin canon are tiny — about the size of a rat — but are scaled up significantly for Smash Bros.
- Secondly, the Bulborb enemies in Smash Run are about twice as tall as most players, making them roughly the same relative size to Olimar as in canon. The Bulborb in the Distant Planet stage is a lot bigger, enough so as to be able to swallow multiple fighters whole.
Two types of enemies from way back in Mario and Luigi's plumber careers. Shellcreepers, turtle-like enemies that bear an uncanny resemblance to Koopa Troopas, had to be flipped onto their shells from below and kicked away to be defeated, but would get faster if either brother took too long to defeat. The crablike Sidesteppers were much the same, but took two hits to flip over. They appear on the Mario Bros. stage, behaving exactly how they did in their game, except that they can be picked up and thrown for a good deal of damage when flipped.
- The Bus Came Back: Thanks to the return of the Mario Bros. stage in Ultimate, these enemies come back along with it.
- Demoted to Extra: They only appear as trophies in Wii U.
- Giant Enemy Crab: The Sidesteppers are just barely shorter than either Mario Brother.
- Grievous Harm with a Body: When flipped, they can be thrown at enemies for quite an effective method of knocking someone off the stage.
- Retraux: They appear as sprites to fit with their stage's nostalgic 8-bit look.
- Turtle Power: Much like the later Koopas, Shellcreepers are large turtles that attack anyone who gets in their way.
Shy Guys are common enemies that wear white masks and coats of various colors. They first appeared in the dream world of Subcon, but several Shy Guys have been in Bowser's employ since he was a tiny prince. They appear in Mario Kart-inspired stages, where they race around the circuit and run over any fighters on the ground when they pass through. In Smash Run, they come in multiple colors and have different specialties and behaviors, but are pretty easy to dispatch.
- Car Fu: On the Mario Circuit and Rainbow Road stages, they ram into players by driving go-karts.
- Color-Coded for Your Convenience: In Smash Run, the stat boosts they drop depend on what color they are. Blue ones drop defense stats, Yellow ones drop jump stats, Green ones drop speed stats, and Red ones drop attack stats.
Debuting in Smash for the 3DS
Debuting in Smash Run:
Tropes common to all Smash Run enemies:
- Multi-Mook Melee: You can get into forced battles and door challenges where the aim is to defeat a certain number of them, and one of the Final Battles of Smash Run pits you against a "Fighting Enemy Team", where the aim is to defeat as many enemies as possible.
Shiny metal tiles from Xevious and several other games that fall from above, usually in groups. They are invincible, and touching one will send a fighter straight downward.
A massive hammer-toting gorilla with a bad attitude. His hammer hits really hard and can send even the most well-defended characters flying. He also throws coconut-shaped bombs. Swallowing one of these upon defeat would turn Kirby into Hammer Kirby, but since you only get Copy Abilities through other fighters in this game, this is sadly a non-option.
- Boss in Mook Clothing: Is immune to flinching and has several hard-hitting attacks that he can use in rapid succession.
- Drop the Hammer: The most well-known hammer user from the Kirby series (apart from King Dedede himself).
- Mighty Glacier: They hit hard and can take a lot of punishment, but their attacks are easy to avoid.
A huge stone slab that was given the gift of life by inscribing runes on it. The Boom Stomper lives up to its name by smashing you with its rugged, if hard to control, body. The best way to take it out is to attack the leaf on its head.
- Attack Its Weak Point: The leaf on its head will take a lot more damage from attacks than the rest of its body does.
- Ground Pound: Its method of attack; either a classic butt stomp that causes an earthquake, or a harder to avoid body slam.
- Rock Monster: An ambulatory boulder that tries to crush players under its weight.
These pink things with wings are a staple of the Kirby series. They may be minding their own business, or they may be flying at you.
These classic enemies don't really resemble bubbles at all; they're more like flying skulls. They can attack you with fire or ice. Their weakness is the opposite element.
- An Ice Person: The ice variant freezes players and is weak to fire.
- Cold Flames: Ice Bubbles are surrounded by blue flames that freeze fighters on contact.
- Color-Coded Elements: Red bubbles are fiery, while blue ones are icy.
- Flying Face: Flying, bat-winged skulls that are imbued with elemental power.
- Kill It with Fire: Ice Bubbles are weak to fire.
- Kill It with Ice: Fire Bubbles are vulnerable to ice-based attacks.
- Know When to Fold Them: They will flee if they lose their flame.
- Playing with Fire: The fire variant burns players on contact and is weak to icy effects and to Greninja's water-based attacks.
- Use Your Head: Without their flames, their desperate last-ditch attack is a leaping headbutt.
- Wreathed in Flames: Bubbles are shrouded in flames that will damage anyone they touch.
A bomb from the Forces of Nature. When they spot a fighter, they'll light their fuse and rush at you. Their armor makes it impossible to damage from the front, but a well-placed hit to their backside will damage them. They can be thrown at other enemies. Some apparently have shorter fuses then others, so be aware when dealing with these explosive foes.
The Luring Pokémon. This Ghost/Fire type is said to lure spirits into itself and burn them, leading them to wander the afterlife forever. It will try to burn you with several fire attacks, such as Will-o-wisp or Fire Spin. It actually increases its attack power when hit with fire moves, just like in its home series.
A monster that initially resembles a horned skull bound by chains. Attacking it will break the chains and unleash a horrific creature, which now resembles a living heart with a single eye and and two huge arms made of arteries with the skull at the ends. These monsters are probably the most difficult enemy to defeat in Smash Run by far, so attacking it is a pretty big gamble. If you happen to defeat it, however, it'll yield some great rewards.
- Body Horror: It's a giant heart with one eye, blood vessels for arms with half a skull at each end.
- Boss in Mook Clothing: This guy hits extremely hard, is Immune to Flinching and launching moves, and is enormous compared to most other Smash Run enemies.
- Friendly Fire: Its attacks will easily kill other enemies, even strong ones like Reapers and Polar Bears. Unfortunately, other enemies can't hurt it.
- Immune to Flinching: Clubberskulls do not receive knockback from attacks, and just wade through barrages that would send players and other foes flying.
- Implacable Man: Immune to flinching, it will keep going after players, regardless of how much damage it takes or how many fellow enemies it flattens.
- Make Me Wanna Shout: Upon being released, it will let out a low roar, knocking around players and enemies alike.
The Crystalizing Pokémon, Cryogonal is a giant snowflake with a glowing face on it. It disappears when its body temperature heats up, and uses chains of ice crystals to freeze their prey at -148 degrees Fahrenheit. Cryogonal flies around and shoots you with Ice Beam.
These creatures may look like pretty flowers, but the buds on their "heads" conceal their true, terrifying faces. They shoot projectiles that explode if you come near them. They aren't that difficult to take out, though.
- Glass Cannon: Its mines hit hard, but it can't take a lot of punishment.
These huge brutes in black armor were around since the first Legend of Zelda and have always posed a massive threat to several heroes. In games where they're not present, you'll usually find an Iron Knuckle instead. In Smash Bros., they patrol the labyrinth of Smash Run. They can take and deal a ton of punishment and move faster then you think they would. When damaged enough, they'll strip their armor off and become even faster.
- Boss in Mook Clothing: A Darknut won't flinch unless its armor is removed, it hits hard, and can take a lot of punishment, even without armor.
- Evil Is Bigger: Like Stalfos, they dwarf every fighter in the game despite their human-like appearance.
- Immune to Flinching: In their base state, they're highly resistant to knockback. They become more susceptible to it once they lose their armor, although less so than players.
- Lightning Bruiser: While unarmored, the only way to know what it's going to do next is to look at where you are in proximity to it, and chances are, you won't react in time.
- Shed Armor, Gain Speed: When its armor is knocked off, it'll become faster.
- Shield Mook: Their shields reflect projectiles and No-Sell physical attacks from the front, but are lost once the Darknut's armor is knocked off.
- Throwing Your Sword Always Works: Once its armor is gone, its opening attack has it fling its sword in front of it, then it will instantly unsheathe another one.
Powerful enemies from MOTHER/EarthBound Beginnings. They can do a good deal of damage if you're not careful, and their exhaust fumes have been known to make Ninten's asthma flare up. If they spot you, these red cars will try to run you over or gas you with their fumes. You'll have to be pretty fast to avoid being roadkill.
Badniks designed by Dr. Ivo "Eggman" Robotnik in his likeness, they hover with jetpacks and carry large laser guns. They've also sometimes been programmed to pilot some of Eggman's mechs when he's nowhere to be seen.
- Dirty Coward: They have a habit of backing away from you.
- Mecha-Mooks: All of Eggman's badniks are mechanical, and these are no exception.
- Mythology Gag: Upon being defeated, rather than vanishing in a flash of light like other enemies, it breaks into pieces like it does in Sonic Generations.
- Wave-Motion Gun: One of their attacks is an energy beam capable of phasing through walls.
These one-eyed single-celled organisms turn invisible and slash unsuspecting fighters with their sword-like arms. If they miss, however, they're open for an attack.
An orb-like thing with fireballs for a tail. They fly around shooting their fireballs at you, and when they run out they explode as a last resort.
A purple alien that crawls along the floors, ceilings and platforms. Mind its spiky body.
- Ceiling Cling: In addition to being able to scale vertical surfaces, they can walk upside-down along ceilings.
- Evil Knockoff: The Geemer is one of four Smash Run enemies to have a swarm-based duplicate used for the Master Fortress part of the Master Core.
- The Spiny: It's an enemy covered in spines that will damage you.
- Wall Crawl: They can crawl up and down walls as easily as along the ground.
The Gas Pokémon and the first known Ghost-type. It has no real shape, as its body is 95% gas which it uses to envelop its opponents and confuse them. As a Ghost type, Gastly is immune to physical attacks. However, it doesn't like projectiles or other enemies thrown at it.
A ghost with a yellow shield that blocks projectiles and other moves, these creatures took hold of the monarch and constantly get in the Miis' way. If you can get close enough, a good grab will get their ghost so to speak.
Small golden beetles. In Pikmin 2, they dropped 5-Pellets, nectar, or Ultra-Spicy Spray when attacked, and some have been known to carry treasure instead. They can't harm players, and they act similarly here, though they instead release gold whenever they are attacked.
A blue wasp-like alien from the Metroid series. They can attack by stinging you or spitting acid to stun you.
Anthropomorphic crocodiles from the Donkey Kong series, and the grunts of the Kremling Krew. There are two kinds: green ones that bite you, and blue ones that spin around and do damage.
These things can be found near bases or other important areas. They resemble flowers, but they have a tendency to release a beam of energy. That doesn't smell very good.
- Evil Knockoff: The Lethinium is one of four Smash Run enemies to have a swarm-based duplicate used for the Master Fortress part of the Master Core.
- Eye Beams: A Lethinium attacks by firing energy beams from its single eye.
- Glass Cannon: Their beam can rack up lots of damage, but they go down quickly.
- Wave-Motion Gun: They attack by firing large energy beams.
A giant enemy that resembles a fossilized fish. The Lurchthorn flies around while its segments shoot at you. Each of these segments can be attacked individually, but the fastest way to bring to entire creature down is to attack the head. Defeating it will give you loads of stat boosts. These enemies also appear on the Reset Bomb Forest stage.
- Kill One, Others Get Stronger: If you destroy one of its segments, the others will receive a power boost.
- Screw This, I'm Outta Here!: It will flee after a set amount of time.
- Segmented Serpent: A Lurchthorn's body is composed of a series of distinct, triangular segments linked together, which can be destroyed independently of one another.
Magicians of the Koopa clan. These wizards fly around on their brooms and cast spells that'll reduce your stats if it hits.
This weird fish-like creature produces a watery force field around itself and nearby enemies, making them great front-liners for the Forces of Nature. You'll need to whale on the force field if you want a chance to take this creature out.
What essentially is a gigantic pill bug. These guys are almost impervious to damage, except for their underside, which is hard to get to. If you can flip them over and expose their soft belly, then you might beat it.
- Attack Its Weak Point: Its shell is impervious to attack, and the creature can only be damaged by striking its underside.
- Big Creepy-Crawlies: It's a pill bug taller than the majority of the playable characters.
- Homing Projectile: If it can't see you or easily roll into you, it will fling out a strange eye-shaped projectile that will seek you out.
- Rolling Attack: They attack by rolling into you.
A small, helmet-wearing robot. They make up a fair amount of Dr. Wily's forces. Their helmets are impervious to attacks, so you would have to wait for them to reveal themselves before you can attack them.
- Shield Mook: Its helmet protects it from attacks, but not grabs.
A seemingly ordinary looking chest, which suddenly grows legs when someone tries to open it to chase the person down and kick them until they are dead. It's still a treasure chest, so it'll still give you stuff when you beat it.
- Chest Monster: It looks like an ordinary chest with legs.
- Glass Cannon: They're quick and capable of dealing a great amount of damage, but they don't have very much health. However, only the most powerful of attacks will make them flinch.
- Kick Chick: Their legs are rather feminine and they know how to use them.
A surveillance drone of the Underworld Army and the standard enemy of Kid Icarus. These guys will fly around, occasionally shooting energy orbs at you.
- Oculothorax: A floating eye with some small tentacles.
A chestnut that was blessed by Viridi and given flight, which serves as the Monoeyes of the Forces of Nature. Apparently, they're also edible. These guys fly in erratic patterns and shoot at you.
A large hellish creature that resembles a skull, appearing to be formed from misery and regret. Anyone who touches it will immediately have their minds shattered (or be knocked out, in this case). You'll know when one is in the area by the creepy 8-bit theme that accompanies them.
Plants with helicopter-like leaves that fly around and try to dice you. They also release their young for extra annoyance. In select games, they tend to serve as targets you can latch onto with your Hookshot/Clawshot.
This Bulb Pokémon is an adorable Grass-type with a tulip bulb for a head, which can grow back if lost or consumed. Its Sleep Powder? Not near as adorable. More annoying, really.
A being made of plasma. Eating one of these would turn Kirby into Plasma Kirby. It'll charge itself, gaining armor and then firing its charged-up energy in one powerful shot.
Balloon-like monsters from Dig Dug that have since become enemies in Pac-Man's adventures as well. They burrow through the ground, and defeating them will cause them to pop like a balloon. They usually appear in groups.
Sentries of the Underworld Army that make an appearance in Smash Run. If they spot you, Reapers throw a hissy fit and send their Reapettes to bother you while also attacking you with their scythe. With proper preparation, there's no need to fear the reaper.
- Boss in Mook's Clothing: One of the most powerful enemies in Smash Run which hits hard and has a decent amount of HP. It's also the second most powerful Kid Icarus Uprising enemy that is beatable just behind the Clubberskull.
- Grim Reaper: In Kid Icarus proper, Reapers are responsible for bringing the souls of the dead to the Underworld. They're also evil and crazy, as you will learn when you encounter one.
- Mook Maker: Reapers summon Reapettes, smaller duplicates of themselves, to attack you.
- Sinister Scythe: Fitting with their Grim Reaper-ness, their weapon of choice is a scythe. Getting hit by it will hurt, but luckily, an angry Reaper will stay in place, allowing you to stay out of reach with careful attacks.
A green bug-like alien. This guy flies above fighters and swoop down in predictable patterns. They can be real pests.
A small cannon. It shoots little bullets at you and you can't really defeat it, just avoid it.
- Invincible Minor Minion: Just like the series it comes from, you can't destroy a Shotzo.
The rank and file of the Underworld army. Skuttlers are simpleminded demons that are highly valued for their low cost and versatility. They can be armed with various weapons, ranging from clubs to cannons to magic. The cannon wielding ones even have different colored cannons.
- Bad with the Bone: Regular Skuttlers use a bone club to attack.
- Color-Coded for Your Convenience: The Skuttlers that have cannons have different kinds of ammo depending on the color. Red ones shoot homing missiles, Green ones have regular cannon balls, and blue ones fire beams.
- De-Power: Attacks from a Skuttler Mage will lower your stats. What makes them especially annoying in that one attack will stunlock you, while the other can hit you regardless of where you are.
- Know When to Fold 'Em: They'll fly away if you fail to kill them.
A weird ghost that pops in and out of the ground for a split second. In Rhythm Heaven, the goal of their game was to fire arrows at them to send them back into their haunted house. If you have the right rhythm, you can deliver a decent smash attack and get stat boosts that increase all your stats. Worth it!
- Metal Slime: Hard to get a good hit, but it's the only enemy that regularly gives boosts that raise all stats.
A creature that visually resembles a cupcake. They fly around staying just out of reach of your attacks, and if you can beat them, they'll yield a tremendous reward. Despite its appearance suggesting otherwise, the cherry on top of its head is actually its eye.
A red-shelled Buzzy Beetle with a spike on its back. These guys are immune to projectiles, but a good smash attack will defeat them. Just be careful of the spike on top.
- Ceiling Cling: They can walk upside-down along ceilings and on the undersides of platforms.
- No-Sell: Projectiles have no effect on it whatsoever.
- The Spiny: It has a spike on its shell, making it immune to physical attacks from above and damaging players who try.
- Wall Crawl: They can walk up and down walls without issue.
Animate skeletons armed with swords are a video game staple, and The Legend of Zelda is no exception as they've appeared in almost every game since (and if they don't, they at least have a Spiritual Successor). It's only natural that they show up in Smash Run as well. These ones are based on the ones from Ocarina of Time, which have shields that block your attacks. Try to get around it to deal damage.
- Attack Reflector: These guys are the nightmare of anyone using Mega Man or Olimar, due to being common foes who hit hard and have a shield that reflects projectile attacks.
- Dem Bones: They're your standard animated skeletons, with armor and a sword and shield.
- Evil Is Bigger: Despite being humanoid skeletons, they tower over every playable character in the game.
- Evil Knockoff: The Stalfos is one of four Smash Run enemies to have a swarm-based duplicate used for the Master Fortress part of the Master Core.
- Shield Mook: Their shields can block damage from the front, but maneuver around it and it'll take damage.
These sneaky jerks have been known to steal Kirby's Copy Abilities and Helpers, and in Smash Bros. they try to steal your stat boosts when given half the chance. If they do, don't despair, chase after it and knock them out and you might get them back.
- Bandit Mook: They steal powerups from players; these can be retrieved if the Tac is defeated before it runs offscreen, but if it makes good its escape they're permanently lost.
Members of the Tiki Tak Tribe that can fly like birds. If you jump on them, you'll spring up to new heights.
- Goomba Stomp: A way to take them out instantly. While harder to land on than an actual Goomba, they'll bounce you up like a spring.
These ghosts used to stand guard around Palutena's Temple when Medusa held her captive, but have since taken to attacking Pit. They stay intangible until they find a moment to strike with their claws. The right timing will send this ghost packing.
Debuting on the stages
Originally normal trains, they became possessed and started attempting to ram into Link on his quest. At certain points, the much more persistent Armored Trains would appear, much less vulnerable and far more intelligent. They appear on occasion as platforms on the Spirit Train stage, but will also land on the train and blow up.
Debuting in Smash for the Wii U
Flying guardian robots that shoot lasers from their turrets. They appear in the Pyrosphere stage, and can be directed into attacking your opponents.
A creature described as an electrified water flea. They appear in the Pyrosphere stage and eventually explode, so make good use of them against your foes.
The larval form of Kihunters. They appear in the Pyrosphere stage, and can be thrown at your opponents or used to make yourself heavier.
- Big Creepy-Crawlies: They're roughly the same size as Kirby, but are at least harmless if they're not being thrown.
- Equippable Ally: You can try hold onto them to make yourself harder to launch, but they're heavy items, meaning you won't be able to attack normally if you do this.
- Misplaced Wildlife: Though they are an enemy in Other M, they were actually located in Sector 1. How they ended up in Sector 3's Pyrosphere is a mystery for the ages.
Debuting in Ultimate
These tricky creatures disguise themselves as treasure chests and attempt to devour any unsuspecting travelers that attempt to open them. In Yggdrasil's Altar, they sometimes appear in place of normal chests and do what they do best.
- Chest Monster: An archetypal monster that looks exactly like a chest until you get close, at which point it reveals its nature and attacks. Even if it's a fake, beating it will net you an item.
Dark creatures copied from the trapped Smash fighters by Galeem. The Spirits mode focuses on fighting the Puppet Fighters in unique battle set-ups in order to free the various Spirits who have been trapped by Galeem.
- Action Bomb: One of Galeem's moves has him create puppets of Hard Light that chase the player and explode on a few seconds. Dharkon can do the same thing, but his are made of darkness.
- Enemy Civil War: Hundreds of Puppet Fighters belonging to Galeem and Dharkon clash against each other in the final level of the Adventure mode. While you can KO them yourself, it's just as efficient to just let them take each other out.
- Evil Knockoff: Galeem created them by immersing the trophyfied fighters in a gel and then set them to fight the player.
- Red Eyes, Take Warning: They may or may not have the same palette as the characters they are copying, but they are still distinguished by having ominously glowing red eyes. When Dharkon takes control of them following Galeem's defeat, they gain purple eyes instead.