The Super Mario bestiary
Everything that wants the plumber's hide
Eleven families, one hundred and eleven profiles, forty years of opponents — from the brown mushroom of World 1-1 to the thousand-year-old demon hidden behind a door.
1985Bowser and the Goomba take the stage
111Detailed profiles in the bestiary
11Families to sort the whole bestiary
7Koopalings, one per castle
Updated 3 September 2026
Without them, Mario would never have needed to jump. A platform game is a corridor and things that stop you crossing it: the saga has spent forty years inventing those things, and has turned them into a vocabulary that millions of players read without thinking. A brown mushroom gets squashed. A green turtle turns back on itself. A spiked ball forbids the jump. Nobody has ever needed a tutorial to learn it.
This page sorts that vocabulary. Eleven families, from the shelled army to the demons of the RPG episodes, and 111 profiles — one for each creature, boss, rival or defector that has its own detailed article on the shop. Each profile says who the creature is, where it comes from, what it does to the player and how to get rid of it; the clickable name opens the long portrait.
Eight silhouettes come up more often than the others — Bowser, the Goomba, the Koopa Troopa, the Boo, the Piranha Plant, the Bullet Bill, the Koopalings and Wario. They have a large profile here, with the date they entered the stage, their weak point and the episodes where they really count. The others have a short card.
Three tables mark out the tour. The first, just below, sets the silhouette against the counter : what the shape of an enemy announces, and the tool that finishes it off. The second gives the French names against the original names, because “Cruxinistre” and “Grodus” designate the same character and the French-language localisation reinvented half the gallery. The third lists the final bosses of twenty-two major episodes — for anyone who believes Bowser waits at the end of every adventure, that is wrong one time in two. The complete directory closes the page: searchable by name, filterable by family.
📋 Contents
How the saga makes its opponents🧠What makes a Mario enemy
three design principles, held to since 1985
The series laid down very early a rule few games have managed to copy: the enemy is first of all a piece of visual information. Its silhouette announces its weakness before it moves. The brown mushroom walks straight ahead and flattens with one jump. The green turtle turns back when it hits a wall, the red one turns round at the edge of a drop. The one wearing spikes forbids the jump and imposes another idea. No text explains anything, no dialogue window opens: the shape is enough, and it fits into an image sixteen pixels across.
The first level of Super Mario Bros. is an entire lesson built on that principle. The Goomba was not planned at the start; it was added late in development, because the Koopa Troopa called for two moves — jumping on it, then pushing the shell — and made a poor very first opponent. What was needed was a creature that a single reflex jump would wipe out. The Goomba was born of that constraint, and became the face of the series.
Second principle: the enemy becomes a tool. The Koopa Troopa's shell can be picked up and thrown; the Goomba's Shoe is steered like a vehicle; the POW Block sweeps the whole screen; the Bob-ombs of Super Mario 64 are grabbed by the tail and thrown. The opponent is not merely an obstacle: it is part of the toolbox, and the best players are the ones who use it most.
Third principle, which appeared later: the boss tells you something. The RPG episodes, from Super Mario RPG in 1996 onwards, turned mute silhouettes into written characters, with motives, humour and sometimes tragedy. That is where the saga produced its most memorable antagonists — and the least known to the general public, since they almost never leave the games they were born in.
The silhouette gives the solution: reading a Mario enemy in one second
| The shape |
What it announces |
The counter |
| Brown mushroom, two feet |
Contact hurts, nothing else |
One jump on the head is enough — that is the Goomba
|
| Smooth shell, two legs |
Two stages: the occupant, then the shell |
Jump, then push or pick up the shell of the Koopa Troopa
|
| Back bristling with spikes |
The jump is forbidden |
A thrown shell, a fireball, a POW Block or a detour — the case of the Spiny
|
| A hard, shiny helmet |
Fire does not get through |
Jump on it and use the shell, as on the Buzzy Beetle
|
| Block of stone with a closed face |
Neither jump nor projectile makes a dent |
Pass underneath at the right moment: the Thwomp always falls back |
| Skeleton |
It gets back up after being flattened |
A star, a hammer suit or a shell to finish off the Dry Bones
|
| Green mouth at the edge of a pipe |
It comes out in cycles, never at random |
Wait for the cycle, or shoot from a distance at the Piranha Plant
|
| Shell with a smiling face |
One trajectory, with no correction at all |
Jump on it or step aside: the Bullet Bill does not deviate |
| A lit fuse |
A countdown, not a charge |
Pick up and throw back the Bob-omb before it explodes |
| A cloud with glasses |
It does not fight, it resupplies |
Neutralise the Lakitu himself, otherwise the Spinies never stop coming |
Those three principles explain why the bestiary ages so well. A Goomba from 1985 and a Goomba from Super Mario Bros. Wonder play exactly the same, forty years apart, without any manual having had to remind anyone.
The Koopa dynasty🐢Bowser and his family
the king, his son, his guard of seven, his sorcerers and his machines
There is a very simple reason for Bowser's longevity: he holds both roles at once. In the platform games, he burns, he kidnaps and he builds fortresses; in the spin-offs, he plays tennis with his victims, drives a kart and takes part in Mario Party evenings. Few villains take that split without becoming ridiculous. He manages it because the series has never claimed he was frightening — it played the threat straight and the character with a wink.
Around him a genuine general staff has been built, added layer by layer: the seven Koopalings in 1988, the sorcerer Kamek in 1995, the son Bowser Jr. in 2002, not counting the alternative versions of the king himself — skeletal, metallic, pumped up on stars. The question of parentage ended up becoming a subject in itself, which our Koopa family tree untangles.
The reference bossBowser
king of the Koopas, kidnapper in chief, professional bad loser
Bowser opens and closes the saga, from World 8-4 of Super Mario Bros. onwards. The original fight is a masterpiece of economy: the player thinks they have to face a fire-breathing dragon, when all they need to do is reach the axe placed behind him to bring the bridge down. Two solutions coexist — force or cunning — and the series has never stopped replaying that idea. In Super Mario 64, you grab him by the tail and throw him onto mines; in Super Mario Galaxy, you roll him across burning planets; in Odyssey, you steal his hat.
His design comes from a back-and-forth between two animals. Shigeru Miyamoto first wanted him as an ox, echoing the Bull Demon King of the Chinese tale Journey to the West; the drawing slid towards the turtle, and the Japanese name stayed Koopa. The name Bowser, for its part, was invented for the West. That double christening explains a few translation wobbles that still linger in French-language guides.
Since Super Mario Sunshine, the series has also given him a private life. He raises his son alone, runs a spa, keeps photos of Peach in his castle and gets frankly angry when anyone touches his family. Bowser's Fury, in 2021, goes as far as making him uncontrollable and forcing Mario to team up with Bowser Jr. to calm him down.
His family
One acknowledged son, Bowser Jr., and a child version, Baby Bowser, whom Yoshi fights as early as 1995.
His doubles
Dry Bowser, the skeleton that comes back from the lava castles, and Midbus, his pink lookalike from the Mario & Luigi games.
His sorcerer
Kamek, a bespectacled magician, enlarges the bosses and has served as a nanny since Yoshi's Island.
Seven bosses, seven ideasThe Koopalings
the close guard who hold the end-of-world castles
Larry, Morton, Wendy, Iggy, Roy, Lemmy and Ludwig arrived all at once in Super Mario Bros. 3, and they solved a problem of rhythm: until then, the end of each world brought back the same opponent. Seven castles, seven fights, seven different patterns — one who jumps, one who bounces on a ball, one who throws rings, one who makes the ground shake. The formula was so effective that it was used again almost unchanged in Super Mario World, then throughout the New Super Mario Bros. series.
Their status changed along the way. The Western manuals of the 1990s made them Bowser's children; around 2012, Nintendo clarified matters by reserving that role for Bowser Jr. The seven remain his close guard, with their own vehicles and their own combat quirks, but no longer his offspring. Their Western names, for their part, come from musicians — a nod the Japanese version never had.
The smallest
Lemmy, balancing on his ball, bets on dodging rather than on strength.
The most brutal
Roy, pink glasses and a shock wave, plays pure power.
Their successors
The recurring mini-bosses Boom Boom and Pom Pom took over in the 3D episodes.
Bowser Jr.The son, the bandana, the paintbrushArriving in Super Mario Sunshine in 2002, he starts out with a lie: his father made him believe that Peach was his mother, and he daubs Isle Delfino with a magic paintbrush in order to kidnap her. The fanged bandana he wears over his mouth has become his signature, as has the Koopa Clown Car, the flying pod inherited from Bowser. He is today the only child the series officially grants the Koopa King.
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Baby BowserThe tyrant in nappiesCareful not to confuse him with Bowser Jr.: Baby Bowser is the king of the Koopas in infant form, final boss of Yoshi's Island in 1995 and thief of the Super Happy Tree. The fight plays out in two stages, Kamek enlarging his protégé to the proportions of a building once the first round is lost. The Yoshi saga has made him a regular — capricious, screaming, and already very unpleasant with the sorcerer who raises him.
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Dry BowserThe king down to the boneIntroduced in New Super Mario Bros. in 2006, he is what is left of Bowser after a fall into the lava: a skeleton that charges, bites and breathes blue flames. The fight is built as a callback — the player recognises the silhouette, but the rules have changed. Since then he has been part of the regular spin-off cast, on the same footing as the living version.
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MidbusThe copy who takes himself seriouslyMidbus in the original version, Métaboss is Fawful's chief minion in Bowser's Inside Story, in 2009: a cross between a pig and an armadillo, conceived as the grotesque mirror of the Koopa King. Bowser faces him three times over the course of the game, including a frozen version named Blizzard Midbus. The gag lies in the seriousness with which he takes himself for a worthy opponent — and it is Bowser, not Mario, who has to deal with him.
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Lemmy KoopaThe tightrope walker of the sevenNo taller than a Toad, he refuses to set foot on the ground: Lemmy fights while balancing on a large ball and throws others to take up space. Rainbow mohawk, cross-eyed gaze, a permanent circus act — and a name borrowed from Lemmy Kilmister, of Motörhead. The spin-offs have kept that acrobatic register: he plays the lightest driver on the roster there.
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Roy KoopaThe shock wave in pink glassesRoy plays brute force: he climbs the walls, drops back down with all his weight and pins Mario to the ground for the duration of a shock wave. Purple shell, mauve skull and magenta glasses screwed onto his nose: the contrast between the accessory and the build makes the whole character. New Super Mario Bros. U added a Bullet Bill cannon, and the kart tracks have made him a heavyweight.
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KamekThe magician on a broomKamek is arguably the most useful piece in the clan: he is the one who, with a flick of his wand, turns an ordinary mini-boss into a giant. Introduced in Yoshi's Island as baby Bowser's guardian, he has provided the series' magical continuity ever since. Without him, half the fortress fights would have no build-up at all.
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Kammy KoopaThe adviser in the shadowsAn elderly witch from the Paper Mario series, Kammy plays the part, at Bowser's side, of the adviser who always has a plan and is never listened to. She prepares the ground, alters the scenery mid-battle and takes her king's mockery on the chin. Her double act with Bowser is one of the most constant comic devices in the first two Paper Mario games.
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MechakoopaBowser as a toyThese little wind-up robots, released by the king during the final battle of Super Mario World in 1990, walk straight ahead until you stomp on them — they then start up again after a few seconds. They illustrate perfectly the second principle of the bestiary: a Mechakoopa can be picked up and thrown back in the face of its own creator, which remains the most elegant way to win the fight.
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The Koopa family treeThe question Nintendo avoidsWho is Bowser Jr.'s mother? The series has never answered, and Shigeru Miyamoto cut the discussion short with a now-famous piece of deflection. This dossier reconstructs what the games actually say about Koopa parentage, what the Western manuals added on their own account, and why the seven Koopalings changed status along the way.
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One detail to keep in mind for what follows: in the RPG episodes, Bowser often changes sides. He is playable in Super Mario RPG, an ally of circumstance in Super Paper Mario, and serves outright as the playing field in Bowser's Inside Story, where Mario and Luigi explore his body.
The antagonists the platform games have never shown📖The great villains of the RPGs
twenty-seven villains who are written, funny or frankly tragic
This is the part of the bestiary many players have never come across, and it is also the one that contains the best characters. From Super Mario RPG in 1996 onwards, the series needed antagonists able to talk, to lie, to change their minds and to carry a plot over thirty hours. The mute silhouettes of the platform games were not enough; new ones had to be written.
The result is a catalogue of villains who have almost nothing in common with Bowser — to the point where he himself often becomes a cumbersome ally there. You find a blacksmith come from another world to replace wishes with weapons, a thousand-year-old demon sealed behind a door, a count who wants to erase the universe out of heartbreak, a masked jester who betrays everyone, and a green-spectacled minion who ended up becoming the great villain of his own episode.
The profiles below follow the order of the sagas. For the detail of the games themselves — which episode to play, on which console, in what order — the Mario RPG guide takes over.
Super Mario RPG (1996)
The saga's first RPG, developed with Square, laid down the rules of the genre: Bowser joins the party in the first third, and the real threat comes from elsewhere. A giant sword plants itself in the Koopa King's castle and opens a passage to a world of living weapons.
SmithyThe factory against wishesSmithy does not belong to the Mushroom Kingdom: he comes from another world with a precise plan, replacing the inhabitants' wishes with mass-produced weapons. He is the first antagonist in the saga to carry an idea rather than a whim, and he completely eclipses Bowser, reduced from the start of the game to the rank of a companion dispossessed of his castle.
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CrocoThe thief who always comes backA small purple crocodile in a top hat, Croco steals Mallow's coin in the opening hours of the game and triggers the adventure's first chase. You fight him twice, and he ends up selling items to the people he used to fleece. He inaugurates a category the series has never abandoned: the recurring thief, neither quite an enemy nor quite an ally.
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BoosterThe suitor in the towerThe eccentric heir to a tower full of traps, Booster kidnaps Peach because he wants to get married, without the faintest idea of what that involves. His wedding sequence, interrupted by a living cake, is one of the game's peaks of absurdity. He illustrates the tone of Super Mario RPG well, where the villains are first and foremost ridiculous characters.
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ValentinaThe usurper of the cloud kingdomValentina seizes power over the cloud kingdom by passing herself off as the queen, with the help of a bird named Dodo. Her plan holds up until she decides to marry a prince who wants nothing to do with it. She is a mid-game boss, but her status as a crowned imposture has made her one of the most cited characters in the 2023 remake.
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CulexA Final Fantasy boss in MarioBehind a sealed door in a corner of Monstro Town waits a knight surrounded by four crystals, accompanied by battle music borrowed from Final Fantasy. Culex is a tribute from Square to its own series, slipped into a Nintendo game, and he hits far harder than the final boss. The 2023 Switch remake gave him a second version in three dimensions, renamed Cristax in French.
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Paper Mario: The Thousand-Year Door (2004)
The second Paper Mario is the one the community cites most often, and its cast of antagonists largely explains why: a whole organisation — the X-Nauts — serves as the common thread, with its chiefs, its minions and its comic number two, while a far older threat waits behind the door of the title.
GrodusThe brain of the organisationChief of the X-Nauts, Grodus pursues the Crystal Stars with one goal: waking the Shadow Queen and ruling at her side. His mechanical coldness and his head under a dome cut against the humour of the rest of the game, and his fall is one of the cruellest in the series — he gets exactly what he wanted, and the demon has no use for him at all.
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Lord CrumpThe number two who fails at everythingLord Crump is the lieutenant Mario runs into most often, and who loses every time. Failed disguises, grandiloquent plans, screamed tantrums: he provides the comic relief for an otherwise sinister organisation. He crosses the game under the alias Four-Eyes, gets unmasked, comes back piloting a robot, then a bigger robot, and faces Mario four times in all — without forgetting to address the player over the characters' shoulders. His stubborn loyalty to Grodus, maintained right to the very end, paradoxically ends up making him endearing: he believes in that organisation more sincerely than its own chief does.
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Magnus von GrappleThe lieutenant's mechaWhen Lord Crump has had enough of losing bare-handed, he climbs into a mecha with detachable rocket fists. Magnus von Grapple is the only boss in the game to come back in a numbered version: model 1.0 guards the Great Tree in chapter 2, the 2.0 waits in the lunar fortress with more than twice the hit points. The gag lies in the disproportion — a war machine piloted by the least competent character in the organisation.
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The Shadow QueenWhat sleeps behind the doorThe Thousand-Year Door hides not a treasure but a prison. The Shadow Queen, a demon sealed for a thousand years, takes possession of Peach's body for the final battle, which forces Mario to fight the princess he came to save. The sequence, very dark for the saga, remains one of the reasons this game has the reputation it does.
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BeldamThe witch who pulls the stringsBeldam leads the Shadow Sirens, three shadow witches apparently in the service of the X-Nauts. In reality, she is the one manoeuvring from the start to bring back the Shadow Queen, and she treats her own sisters with a cruelty the game makes no attempt to soften. Her relationship with the youngest of the trio is one of the most discussed subtexts of the episode.
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HooktailThe game's first dragonA glowing red dragon and a smooth talker, Hooktail guards the Diamond Star in her ruined castle, in chapter 1 of The Thousand-Year Door. The fight is won by learning her fear — of frogs — which opens the adventure on a clear lesson: in this series, you research bosses before you hit them. She belongs to a family of three dragons, the last of which waits at the bottom of the optional dungeon.
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GrubbaThe promoter who was draining his championsThe jovial manager of the Glitzville Arena, Grubba organises the fights and secretly siphons off the life force of his own wrestlers, thanks to the Gold Star wired into his machine. The chapter is built like an investigation: Mario climbs the rankings under the pseudonym The Great Gonzales before understanding that the real opponent is holding the microphone. His Franglais speech has remained one of the game's localisation finds.
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Gold HawkThe reigning champion, and a fake oneRawk Hawk rules the Glitzville arena with a belt, a big mouth and a great deal of arrogance. To reach him, Mario has to climb the whole ranking under the name The Great Gonzales, match after match. What the champion is really carrying, hidden in that belt, is a fake Crystal Star: his title rests on a fix. He is the perfect mid-chapter boss — loud, pleased with himself, and far less dangerous than the man who made him champion.
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Super Paper Mario (2007) and The Origami King (2020)
Super Paper Mario takes an unexpected turn: its antagonist does not want to conquer the Mushroom Kingdom, he wants to erase every world, out of grief. Thirteen years later, The Origami King takes up the idea of a villain who has his reasons, with a folded paper king who bears a grudge against the whole of humanity — or what stands in for it.
Count BleckThe villain mourning a dead womanBehind the name Count Bleck hides Blumiere, a young nobleman whose love was broken by his own family. His answer is out of all proportion: erasing every existing world. The series had never handed the role of great villain to a bereavement, and the game's epilogue, which grants him a form of redemption, remains one of the most discussed passages in the whole saga.
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NastasiaThe secretary who hypnotisesNastasia manages Count Bleck's diary, recruits his minions and hypnotises anyone who hesitates to follow him — she supplied half his army, and she is the one who puts Luigi under control. Horn-rimmed glasses, magenta bun, a secretary's tone: she is the only lieutenant in the game Mario never fights, and probably the most dangerous. Behind the loyalty, feelings she will not admit to.
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Mc AstagneThe colossus with a big heartA Scottish colossus in a kilt, red beard and a code of honour: O'Chunks is the muscle of the gang, a fallen general Count Bleck recruited in disgrace. He faces Mario four times — more than any other minion in the game — loses every time, apologises for it and comes back. His loyalty goes as far as sacrifice, which makes him an antagonist whose main flaw is having chosen the wrong person.
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DimentioThe jester who betrays everyoneA masked jester able to fold space, Dimentio plays every side at once, helps Mario when it suits him and has been preparing his own seizure of power from the start. He is the only one in the group serving no cause at all, and that is precisely what makes him the game's real threat. Many players rank him among the best-written antagonists Nintendo has produced.
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Mr. LThe Green ThunderHypnotised by Nastasia, Luigi becomes Mr. L, the Green Thunder: black mask, arrogance to spare and a combat mecha named Brobot. He faces his brother several times without recognising him, and nobody around him seems troubled by the resemblance. The character plays on Luigi's inferiority complex and gives him, for the space of a few fights, exactly the star billing he never gets in the series.
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King OllyThe king of folded paperIn The Origami King, released in July 2020, King Olly folds the Mushroom Kingdom — Peach and Bowser included — and moors the princess's castle to five paper streamers. His grudge against his creator comes from a misunderstanding, not from cruelty: it is one of the saddest stories in the series. His sister Olivia, born from the same hand, accompanies Mario all the way, which turns the adventure into a family affair.
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The Mario & Luigi series
The other great RPG series has villains of its own, and a very particular way of handling them: they are almost always more talkative than dangerous, and the game gives them time to explain themselves. Two of them share top billing across several episodes, a witch and her green-spectacled minion.
CacklettaThe voice thiefCackletta opens Superstar Saga by stealing Princess Peach's voice: from then on, every word from the princess becomes an explosion of unreadable characters. The Beanish witch then goes after the Beanstar, dies along the way and comes back by taking possession of Bowser's body, under the name Bowletta. That fusion produces the final boss, and one of the trickiest fights in the game.
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FawfulThe minion who made itSmall, green, a single tuft of hair and enormous glasses: Fawful starts out in 2003 as Cackletta's assistant, with broken syntax and an unsettling enthusiasm. Two episodes later, he is the great villain of Bowser's Inside Story, and he manipulated everyone to get there. His lines in wonky speech have become memes, and his trajectory remains the most improbable rise in the saga.
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PoppleThe thief in search of a partnerA masked Beanish thief and self-proclaimed genius, Popple is mainly looking for a “Rookie” to give orders to — he first recruits an amnesiac Bowser, then Birdo. The pair haunt Superstar Saga, come back in the following episodes and lose absolutely every duel. Like Croco before him, he occupies the slot of the recurring thief, beaten without ever being eliminated and reappearing two chapters later as if nothing had happened.
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Princess ShroobThe invasion from the pastPartners in Time sends Mario and Luigi into the past, where the Mushroom Kingdom has been invaded by an alien people. Princess Shroob leads the invasion, disguises herself as Peach and conceals the existence of her elder sister, who constitutes the real final battle. It is one of the darkest scenarios in the series, and one of the rare ones where the kingdom is genuinely conquered.
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YoobThe living dungeonYoob is a mutant Yoshi manufactured by the invaders, who swallows the island's Yoshis and stores them in his own belly. The game takes the idea all the way: part of the level takes place inside the creature, between the eggs and the walls. It is the first draft of an idea the series would take up on a grand scale in Bowser's Inside Story.
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AntasmaThe king of nightmaresAntasma rules over the dream world of Dream Team and allies himself with Bowser to capture Peach — an alliance that turns out exactly as you would imagine. His great merit is to give Luigi the central role: it is by sleeping that the younger brother opens the dream levels. The character made a strong impression for a simple reason: he is one of the rare Mario villains who is genuinely frightening.
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Super Mario Odyssey (2017)
Odyssey is not an RPG, but it shares an idea with them: giving Bowser a team of professionals rather than minions. The Broodals are not soldiers, they are wedding planners — and that deliberate absurdity is exactly the tone of the episode.
The BroodalsBowser's wedding agencyTopper, Hariet, Spewart and Rango: four rabbits in suits, hired by Bowser to organise his wedding to Peach, who steal the dress, the cake, the flowers and the rings kingdom by kingdom. Each has his or her gadget — spiked top hats, bombs hidden under the hat, poisoned spittle, a hat thrown like a boomerang — and they all come back together at the controls of the RoboBrood. A gang of bosses handled in the register of professional seriousness.
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Madame BroodeThe boss with a Chomp on a leashA giant rabbit and boss of the Broodals, Madame Broode fights while holding Chain Chomplet, a golden Chomp the size of a wrecking ball, on the end of a chain — and treats it like a pet. The fight, which you have twice in the game, consists in turning the beast against its mistress, which sends her into a rage out of all proportion. She appears early in Odyssey and sets the tone of a game in which the bosses are first of all music hall turns.
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One thing links almost all these characters: they are more interesting than Bowser, and they know it. Several episodes play on that openly, relegating the Koopa King to the rank of an offended sidekick demanding to be taken seriously.
Motives, not mechanics💔What makes a good Mario villain
from raw covetousness to heartbreak
The preceding sections have sorted the bestiary by what it does to the player. That leaves the other question, the one that separates an obstacle from a character: why. And on that ground, the saga is far less monotonous than its reputation suggests.
The first register is raw covetousness. Bowser wants the kingdom, the princess and the throne, with no other explanation and not the slightest remorse; Wario wants gold and does not trouble himself with justification; King K. Rool wants the bananas. Those motives fit into three words and never need developing: that is what makes it possible to replay them unchanged for forty years without wearing them out.
The second register is the fixed idea, colder. Smithy covets nothing: he wants to replace wishes with weapons, which is a project for a society. Grodus wants to wake an ancient power and rule at its side. King Olly wants to fold the world because he was badly folded himself. You leave the whim behind and enter conviction, and the fights are changed by it: those villains explain before they strike.
The third register is grief, and it is the one that has marked players most. Count Bleck does not want to conquer the worlds, he wants to erase them, because the woman he loved was taken from him. There is no ambition in it, only a bereavement turned into a project. The epilogue of Super Paper Mario, which grants him a form of redemption, remains one of the most cited passages in the whole saga.
That leaves the fourth, the rarest: chaos for its own sake. Dimentio serves no cause, neither his own nor anyone else's; he plays every side because betrayal amuses him. In a universe where almost everyone wants something specific, a character who wants nothing becomes the real threat.
That palette explains why fan debates never die down. The “most successful” Mario villain depends entirely on the criterion: longevity points to Bowser, writing points to Count Bleck or Dimentio, the rise points to Fawful, who went from servant to final boss in two episodes.
The French name and the original name: the equivalences that trip people up
| French name |
Original name |
Where you meet them |
| Bowser |
Koopa (Japanese name) |
Everywhere since 1985 |
| The Shadow Queen |
Shadow Queen |
Paper Mario: The Thousand-Year Door |
| Count Bleck |
Comte Niark in French |
Super Paper Mario |
| Grodus |
Grodus |
Paper Mario: The Thousand-Year Door |
| Lord Crump |
Cruxéroce |
Paper Mario: The Thousand-Year Door |
| Magnus von Grapple |
Magnus von Grapple |
Paper Mario: The Thousand-Year Door |
| Beldam |
Beldam |
Paper Mario: The Thousand-Year Door |
| Hooktail |
Hooktail |
Paper Mario: The Thousand-Year Door |
| Grubba |
Grubba |
Paper Mario: The Thousand-Year Door |
| Gold Hawk |
Rawk Hawk |
Paper Mario: The Thousand-Year Door |
| Bonetail |
Occicroc |
Paper Mario: The Thousand-Year Door |
| Doopliss |
Doopliss |
Paper Mario: The Thousand-Year Door |
| Cortez |
Cortez |
Paper Mario: The Thousand-Year Door |
| Mc Astagne |
O'Chunks |
Super Paper Mario |
| Dimentio |
Dimentio |
Super Paper Mario |
| Smithy |
Smithy |
Super Mario RPG |
| Culex |
Cristax in the French remake |
Super Mario RPG |
| Cackletta |
Graguémona |
Mario & Luigi: Superstar Saga |
| Fawful |
Fawful |
The Mario & Luigi series |
| Popple |
Popple |
Mario & Luigi: Superstar Saga |
| Queen Bean |
Queen Bean |
Mario & Luigi: Superstar Saga |
| Princess Shroob |
Princess Shroob |
Mario & Luigi: Partners in Time |
| Midbus |
Midbus |
Bowser's Inside Story |
| Knucklotec |
Knucklotec |
Super Mario Odyssey |
| Major Burrows |
Roi Mogu |
Super Mario Galaxy |
| Shy Guy |
Shy Guy |
Since Super Mario Bros. 2 |
| Spiny |
Spiny |
Since Super Mario Bros. |
| Buzzy Beetle |
Buzzy Beetle |
Since Super Mario Bros. |
| Dry Bones |
Skelerex |
Since Super Mario Bros. 3 |
| Dry Bowser |
Bowser Skelet |
Since New Super Mario Bros. |
| Banzai Bill |
Banzai Bill, then Bomber Bill |
Since Super Mario World |
| Fred Lafonce |
Chargin' Chuck |
Since Super Mario World |
| Monty Mole |
Topi Taupe |
Since Super Mario World |
| Nabbit |
Nabbit |
The New Super Mario Bros. series |
| Blooper |
Blooper |
Since Super Mario Bros. |
| Méga Bloups |
Gooper Blooper |
Super Mario Sunshine |
| Petey Piranha |
Petey Piranha |
Since Super Mario Sunshine |
| Polterpup |
Ectochien |
The Luigi's Mansion series |
| Goombella |
Goombella |
Paper Mario: The Thousand-Year Door |
| Rex |
Rex, long known as “Drabon” in France |
Super Mario World |
One last thing this table makes visible: in Mario, the French name is almost never a translation. It is a reinvention, often with a pun the original did not have. “Gracowitz” for Fawful, “Mc Astagne” for O'Chunks, “Cruxéroce” for Lord Crump: the French-language localisation wrote its own gallery of villains over the top of Nintendo's.
The permanent switch🤝When enemies change sides
the series prefers to recruit its monsters rather than bury them
Few major sagas take back their opponents with such consistency. Donkey Kong, the plumber's first enemy, has had his own series for forty years. Bowser drives a kart, plays golf, takes part in the parties, and becomes a playable character in several RPGs. Birdo has gone from egg-spitting mini-boss to cast regular. Wario has been given two series in his own name.
The phenomenon is even clearer in the Paper Mario games, where whole species change sides: the first partner in the 2000 game is a Goomba, Goombario ; the Koopa Kooper and the Lakitu Lakilester follow, then a whole team of creatures drawn from the platforming bestiary. The RPG series treats belonging to a species as a social origin, not as a side.
There is a design reason behind all this. A bestiary as legible as Mario's constitutes a capital of recognisable silhouettes; wasting it by confining them to the role of obstacle would be a shame. The dossier on enemies turned allies details five of those switches and the reasons Nintendo gave for each.
The movement works the other way too, more rarely: Mr. L is a hypnotised Luigi who fights his own brother, and Queen Bean is a legitimate sovereign turned into a boss by a parasite. In Mario, a character's side rarely comes down to their nature.
Frequently asked questions❓We answer your questions
what players look for most often about Mario's bestiary
How many different enemies are there in the Mario games?
There is no official count, and the total depends on what you agree to call an enemy: fan surveys go past a thousand entries if you count every colour variant, every unique boss and every creature from a single episode. The recurring core, the one that runs across console generations, is far smaller — a few hundred creatures. This page details 111 of them, sorted into eleven families: the ones that come back often enough for a player to recognise them without hesitation.
Who is Mario's main enemy?
Bowser, king of the Koopas, introduced in Super Mario Bros. in 1985. He kidnaps Princess Peach, rules an army of turtles and comes back in every main episode. His family alone forms a sub-universe: his son Bowser Jr., the seven Koopalings, the sorcerer Kamek and a skeleton version named Dry Bowser.
What are the major families of Mario enemies?
The bestiary can be sorted into about ten groups: the Bowser clan, the shelled Koopa army, the Goomba people, the Boo ghosts, the Piranha flora, the creatures of stone and fire such as the Thwomps and the Chomps, the Bill and Bob-omb projectiles, the aquatic fauna led by the Cheep Cheeps, the little people of Subcon with the Shy Guys, the written bosses of the RPG episodes, and the rivals such as Wario or Donkey Kong. That is the classification used on this page.
Which is the first enemy you meet in Super Mario Bros.?
The Goomba, that brown mushroom that walks in a straight line through World 1-1. Its position is no accident: Shigeru Miyamoto and his team placed it there so that the player would discover by accident, while trying to avoid it, that jumping on it neutralises it. The Goomba was in fact not planned at the start — it was added late, because the Koopa Troopa already called for two moves to be beaten and made a poor first opponent.
Which enemies does the jump not work on?
Anything carrying spikes, metal or fire. The Spinies thrown by the Lakitus, the Spikes, the Pokeys and the Chomps prick or wound on contact; the Thwomps and the Whomps are made of stone; the Buzzy Beetles have a helmet that absorbs the blast of a fireball. The visual rule is constant across the whole saga: a bristling, metallic or mineral silhouette announces that another solution has to be found — a thrown shell, a POW Block, a star or a plain detour.
Why do Dry Bones get back up after being flattened?
That is their design mechanic: they are skeletal Koopa Troopas that collapse into a heap of bones under a jump, then reassemble a few seconds later. They turn a disposable enemy into a permanent obstacle, which explains their presence in castles and underground levels. To get rid of them for good, you need firepower: the star, the hammer suit or a thrown shell.
Who are the Koopalings and how many are there?
There are seven: Larry, Morton, Wendy, Iggy, Roy, Lemmy and Ludwig. Introduced in Super Mario Bros. 3 in 1988, they each guard an end-of-world castle. Long presented as Bowser's children, they were redefined by Nintendo around 2012: they remain his close guard, but his only acknowledged child is Bowser Jr.
Is Bowser the final boss of every Mario game?
No, and it happens more often than people think. Wart ends Super Mario Bros. 2, Tatanga closes Super Mario Land, Smithy concludes Super Mario RPG, the Shadow Queen waits at the end of The Thousand-Year Door, Count Bleck in Super Paper Mario, Cackletta in Superstar Saga, Princess Shroob in Partners in Time and King Olly in The Origami King. The final boss table on this page sorts it out game by game.
What is the difference between a Shy Guy and a Snifit?
Both come from Subcon, the dream world of Super Mario Bros. 2, and wear the same mask. The Shy Guy walks, jumps and makes do with contact. The Snifit has a cannon-shaped mouth in place of the slot in the mask: it spits projectiles from a distance. Same family, same silhouette, but the behaviour of a shooter instead of that of an infantryman.
Who are the villains of the Mario RPG games?
They are the most fully written antagonists in the saga, and they remain unknown to many platforming players. Smithy in Super Mario RPG, Grodus and the Shadow Queen in The Thousand-Year Door, Count Bleck and Dimentio in Super Paper Mario, King Olly in The Origami King, Cackletta and her minion Fawful in the Mario & Luigi series, Princess Shroob in Partners in Time, Antasma in Dream Team. The RPG section of this page takes them saga by saga.
Who is the Shadow Queen?
Its official English name is the Shadow Queen. She is the final threat of Paper Mario: The Thousand-Year Door — a demonic soul sealed a thousand years earlier beneath the port town, whom the X-Nauts seek to awaken and who takes possession of Peach's body for the final battle. The table of equivalences on this page gives the other names that change completely between the original version and the French one.
Which is the most tragic villain in the Mario saga?
Count Bleck, in Super Paper Mario. Behind that name hides Blumiere, a young nobleman whose family broke his love; his answer is not to conquer the worlds but to erase them. He therefore acts neither out of ambition nor out of greed, but out of grief — which makes him a case apart in a gallery dominated by tyrants. The game's epilogue grants him a form of redemption.
Is King K. Rool a Mario villain?
He belongs first of all to the Donkey Kong universe, where he leads the Kremlings and steals the banana hoard, and has done since Donkey Kong Country in 1994. Since that universe was born from a Mario game and remains attached to it — Donkey Kong was the plumber's opponent in 1981 — he features in the extended gallery of rivals, alongside Wario and Waluigi. He almost never faces Mario directly, though.
Why is Wart vulnerable to vegetables?
Because Super Mario Bros. 2 is built on that mechanic: you do not jump on enemies there, you pull vegetables out of the ground and throw them. The final fight applies the game's rule to its king. Wart, a toad ruling over the dream world of Subcon, spits bubbles in waves; you have to throw a turnip into his mouth while it is open.
Can a Mario enemy become an ally?
It is practically a habit of the series. Donkey Kong, the plumber's first opponent in 1981, became the hero of his own saga. Bowser turns up as a kart driver, a golf partner and a playable character in several RPGs. Birdo went from egg-spitting mini-boss to spin-off regular. In the Paper Mario games, whole species — Goombas, Koopas, Boos — supply battle partners.