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Enemy Bios (M-Z)

Super Smash Bros Brawl Walkthrough and Guide

by SPV999  

 
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Super Smash Bros Brawl
Enemy Bios (M-Z)

... And here are the rest of the enemies. For instructions on how this page has been liad out, and the other set of enemies please see this page.

Metal Primid



Metal Primid

Threat level: 7
  Damage level: 7
  Launch level: 7

Attacks:
Rapid punches (like Kirby)
A large punch (like Captain Falcon)

Weak point: None.

Overview and strategy:
Basically a Primid that got ahold of a Metal Box. You cant launch them, as they are too heavy, so you'll have to take their HP down to zero. That can take a bit. Besides that, they share everything in common with regular Primid. Watch when their fists start glowing, as that punch is going to hurt.

 

Mines (Blastballs)



Mines

Threat level: 9
  Damage level: 6
  Launch level: 8

Attacks:
None.

Weak point: None.

Overview and strategy:
Technically called Blastballs, but lets face it, they're mines. More of a level hazard then an enemy, just like Jyks. Take them out from a distance to avoid being hit.

 

Mite



Mite

Threat level: 3
  Damage level: 2
  Launch level: 4

Attacks:
Jump kicks

Weak point: None.

Overview and strategy:
Mite are tiny and attack in hoards. They can hit pretty hard for their size, so don't let them fool you. Normally not much of an enemy, but they make a very irritating distraction.

 

Parakoopa and Paratroopa



Parakoopa

Paratroopa

Threat level: 4
  Damage level: 3
  Launch level: 3

Attacks:
Head butts you

Weak point: None

Overview and strategy:
A Koopa that can fly and likes to jump. Nothing more to it. The only difference between a Koopa and Troopa is the color. Hit them or stomp on them once to take off the wings, and again to turn them into a shell item.

 

Poppant



Poppant

Threat level: 1
  Damage level: 1
  Launch level: 1

Attacks:
Throws rocks

Weak point: none

Overview and strategy:
Poppant run from you. Doesn't matter if you attack them or not. While running, they throw rocks and food. The rocks hurt, but the food makes up for it. If you can kill them, they drop a plethora of food.

Name is probably taken from “Peppermint” as they look similar to the old peppermint hard candies, and the name is pronounced as if slurred.

Threat level: 1
  Damage level: 1
  Launch level: 1

Attacks:
Throws rocks

Weak point: none

Overview and strategy:
Poppant run from you. Doesn't matter if you attack them or not. While running, they throw rocks and food. The rocks hurt, but the food makes up for it. If you can kill them, they drop a plethora of food.

Name is probably taken from “Peppermint” as they look similar to the old peppermint hard candies, and the name is pronounced as if slurred.

 

Primid



Primid

Threat level: 4
  Damage level: 7
  Launch level: 7

Attacks:
Rapid punches (like Kirby)
A large punch (like Captain Falcon)

Weak point: None

Overview and strategy:
Just like the rest, only simpler. Watch for it's fist to start glowing, as that punch is going to hurt. Often attack in hoards with other Primid. Slash away till it goes down. Nothing fancy here.

Name is probably derived from “Primitive”

Primid (and it's different varieties) have many different face patterns that change each time you go into Adventure mode.

 

Puppit



Puppit

Threat level: 7
  Damage level: 7
  Launch level: 8

Attacks:
Slashes you
Shoots a laser at you

Weak point: None

Overview and strategy:
Puppits hang down and attack rather clunky. Don't be fooled, though, their slashes hurt and they have some kind of power source that enables them to shoot large lasers from their eyes. Hit them repeatedly to keep them stunned. Their launch level is high, since they are normally so close to the edge of the level anyway. And who's pulling the string here anyway?

Names are taken from “puppets”, obviously.

 

Roader



roader

Threat level: 8
  Damage level: 5
  Launch level: 8

Attacks:
Rams you

Weak point: None

Overview and strategy:
You never see a Roader till it's too late. It's even hard to jump over them, as they can jump up as well. You obviously cant outrun them and they will chase you for quite a ways. They have a tendency to lose balance and fall, though. That's probably your best chance to get at them.

 

R.O.B Blaster



R.O.B Blaster

Threat level: 4
  Damage level: 4
  Launch level: 3

Attacks:
Shoots a small laser at you

Weak point: None

Overview and strategy:
Very slow and not very accurate. Get in close and take it out with one or two attacks. Lasers can be reflected, but I don't see the point, given their short range.

 

R.O.B Launcher



R.O.B Launcher

Threat level: 7
  Damage level: 7
  Launch level: 4

Attacks:
Fires homing missiles

Weak point: None.

Overview and strategy:
It fires the missiles rather slowly, but if you are facing more then one they can off set their fire to make it continuous. Get in from behind them to take them out. Don't try to reflect the missile, as it will just travel a few inches and explode in your face anyway.

 

R.O.B Sentry



R.O.B Sentry

Threat level: 3
  Damage level: 3
  Launch level: 3

Attacks:
Hits you

Weak point: None.

Overview and strategy:
Definitely not a threat. They'll just wheel up and smack you, doing minimal damage. Take them out with a dash attack as you go by.

 

Roturret



Roturret

Threat level: 6
  Damage level: 6
  Launch level: 3

Attacks:
Fires twin-barrel cannons

Weak point: None

Overview and strategy:
Roturrets are very menacing looking. They cant move, but they can rotate (hence the name) 360 degrees. They fire short bursts, so your best bet to get in close is as it reloads. It has a blind spot directly under it where its cannons cant reach. It will become stunned for a second after being hit, so using quick strikes from directly below is the best way to take one down.

 

Scope Primid



Scope Primid

Threat level: 5
  Damage level: 6
  Launch level: 8

Attacks:
Can fire three consecutive blasts or one large blast

Weak point: None

Overview and strategy:
A fully ranged Primid. The three little blasts aren't a big deal, though annoying. The big blast is one to watch out for however. The barrel will start to glow, that's your cue to get out of the way or hurry and kill it. It wont hit you at close range, though it may fire some shots, they normally just stand there. Get in close to take them out.

Its name comes from the “Super Scope” the item that his weapon is based on.

 

Shaydas



Shaydas

Threat level: 9
  Damage level: 7
  Launch level: 10

Attacks:
Scissor attack
Regular dual swings
Teleports

Weak point: The orb in its chest

Overview and strategy:
Shaydas are the most powerful regular enemy in the game. Their scissor attack can send you flying in one shot, even with low damage. The even have the ability to teleport around the field like Zelda's B Up. Their only weak point is the glowing orb in their chest. A few shots will normally bring them down, but they will block most attacks with their massive swords. When they stand still with one sword raised overhead and one below them is when they are most vulnerable, problem is this is also when they are warming up for their scissor attack.

Shaydas have two heads, and each side can act independently of the other, hence when referring to one, the name is always plural, though I make that mistake a lot.

 

Shellpod



Shellpod

Shellpod with no shell.

Threat level: 3
  Damage level: 7
  Launch level: 9

Attacks:
Thrusts with its massive horn

Weak point: None

Overview and strategy:
Shellpod are slow, and you may go the entire game without even seeing them attack, but if they connect with that horn when you're in the air, you'll go a long ways. They are also very resilient, taking several blows just to get past their shell. Once their shell is off, they are quite weak and can no longer attack effectively. Come at them head on and quickly, before they have a chance to strike.

 

Spaak



Spaak

Threat level: 5
  Damage level: 4
  Launch level: 4

Attacks:
Fires a ball of electricity
Shoots a bolt of lightning

Weak point: The battery on its back.

Overview and strategy:
Spaak aren't much of an enemy. They are slow and easily dodged, they don't pursue you very far, and their attacks are weak. Once attacked, they can turn black, making them slightly better all-round, but still not a threat. Jump up and hit them once or twice to get them out of the way.

“Spaak” is obviously derived from “Spark”

 

Spawner



Spawner

Overview and strategy:
It's not an enemy, so it cant attack or defend. What it can do, however, is spawn enemies. Every spawner can only spawn one type of enemy, but they all look the same. When facing a hoard of enemies with a spawner, take out the spawner first.

 

Sword Primid



Sword Primid

Threat level: 7
  Damage level: 7
  Launch level: 7

Attacks:
Dives in with its sword
Swings its sword
Jumps up or down with its sword like a drill

Weak point: None

Overview and strategy:
Probably the most divers Primid, the Sword Primid attacks a variation of the Beam Sword. Taking them out from long range is recommended, but often hard.

 

Ticken



Ticken

Threat level: 3
  Damage level: 5
  Launch level: 7

Attacks:
Jumps up and pounds the ground
Rams you

Weak point: None

Overview and strategy:
Ticken are giant mechanical chicken (hence the name). Very slow, not very smart, and easy to dodge. They do, however, pack a punch and have good defense. They don't have any close range attacks, so dive straight in and start ripping them apart.

 

Towtow



Towtow

Threat level: 7
  Damage level: 6
  Launch level: 6

Attacks:
Rams and bites

Weak point: None

Overview and strategy:
Towtow are often found sleeping, and are rather cute. They don't like to be disturbed, however. When awake, they become vicious, ramming and thrashing about. Try to just get around them when possible, otherwise charge up a heavy attack and do as much damage to them when they are asleep as possible.

 

Trowlon



Trowlon

Threat level: 7
  Damage level: 2
  Launch level: 3

Attacks:
Head butts you

Weak point: None

Overview and strategy:
A Trowlons main objective isn't to send you flying, rather it's to pick you up and carry you off itself. They often sweep in from underneath and pick you up, carrying you off the stage. Jump off them as soon as possible. They can be hard to kill, but that's not really necessary if you can dodge them. Also, their head butt has a tendency to throw you right onto their back. Beware.



 
 
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Comments for Enemy Bios (M-Z)

 
 
9 comments, latest first.
 
Dec 17th 2014 Guest
The blue thing is Mizzo, an enemy that was cut from the game.
ID #486105
Jan 8th 2014 Guest
what is that round blue thing stuck to a web?
ID #341179
May 6th 2013 Guest
I've never seen a mizzo in brawl before. I never have to fight against him or something. D: I'm just wondering, What is that thing?
ID #280625
Apr 28th 2013 Guest
There IS a difference between Para Koopas and Para Troopas, the Koopas just fly or bounce a general direction, the troopas always fly at you to headbutt you.
ID #278507
Jan 23rd 2013 Smashbaloons4710
Mizzo? What kind of a name is that? I've seen more things than you'd expect!
ID #245630
Sep 28th 2012 Guest
It is Mizzo- it never appears to attack you. I know because I got his trophy in coin launcher.
ID #189766
Apr 29th 2012 Guest
Yeah I've been trying to findout what that thing is ever since I saw it. If anyone knows what it is pls tell me
ID #137919
Jan 22nd 2012 Guest
What about that thing in the hall of enimies? You know,the blue thing stuck to a web?
ID #108460
Mar 15th 2011 Guest
tabuu isnt here!? no fair! spark for spaak isnt obvious ynow
ID #32711