The next part of Bowser’s army is done! I don’t have much to say going in except that I’ll be focusing on Bowser Jr and the koopalings this time around. Additionally for those of you unaware the koopalings are 7 siblings that typically work for Bowser and used to be considered his kids, but had that element of their backstory dropped. Bowser Jr is the only current and canonical child of Bowser.
Oh also if you have trouble understanding the koopalings physical abilities, just use Jr as a base.
The only biological son of King Bowser Koopa and the royal heir to the Koopa kingdom. Jr is best described as a brilliant, albeit somewhat lazy brat. He has short temper and a mean streak just like his father, but has shown to be more tactical and pragmatic when tackling an enemy/problem during most of his appearances.
He’s a fairly skilled leader, being the current commander of the Koopalings, leading Bowser’s field troops in assaults on Mario consistently throughout most of his appearances and on one occasion even leading the entire koopa clan himself when Bowser was incapacitated (dead). Surprisingly Jr doesn’t seem to have much talent with magic like the majority of bowser’s high ranking minions, but has a penchant for technological contraptions instead. Not only has he piloted the largest amount of airships and mechs in Bowser’s army, but according to the game fortune street he’s apparently designed the mechs he drives himself.
Like many Koopa derived Mario characters Bowser Jr has a hard turtle like shell he can retreat into for protection. This shell is tough enough to protect him against the physical strikes of the Mario bros, as well as most minor fire and ice based attacks. Additionally opponents that strike Jr while he is hiding in his shell can easily get impaled and take damage from the sharp spikes laden upon its outer covering. Jr can move horizontally along the ground while spinning in his shell to perform a ramming attack on his opponents.
A giant nail hammer Jr uses to strike opponents in smash bros Wii U/3DS. He’s also used a similar hammer briefly in dream team.
Bowser Jr can produce and throw the common green koopa shells typically worn by common koopa troopas as a projectile attack. These shells are strong enough to withstand 200 pounds of pressure, spin horizontally along the ground after landing and can break most brick like materials with ease. They can be stopped and picked up by someone else if they are stomped on.
A Larger turtle like shell modeled after Jr’s father’s shell that he could use as his racer exclusive item in Mario Kart Double Dash. The bowser shell is initially small enough to hold in one hand, but enlarges when thrown to form a spiky shell roughly 12 feet in diameter. It slides along the ground and collides with opponents for physical damage, breaking apart after bouncing into a solid object 15 times.
A magic/technologically advanced paintbrush that was invented by the genius scientist professor E.Gadd. How it came to be under Jr’s possession is unclear (it’s implied E.Gaad gave it to him for some demented reason or that Jr simply stole it). Whatever the case the paintbrush can create an endless supply of magical ink called “graffiti”, which Jr can utilize for various offensive, defensive and supportive purposes. The paintbrush itself is also quite sturdy, as Jr is constantly seen whacking balls with it in the sports games, potentially meaning he could use it as a melee weapon or to hit his normal throwing weapons at opponents. Jr could also reflect projectiles with it by spinning it in one hand as his defense power shot in Mario tennis and could use it to tickle and make opponents drop items/weapons in Mario and Luigi Dream Team.
Jr has several different types of graffiti at his disposal. There’s non-lethal graffiti, which is akin to actual real world paint. Common graffiti, which is tar like in substance, sticks to anything it comes in contact with and slowly causes damage to opponents that stand in it over long periods of time. Fire graffiti, a lava like substance that can severely burn opponents. Electric graffiti, a blue-ish yellow substance that electrifies opponents. Slipping graffiti, which reduces the traction of those running over it and can cause them to slip or slide. Slow graffiti, which slows the movement speed of those who touch it. Force field graffiti, a yellow gelatinous blob of paint that can block the movement of opponents(generally through narrow passageways).Then finally portal graffiti, a portal like entrance way that can be drawn on any solid surface and can teleport a user anywhere within a few miles of distance.
Additionally some types of Graffiti have shared attributes. Whenever common, fire or electric graffiti entirely covers a person, object or building, that subject will be forcibly immobilized and sucked into the ground beneath them. All types of graffiti can also be washed away with large amounts of water (and washing away graffiti in places where people/objects have been immobilized can also set them free).
Graffiti painting techniques
Besides painting with the magic paintbrush as if it was..you know a giant paint brush, Jr has also perfected several specialized painting techniques in several of the Mario spin offs. He can fling 3 globs of graffiti at once as his offensive power shot in Mario tennis. Can fling globs of graffiti that explode with enough force to stun and blind his opponents as his specials in Mario baseball. Then finally he can instantly cover an entire a half court area of space with graffiti as his special in Mario sports mix.
Graffiti crafted by the brush is also capable of spawning or creating lesser enemies to attack nearby opponents. All these enemies are typically capable of being destroyed with water or high amounts of physical force.
Swoopin' Stus: Transparent slug like creatures that chase down nearby enemies and attempt to jump into them for body blow attacks. After they land from a jump they explode, leaving behind a small patch of common graffiti in the process.
Goop Generators: Large living puddles of graffiti that constantly emanates more graffiti around themselves on all sides (and at speeds so fast graffiti will reappear instantly if washed away). Gloop generators can also spawn dozens of swoopin stus at a fairly quick pace when damaged.
Piranhabons: Rolling piranha plant heads covered in graffiti. They can be spawned from goop generators, and leave behind a trail of common graffiti wherever they go.
Polluted Piranha Plants: Graffiti covered piranha plants that can emerge from the center of gloop generators, after they take heavy damage from their opponents. They can’t move, and don’t do much offensive wise, but can spawn multiple swoopin stus enemies in response to danger. If they are defeated the gloop generators they were in will disappear permanently.
Just like his father Bowser, Jr can breathe fire from his mouth. He does this in several ways. In New Mario Bros Wii he could breathe spurts of flame that could home in on opponents and leave behind small bonfires of fire after impacting something. In Mario Bros U he could rapidly breathe small balls of flame that would travel across the air in a straight trajectory. Finally in Mario and Luigi Dream Team he could breathe out a consistent spurt of fire in a manner resembling a flamethrower. His fire based attacks could also cause a burn/char status effects in dream team as well, which damages an opponent periodically over time and prevents them from moving or dodging. In Dream Team his fireballs could also bounce off solid surfaces.
Despite his reliance of technology Jr has apparently learned some magic spells over the years, as he was capable of healing himself through the use of magic in Mario Sticker Star.
A super ability Jr uses in Mario Strikers Charged. The sonic roar allows Jr to emit a powerful sonic scream that shrinks all the opponents the come in contact with the sound waves. While shrunken opponents are unable to run and have severely decreased physical abilities. Bowser Jr also uses this move(or something similar)as his mega strike in that game, showing the attack as has a significant amount of physical force behind it and could potentially be used to push opponents or projectiles away at high speeds.
Shadow Mario transformation/magic bandana
A special transformation that Bowser Jr could take on in Mario Sunshine by using the power of a magic bandana. When in this form Jr becomes an exact clone of Mario, gaining all of his physical abilities and athleticism (such as his running speed, jumping ability, stamina, ect). Jr also gains the ability to leave behind a trail of fire graffiti wherever he walks, making it extremely difficult for opponents to chase or approach him in this form.
Despite common belief the Shadow Mario transformation is not weakened by water, as Jr clearly swims through bodies of water in the form with no discomfort in Mario sunshine. Instead it’s only water sprayed specifically out of Mario’s Fludd device in Mario Sunshine that seems to damage the form.
Clown car Jr.
A clown inspired vehicle used by Jr. throughout most of his appearances in the Mario series. Its default form is that of a personal aircraft, which allows Jr to speedily fly around a battlefield. However it can also transform into a small wheeled car and a submarine for faster on land travel and underwater exploration respectively.
The car itself is ARMED TO THE TEETH with various gadgets and weaponry, all of which can somehow fit within the cars small frame. Some of the weapons include a giant pitchfork that can expel out of the vehicles side to impale enemies. A pair of metal arms with boxing gloves attached to them that can pummel nearby opponents. Two wrecking balls that can appear from the cars sides and can be swung around to harm opponents. A giant drill that can appear out of the cars bottom to skewer opponents below Jr. Two smaller drills attached to mechanical arms the can come out of the cars side to skewer opponents. A mechanical claw that can extend from the cars side to grab and immobilize opponents. A giant tongue that can appear out of the cars mouth to smack opponents. A flamethrower that expels large balls of fire from the cars mouth. A buzz saw that can also extend out of the cars mouth to slice opponents. Then finally a giant cannon that can extend out of the cars mouth to shoot cannonballs of two different sizes, spiked balls and a powerful gust of air that can push back opponents.
The car itself is also a useful storage device containing an endless supply of bomb-ombs in games like New Mario Bros U and Mario Sticker Star, as well as having a hatch in the bottom that can open to release explosive mechakoopas in smash. Both mecha koopas and bomb-ombs can wall around for a bit to chase their opponents down before exploding.
Besides just weaponry the clown car Jr also has an assortment of defensive abilities. The car itself is heavily resistant to both fire and ice based attacks, actually being able to be submerged in lava with no ill effects. It’s also fairly resistant to physical damage, being able to ram into opponents or objects with enough force to break solid brick and embed people into solid ground. In fact in smash bros attacks dealt to the clown car itself only do .88x the amount of damage it would do to most other characters. Jr has also occasionally placed a ceramic covering over the clown car in games like Mario Bros U and Sticker Star, which if HP stats in sticker star are taking seriously, triples the defensive power of the clown car overall.
Jr’s generally believed to have a surprising amount of strength for his size, but has sheldomly used it outside sports games. That being said he’s strong enough to grab and carry peach unencumbered in some games, can swing a giant nail hammer as big as his own body with finesse in several games and could also drag his father Bowser along the ground at the end of new Mario Bros. Also in major league baseball, baseballs themselves often travel over 90MPH and bat swings aren’t far behind, which is a strength Jr could logically apply to his magic brush and projectile throwing weapons.
Outside of the shadow Mario transformation, Bowser Jr has shown himself to be surprisingly nimble in his base form
In new super Mario bros DS Bowser Jr had reaction times fast enough to tuck himself into his shell almost INSTANTLY when placed in danger. In fact it was actually outright impossible for Mario to use conventional jump attacks on Jr in that game during some levels, without placing him off guard somehow, due Jr’s ability to tuck himself into his shell for defense so quickly.
His running speed in various sports games tends to tends to inconsistent, but he’s often portrayed as having either average running speed or high running speed when compared to the rest of the Mario cast. This fact is given credence by the fact that he often manages to outrun Mario in new Mario Bros DS on foot while carrying peach in his arms at the same time.
He can jump at least 1 or 2 stories in the air vertically and horizontally in his boss battles in Mario Bros DS and like most of the other Mario characters can jump hundreds of feet into the air during his mega strikes in Mario strikers.
Sports games also Show Jr to be fairly nimble and athletic. To date He’s shown himself to be capable of playing tennis, baseball, basketball, soccer, volleyball, dodgeball, and hockey at a professional level. He’s also shown to be able to perform in many Olympic level sporting events, including gymnastics, various throwing activities, running sports, fencing, snowboarding, ice skating and more.
Like his father Jr has his fair share of ridicules endurance feats. He survived a fall from hundreds of feet in the air towards the end of both Mario Sunshine and Mario Sticker Star with no long lasting injuries. He’s had some of the larger mechs he has piloted in Mario Galaxy 2/Mario Party blow up point blank in his face and survived having Bowser’s castle collapse on him along with the rest of the koopalings and Bowser in Mario Bros Wii. He also has some degree of fire/heat resistance as he can tank at least a few hits from Mario’s fire based attacks. He also fell into Bowser’s “sun” at the end of Mario Galaxy, but whether that’s a durability feat is questionable since the entire universe gets destroyed and recreated towards the end of that game.
Bowser Jr’s surprisingly smart considering his lineage, and has shown himself to be capable of creating and carrying out plans that don’t rely on pure brute strength on more than one occasion. For example in Mario Sunshine Jr made a fairly elaborate plan to frame Mario and get him thrown in jail by masquerading as him and committing crimes on island delfino. In the opening of Mario Bros DS he staged a fake attack on mushroom castle to draw the attention of Mario away from peach, who he had been on a walk with, allowing him kidnap peach when Mario left her behind to investigate. He staged a clever kidnaping of peach in Mario Bros Wii, where he and the koopalings disguised themselves as a giant cake and jumped out of it to take her by surprise.
Jr’s also a fairly good leader. Not only has he commanded the koopalings in new Mario Bros Wii and Wii U, but he’s often the character who sends giant monsters like king kaliante and gobblegut to attack Mario in the galaxy series. Jr has also been associated with Bowser’s aerial fleets in several games and actually led the entirety of Bowser’s troops on his own in Mario Bros DS when Bowser was temporarily incapacitated.
Next Jr has a decent amount of fighting experience, actually having the largest ratio of fights per game appearance out of all of the Koopa troop besides Bowser himself. He’s fought Mario twice in Mario Sunshine and constantly acted to impede his progress in small skirmishes under the guise of shadow Mario throughout that game. He fought Mario a total of 11 times in Mario Bros DS. Once in Mario Galaxy and another 2 times in Mario Galaxy 2. Three times in Mario Nros iwi and another 2 in Mario Bros U. Then another 3 times in Sticker Star.
Finally Bowser Jr seems to have a great deal or experience with technology and mech piloting. To date he’s driven several different mech besides his trademark clown car, including the boomsday machine, mecha bowser and megahammer. Additionally Dialogue from the game fortune street also implies that he himself designs most of the mechs he drives.
Morton Koopa Jr.
The brute of the koopalings siblings. Mortan is characterized by his extremely talkative behavior, snarkiness and overall bad attitude. He’s the largest and heaviest of the koopalings, taking great pride in his strength and often trying to rely on it over brains in a fight. It’s implied he may have a talent or interest in construction, although this rarely comes up in Mario canon.
Morton can retreat into his shell in order to protect himself from physical strikes, fire and ice based attacks. He can also move horizontally along the ground in his shell while spinning to ram into opponents. Opponents that land on the spikes on his shell can also get impaled/damaged.
A magical scepter that Morton stole from the ruler of Dessert hill/World 2 in super Mario Bros 3(and later regained at some point even though Mario confiscated it from him).This scepter allows Morton to shoot O shaped projectiles of magic/energy over long distances, and can also be used to cast transformation Hexes on opponents that turns them into spiders. Morton can also use his scepter to create fireball-ish projectiles of pink magic or to summon large spiked balls that he roll towards his opponents to crush them.
A magic hammer weapon Morton used as a melee weapon in Mario bros U. Surprisingly he never actually attempted to hit Mario directly with this weapon, (he instead used it to hit portions of a large segmented enemy called a Pokey towards Mario from a distance) however given his tremendous strength there’s no reason why he couldn’t. It could also presumably be used to hit the spiked balls he conjures at his opponents as a projectile attack.
In Mario World Morton had the ability to cling to walls with his feet and walk/run up them in a manner not to unlike that of spiderman. There’s no presumed limit to what kind of surfaces he could walk up besides the fact that said surfaces must be able to hold his own weight.
Shockwaves and tremors
By jumping up and down on the ground Morton can create a myriad of different shockwaves and tremors to stun, damage or push away his opponents. For example in Mario World and Mario bros DS 2 Morton could stun and prevent an opponent from moving for a few seconds with a tremor simply by jumping or falling to the ground from a high place. In Mario and Luigi he could also jump in the air and land to create large visible shockwaves that would emanate from his body and damage nearby opponents they touched and/or push them away.
Like Bowser Jr, Mortan can also breath fire, albeit not as well. He typically breathes out small balls of fire in a lobbed fashion towards opponents.
A move where Morton will jump into the air and crash back down onto land, bottom first to crush his enemies.
Mortan’s strong enough to swing a giant hammer around the size of his own body with enough force to hit giant segments of pokeys (also around the same size of his body) a few feet into the air into nearby opponents. He’s also strong enough (or heavy enough) to cause tremors and shockwaves in the ground beneath him.
Mortan’s not particularly fast on foot compared to most of the other koopalings and Jr due to his immense size. He’s often the most easily outmaneuvered by Mario and Luigi on foot in the games he appears in and tends to have trouble jumping more than a few feet in the air without a significant pause in movement. That being said he does travel the fastest when inside his shell out of the koopalings in Mario Bros Wii.
Mortan has some degree of heat resistance as he survived being dunked in lava along with the other koopalings towards the end of New Mario Bros 2. He’s also survived having Bowser’s castle collapse on him in Mario Bros Wii and his own castle in super Mario World. Besides that he’s shown to be able to take a beating from the like of Mario on more than one occasion.
Despite being known as a simpleton Morton seems to have some semblance of common sense throughout his appearances. For example in Mario Bros 3 he was the one who discovered and reported Mario’s use of various power-ups to bowser. He’s got a decent amount of combat experience, having fought Mario mono a mono around 7 times in the mainline games.
He also tends to use a lot of environmental gimmicks to his advantage during his encounters (sloped hills to make it easier to hit opponents with spike balls, enclosed rooms to take advantage of his wall climbing abilities, various crushing traps to take Mario off guard). Granted however dependency on such gimmicks may be a weakness within the confines of a death battle
Ludwig von Koopa
The smartest and oldest of the koopalings. Ludwig is cynical, somewhat self-absorbed, and vaguely traitors (at least towards Bowser Jr anyway, who he seems to dislike somewhat). He has a love for classical music and composes his own symphonies, though the quality of his music is implied to be mediocre in some mediums. He also has vast talent in mechanics, often building Bowser various contraptions for him to use in the Mario Bros cartoon.
Ludwig was originally the leader of the koopalings and presumably the second in command is Bowser’s army, but had his position taken by Bowser Jr.
Like all the Koopalings Ludwig can retreat into his shell in order to protect himself from physical strikes, fire and ice based attacks. Likewise he can move horizontally along the ground while inside his shell, can bash into opponents while doing so and can damage opponent that strike his shell with large long spikes laden across it.
A magical scepter that Ludwig stole from the ruler of Pipe maze/World 7 in super Mario Bros 3(and later regained at some point even though Mario confiscated it from him).This scepter allows Ludwig to shoot O shaped projectiles of magic/energy over long distances, and can also be used to cast transformation Hexes on opponents that turns them into pirana plants or Yoshi’s.
He can also use his wand to cast several different fireball spells, including a slow moving blue homing fireball, and a faster straight trajectory moving fireball. Ludwig’s mastery of his wand also seems to exceed that of his siblings as he cast and release up to 4 fireballs spells simultaneously in a radial pattern in some games.
In Mario and Luigi: Superstar saga Ludwig can perform a special attack where he would rapidly spin around like a top and ram into opponents to damage them.
In Mario Bros Wii Ludwig gained the ability to perform a flutter jump similar to that of the Yoshi species in the Yoshi island games. Basically this ability allows him to hover in the air for short periods of time by kicking his feet underneath himself so hard, that he somehow propels himself upwards against the pull of gravity. He can do this several times in a row, allowing him to stay airborne for at least a minute or so at a time. That being said this ability is fairly slow in terms movement, making him a sitting duck to fast moving projectile attacks when using it.
Ludwig has an INCREDIBLY high/far side jumping ability that gives him extra horizontal movement in Mario World(maybe around 1-2 dozen feet of it). This move is god for getting out of the way of attacks.
In Mario Bros U, Ludwig could create up to two clones of himself to aid him in battle. These clones are capable of independent movement, and can also cast a weaker versions of Ludwig’s fireball spells (they can only produce two fire balls at once, instead of 3 or 4). They have the downside of dissipating in one hit howver.
Ludwig gained the ability to levitate in the air during his boss fight in Mario Bros U. He can’t seem to hold this levitation for more than a few seconds at a time and doesn’t exhibit a lot of horizontal or vertical movement while he’s using it, but it’s useful for attacking opponents from above with spells. Ludwig can also instantaneously switch places with his clones while in the air, leading to some mind tricks against opponents.
Like all Koopalings Ludwig can breathe out balls of fire from his mouth. He does this in both a lobbing fashion and in a straight trajectory.
Lightning and teleportation
In the cd-I game Hotel Mario, Ludwig somehow gained the ability to shoot electricity from his fingertips and teleport over short distances.
Whenever Ludwig landed after a jump during his boss fight in Mario Bros 3, he would produce a tremor that stunned any enemies that were on the ground at the time for a few seconds.
Ludwig’s doesn’t have a lot of physical feats to his name preferring to use magic over brawns during most of his appearances. That being said he’s strong enough to create tremors and from a logical standpoint his spin attack must have a decent amount of strength behind it given his size.
Ludwig has the greatest speed and agility out of the koopalings, having numerous aerial movement abilities, superior jumping abilities, and teleportation.
Ludwig has some degree of heat resistance as he survived being dunked in lava along with the other koopalings towards the end of New Mario Bros 2. He’s also survived having Bowser’s castle collapse on him in Mario Bros Wii and his own castle in Mario world. Besides that he’s shown to be able to take a beating from the like of Mario on more than one occasion.
In terms of fighting ability Ludwig is typically the most advanced out of all of the koopalings, often being the toughest boss in all of his appearances and having unique combat strategies that different him from his siblings. His boss fight in superstar saga also shows him to be ample at faking out opponents with his attacks in order to get them off guard. Unlike the other koopalings he rarely tends rely on environmental hazards to give himself an advantage over his opponents and instead relies on his own skills to carry himself through a fight. This combined with his high intellect, makes arguably the toughest member of the koopalings siblings to take on in a non-prepped fight.
Additionally he’s fought Mario mono a mono around 7 times like the rest of the koopalings and the cartoon makes it clear he has great talents with machinery. He’s been in leadership positions before, although despite his intellect he’s not always good at actually leading people.
Wendy O Koopa
A materialist, tomboy-ish brat, with some latent anger issues. Wendy is the only female member of the Koopalings siblings and tends to come off as somewhat greedy and attention seeking. The manual for Mario Bros 3 claims she takes great care in studying/ preparing for threats when she first comes across them implying she’s more tactical than she looks. She also has an enjoyment of skating, water sports and dancing.
Wendy can also retreat into her shell to protect herself from physical strikes, fire and ice based attacks. She can also move horizontally along the ground in her shell while spinning to ram into opponents. Opponents that land on the spikes on her shell can also get impaled/damaged.
During her boss fight in Yoshi’s Safari Wendy could hold up a shell shaped shield to protect herself. This shield blocks most frontal attacks, but does not protect her from attacks that hit from the side, behind or above.
A magical scepter that Wendy stole from the ruler of water land/World 3 in super Mario Bros 3(and later regained at some point even though Mario confiscated it from her).In Mario Bros 3 and the New Mario Bros series this scepter allows Wendy to summon hoola hoop shaped projectiles of magic that bounce off solid objects and can ram into opponents. This scepter can also be used to cast transformation Hexes on opponents that turns them into kappas or Dino rhinos.
During her boss fight in Mario and Luigi Wendy could fire the O shaped bracelets she wears around her wrists at her enemies, enlarge them and then tightened them around her enemies to crush them.
Wendy can move completely submerged under water during her boss fight in Mario Bros Wii and New Mario Bros 2 unhampered and without any ill effects like suffocation.
Heart and kiss projectiles
In Hotel Mario Wendy could summon heart or kiss shaped projectiles from her mouth and send them towards opponents. These projectiles also had some slight homing abilities, and where capable of changing direction mid-flight.
Like the rest of the koopalings Wendy can breathe fire. She typically breaths balls of fire in a lobbing fashion.
Wendy wore ice skates during her fight in Mario bros U, and used them to skate around an ice covered arena. Not very useful for most death battles if they take place on solid ground, but hey they’re stylish.
Wendy tends to be one of the faster and more agile koopalings, often performing spins, twirls and other acrobatic moves while jumping and not having much lag when switching up her movement. She also displays some decent athleticism when skating in Mario bros U.
Wendy one of the physically weaker koopalings, never actually using any physical attacks or performing feats that require serious physical strength in any of her mainline appearances. That being said she probably that far away in terms of strength compared to the rest of the koopalings and Jr.
Wendy has some degree of heat resistance and has survived being dunked in lava along with the other koopalings towards the end of New Mario bros 2. She’s also survived having Bowser’s castle collapse on her in Mario Bros Wii and her own castle in Mario World. Besides that she’s shown to be able to take a beating from the like of Mario on more than one occasion.
The Mario bros 3 manual implies Wendy to be one of the smarter koopalings, actually studying and trying to prepare for potential threats. She’s also shown herself to be somewhat devious in some Nintendo adventure books, as she staged a complex, but unsuccessful coup against Bowser in one story. Like the other koopalings she has similar experience fight Mario (at least 7 times).
Wendy also tends to be incredibly reliant on environmental hazards to give herself an advantage over her opponents. Fighting in giant pools of water or ice rings in most of her modern appearances, where her opponent’s movement is slowed. She also employs a hit and run tactic in games like Mario world and Yoshi safari (where she’ll jump in and out of warp pipes to avoid attacks).
Another Koopaling sibling who’s an arrogant brawn over brains type character. He tends to be fairly laidback, but likes to bully and ridicule people for his own amusement, even his own family. He’s not above utilizing underhanded tactics during his fights and takes pride in his strength in a similar fashion to Morton. He has an interest in fire arms and explosives.
Roy can retreat into his shell for protection against physical strikes, fire and ice based attacks. Likewise Roy can move horizontally along the ground while inside his shell, bash into opponents and damage opponent that strike his shell with large long spikes laden across it.
A magical scepter that Roy stole from the ruler of Sky world/World 5 in Super Mario Bros 3(and later regained at some point even though Mario confiscated it from him).This scepter allows Roy to shoot O shaped projectiles of magic/energy over long distances, and can also be used to cast transformation Hexes on opponents that turns them into an albatross or a Duck. In New super Mario bros onwards Roy could fire a compacted fireball-ish projectile of pink magic from his scepter.
A portable cannon that Roy carried on his shoulder in Mario Bros U. Roy uses this cannon to shoot two varieties of bullet bills at his opponents, ones that travel forward in a straight line and ones that home in on an opponent.
Similar to Morton, Roy has the ability to cling to walls with his feet and walk/run up them in a manner not to unlike that of spiderman in Mario world. There’s not a presumed limit to what kind of surface he can walk up assuming said surfaces can hold his weight.
Similar to Morton, Roy can jump up and down on the ground to create a myriad of different shockwaves and tremors to stun, damage or push away his opponents. In Mario World and the New Mario Bros series Roy could stun and prevent an opponent from moving for a few seconds simply by jumping or falling to the ground from a high place. In Mario and Luigi he could jump in the air and land to create large visible shockwaves that would emanate from his body and damage nearby opponents they touched and/or push them away.
Roy can also breathe fire. He typically breathes out small balls of fire towards opponents in a lobbed fashion.
A move where Roy will jump into the air and crash back down onto land, bottom first to crush his enemies.
A shoulder bashing charging attack similar to the ones Wario used in his Wario land games. If Roy collides with a solid object he may get stunned for a second, and become vulnerable to attack.
Roy’s one of the larger and stronger koopalings being able to create tremors and shockwaves with his body, jump around a battle field with a giant portable cannon unencumbered and attacking his opponents with physical attack like charges/punches in some games.
Roy’s a fairly fast runner (his shoulder charge is pretty fast) and is actually a fairly good jumper despite his size, since he can retain mobility while lugging around a giant bullet bill cannon.
In terms of endurance he’s fairly similar to the rest of the koopalings. Roy has some degree of heat resistance as he survived being dunked in lava along with the other koopalings towards the end of New Mario Bros 2. He’s also survived having Bowser’s castle collapse on him in Mario Bros Wii and his own castle in Mario World. Besides that he’s shown to be able to take a beating from the like of Mario on more than one occasion.
Many bios for Roy put an emphasis on him being the “brawler” or the koopalings siblings, most likely implying he’s the koopalings that fights or engages in combat the most often outside scuffles with Mario. Also despite using brawn over brains, Roy himself doesn’t seem as dumb as characters like Mortan, at the very least not getting angry as easily.
Like the rest of the koopalings he tends to use environmental hazards to get an advantage. Granted however he tends to do this much less often than the majority of the koopalings siblings.
A koopaling known to be a demented mechanical genius, and emotional sadist. Iggy also seems to have a stroke of childishness in some forms of media, and tends to like to pull pranks on the people around him. Besides machinery, he also seems to like animals.
Like all the Koopalings Iggy can retreat into his shell to protect himself from physical strikes, fire and ice based attacks. Likewise Iggy can move horizontally along the ground while inside his shell, bash into opponents while doing so and can damage opponent that strike his shell with large long spikes laden across it.
A magical scepter that Iggy stole from the ruler of Giant land/World 4 in super Mario bros 3(and later regained at some point even though Mario confiscated it from him).This scepter allows Iggy to shoot O shaped projectiles of magic/energy over long distances, and can also be used to cast transformation Hexes on opponents that turns them into dinosaurs and Donky Kong Jr.s.
In New super Mario Bros Wii Iggy could fire a compacted fireball-ish projectile of green magic from his scepter. In New super Mario bros U Iggy also gained the ability to cast 3 fireball projectiles from his scepter simultaneously and the ability to cast red skull shaped projectiles that damage enemies on contact.
During his fight in Mario World Iggy could throw large yellow balls with stars on them at Mario, in an attempt to knock him off the stage. These balls don’t travel particularly far, or fast, but do serve as a good obstacle for oncoming enemies.
Iggy can breathe fire like the rest of the Koopalings. He typically does this with fire balls in a lobbing fashion.
Like Ludwig, Iggy can spin his body around like a top at super high speeds and ram into opponents to damage them. The move is also good for spinning around opponents in circles to disorient them.
Iggy can call down strikes of lightning to hit his foes in the cdi game hotel Mario.
Iggy is another koopalings sibling that uses very little physical attacks and lacks many physical feats in universe. That being said his strength stats probably aren’t that far off from the rest of the group and Jr.
Iggy is fairly hyperactive during his appearances and tends to run the fastest and has the most stamina out of all of the koopalings. He can also run fast enough to stay attached to the top of ceils for short periods of time (though he can’t run up walls as easily as Morton or roy). His spin attack move also moves fast enough disorient and make opponents dizzy.
Iggy has some degree of heat resistance as he survived being dunked in lava along with the other koopalings towards the end of New Mario bros 2. He’s also survived having Bowser’s castle collapse on him in Mario Bros Wii and his own castle in Mario World. Besides that he’s shown to be able to take a beating from the like of Mario on more than one occasion.
Iggy is INCREDIBLY SMART….at least in the academic sense. Some noteworthy invention include a mind switching device and a cloning machine. He tends to be one of the harder Koopalings to take down in battle because his movement patterns are jarring and unpredictable,
Like many of the koopalings Iggy often fights with environmental hazard laden around the battlefield to give himself an advantage. He also sometimes calls upon the aid of a pet chomp chomp, which he sicks upon enemies.
The smallest, most childish and innocent of the Koopalings. He’s generally portrayed as relatively unintelligent and more concerned with having fun than participating in evil schemes and defeating Mario. He’s has a deep love of acrobatic sports and yearns to join a circus.
Lemmy can retreat into his shell for protection against physical strikes, fire and ice based attacks. Likewise he can move horizontally along the ground while inside his shell, bash into opponents and damage opponent that strike his shell with large long spikes laden across it.
A magical scepter that Lemmy stole from the ruler of ice land/World 6 in super Mario bros 3(and later regained at some point even though Mario confiscated it from him).This scepter allows Iggy to summon large beach balls that he can throw at his enemies as an obstacle or to damage them. He can also summon a beach ball for himself to ride on, elevating him over opponents and letting him get around faster. He can also use his wand to cast transformation Hexes on opponents that turns them into a seals or Monty moles.
In Mario Bros U Lemmy gained the ability to summon bombs to throw at his opponents as a projectile attack. Lemmy has two sizes of bombs he can throw, small bombs around the size of his average beach ball projectiles and larger bombs that are slightly larger than himself. Additionally these bombs also bounce off inanimate objects a few times before exploding.
In Hotel Mario Lemmy could throw paper airplanes at Mario, that would move and swerve around the battlefield and where somehow capable of causing him to his enemies.
Lemmy can breathe fire like the rest of the Koopalings. He typically breathes fire balls in a lobbing fashion.
Lemmy also had a jetpack in Hotel Mario, which could use to fly around at moderately high speeds.
Despite being small and the youngest of the koopalings, Lemmy has some surprising strength being able to throw bombs the same size or larger than his own body at opponents. He’ll also often just roll into opponents while on his ball to push them away, showing he has a lot of physical force behind his movements.
Lemmy can move fairly quickly while balancing on his ball and has shown himself to be able to retain balance regardless of what kinda terrain he’s fighting on(ice floors, conveyor belts, ect).
Lemmy has some degree of heat resistance as he survived being dunked in lava along with the other koopalings towards the end of New Mario bros 2. He’s also survived having Bowser’s castle collapse on him in Mario Bros Wii and his own castle in Mario World. Besides that he’s shown to be able to take a beating from the like of Mario on more than one occasion.
A liar, cheater, con-artist and the least trustworthy of the koopalings siblings. He has an arrogant attitude and tends to show shades of cowardice when losing a fight, often trying to retreat or trick his opponents to letting their guards down to get the win. He’s shown to have some interest in sports, particularly tennis.
Like all the Koopalings Larry can retreat into his shell in order to protect himself from physical strikes, fire and ice based attacks. Likewise he can move horizontally along the ground while inside his shell, can bash into opponents while doing so and can damage opponent that strike his shell with large long spikes laden across it.
A magical scepter that Larry stole from the ruler of Grass land/World 1 in Super Mario Bros 3(and later regained at some point even though Mario confiscated it from him).This scepter allows Larry to shoot O shaped projectiles of magic/energy over long distances, and can also be used to cast transformation Hexes on opponents that turns them into dogs or bats.
In New super Mario bros Wii Larry could fire a compacted fireball-ish projectile of blue magic from his scepter. In New super Mario bros 2 Larry could fire a variation of his fireball-ish projectiles that could ricochet of solid objects.
Similar to Iggy, Larry could throw large yellow balls with stars on them at Mario, in an attempt to knock him off the stage. These balls don’t travel particularly far, or fast, but do serve as a good obstacle for oncoming enemies.
In Hotel Mario Larry could roll small bombs along the ground in a fashion akin to bowling balls to hit far away opponents.
In Mario and Luigi Larry could use a tennis racket during his boss fight that could redirect projectiles.
Similar to Iggy and Ludwig, Larry can spin his body around like a top at super high speeds and ram into opponents to damage them. He can also use the ability to disorient opponents like Iggy.
Larry can breathe fire like the other koopalings. He typically does this with fire balls in a lobbing fashion.
Larry’s got a decent amount of strength being able to redirect projectiles with his racket, often with more force than they originally had beforehand. His spin attack logically must have a decent amount of force behind it given his size.
Larry has the least amount of stamina out of all the koopalings, becoming tired and being unable to keep up with his siblings after they were defeated in new Mario Bros Wii. Besides that his stats are fairly similar to the rest of the koopalings.
Larry has some degree of heat resistance as he survived being dunked in lava along with the other koopalings towards the end of New Mario bros 2. He’s also survived having Bowser’s castle collapse on him in Mario bros wii and his own castle in Mario World. Besides that he’s shown to be able to take a beating from the like of Mario on more than one occasion.
Larry has some experience with leadership, being the person who leads the “koopa troop special forces”. He was also stated to be the leader of the koopalings (excluding Bowser Jr) in smash, signifying he may have gotten promoted over Ludwig at some point. His cowardly and devious personality can also potentially work in his favor, allowing him to trick his opponents or lure them into a false sense of security.
He’s fought Mario about as much as the other koopalings, although he tends to be the easiest to take out and often has the most simplistic fighting tactics out of the koopalings. Like his siblings he often attempts to get an advantage over opponents with environmental hazards.
- Bowser Jr’s graffiti is EXCELENT for limiting enemy movement. Likewise his sonic scream is great for weakening strong opponents, allowing for others to go in for the kill.
- Collectively Jr and the Koopalings have a decent cache of weaponry and skills. Having melee options, several types of bombs, hammers, fire like projectile attacks and more to use against their opponents.
- Enemies can be stopped outright either by covering them with Jr’s graffiti thereby sinking them into the ground, or by transforming them into animals/monsters with the koopalings wands.
- Collectively Jr and the koopalings have shown they can take QUITE the beating without dying, at the very least being able to survive lava dips and entire castles worth of stones falling on them.
- Collectively they also have a decent amount of fighting experience.
- Bowser Jr’s shown to be a fairly competent leader, hopefully meaning he could lead the Koopalings amply in a fight if given the opportunity.
- A lot of the koopalings can create tremors or shockwaves to stun opponents.
- Some of the movement abilities of the koopalings and Jr’s shadow Mario transformation are bizarre and unpredictable.
- Both Jr and Ludwig can teleport, which is a great way to flank opponents.
- Over the years Jr has become increasingly reliant on mechs, very rarely fighting on foot anymore. This has gotten to the point where his experience fighting on foot could be considered potentially lacking compared to most of Bowser’s other troops. Additionally while Jr can presumably use his paintbrush and graffiti for combat, he’s never actually done so in any of his appearances (using it mostly to screw with his opponents non-lethally in sports games and to impede Mario’s movement/defile island delfino in sunshine).
- The koopalings as a whole are VERY ove reliant on environmental hazards and pre-set traps to give them an advantage in a fight, neither which they would probably have in a death battle.
- Too many of the koopalings have brawn over brains or arrogant attitudes, both which can backfire in a fight.
- Bowser Jr and the koopalings aren’t THAT fast (in their normal forms anyway). This makes it easy for acrobatic or fast opponents to outmaneuver and flank them.
- Some members of the koopalings aren’t exactly loyal or trustworthy, which is a problem when you need to work together as a team.
Phew….anyway I hope this wasn’t to long for you G1s to slog though (this is probably the longest blog I’ve ever made before). Next blog will be whoever the F@#k I feel like doing when I start it(not making any commitments this time).