Fortresses of Light is a umbrella fighting game created by Toroko for the Infinite Content program. It is a platform fighter that has several different gimmicks that can be added or subtracted to the fight, all appearing from previous fighting games that Toroko has done such as the MXP Graph system, Antiblaze system, and the Kingdoms of Fighters team system. The game's characters are designed to be more simplistic in the vein of how Smash-style games usually work and feature a generally large roster, as opposed to Antiblaze which featured movesets that were more akin to character action games. It differs from Kingdoms of Fighters and it's sequel in that it is a platform fighter and lacks that game's MAX Mode system. It was released on The V², Nintendo Switch, PlayStation 4, Xbox One, and later to the PC via Steam.
The game has since been revealed to be a "reimagining" of the Fighters of Lapis series of sorts, which has been hinted since the projects' beginning. The first three characters are identical to the initial line up for Fighters of Lapis 7, save for Miles who replaces the original Spider-Man in the line-up as well as the acronym for the game lining up with Fighters of Lapis... which was completely intentional. Much of the starting cast were all characters from the first Fighters of Lapis game, give or take a few. Many of the unlockable cast will be characters from Fighters of Lapis as well.
However, beyond it's ties to Helena's first big Umbrella project, it has carved out it's own identity with a wide array of characters, some of which feature expansive and incredibly depthful movesets and playstyles. The game also puts a bigger emphasis on status effects similar to Super Smash Bros. Discord, which multiple special status effects giving unique appearances for each character on the roster. There is a bigger focus on single player content, with two story campaigns, single player randomly generated dungeon stages with rewards, and a Sims-like mode where the characters enjoy their time away from fighting.
Reception for the game has overall been extremely positive so far, with critics praising the character movesets, aesthetics, and sheer depth the game has to offer so far.
Miles Morales looks over the city line, which pans up to reveal dozens of light beams across the New York skyline. Flinging off the glass window of a building as shards fall down to the floor, Miles heads towards the source of the light as the camera pans across the water to focus on Wii Fit Trainer and K', who touch down onto the ground. A beam of light slams into opposite side of the water to have Mario, Luigi, and Rosalina appear from the radiance. Miles swings onto a abandoned factory building that is blasting light beams as a roar can be heard, revealing Galeem hooked up to various machines manned by Dr. Olivia Octavius, who attacks the camera with her tentacles as the screen fades to black before flashing with a brilliant light that turns into the logo: Fortresses of Light.
Miles Morales, Wii Fit Trainer, and K' stare off into the New York city skyline before seeing more beams of light slam into the New York city ground. Peach, Mirania, B. Jenet, Mai Shiranui all appear as Mario and Sonic are locked into a battle before Mario launches off a set of twin fireballs at Sonic, which Sonic barely dodges. Tails flies over the skyline to see more beams of light touching down, with Finn, Jake, DJ Candy, Bella Goth, and a confused Glover emerging from the light. A roar can be heard as Reptflux attacks Time Square, with Mario using a star to transform into Starman Mario, the trailer coming to a close just before Mario can touch Reptflux, who stares at him with his energy core buzzing.
Pit, Palutena, Zelda, Link, Samus, Mordecai, Rigby, Homer, Kumatora, Quorra, Mabel and Dipper appear sporadically throughout New York. Miles watches as the light begins to finally dim, showing a couple last beams disappear into the sky. Miles, Wii Fit Trainer, and K' head over to meet with Palutena and Pit, but are suddenly attacked by a unseen force. The camera then cuts to reveal all the Fighters of Lapis characters that were part of the starting roster for that first game, who all wave as "(Nearly) Everyone is Here!" flashes onto the screen as some quick gameplay is shown with the fighters.
Galeem can be seen at the end of the trailer, attempting to break free of Oliva Octavius' control, as she points over to the skyline of New York as the shadows of Nemesis, Mileena, Beetleworx Abomination, and Babidi are seen.
Fortresses of Light is a standard Smash game at first glance with meters for health, which become drained through getting hit or punched. However, Fortresses of Light was designed to be modular as compatible with various past systems such as the Mysterious X Project's graph health system, the Antiblaze style-and-health is meter system, or the Kingdom of Fighters' team building system, which balances power and health depending on how many fighters you have on your team. There is no real way to play Fortresses of Light and the way you fight will vary in the various singleplayer modes.
All controls can be rebound in the menu. Controls are shown for the Switch port only.
|Standard Attack||Special Attack||Guard|
Inventory Screen (Single Player Only)
The base gameplay of Fortresses of Light is simple if you are familiar with Super Smash Bros. or other platform fighters in that the goal is to get a character's damage up so they get launched further and further, eventually knocking them off the stage or out of the boundary box.
Fortresses of Light has standard, tilt, aerial, and special attacks for every character with some exceptions (joke characters) and all characters can utilize a Guard- a transparent shield that defends the opponent in the direction they are facing. This Guard requires more thought to use, being more akin to a standard fighter. Standing while guarding will allow you to block both aerial and ground attacks, while crouching while guarding will block ground and low-ground attacks that would otherwise sneak underneath a Guard. However, doing a crouching Guard will make you open against aerial attacks. Additionally, Guards can break if used for too long or against too powerful of an attack.
The player can also parry if they tap the guard button instead. This defends against all three kinds of attacks and prevents damage from occurring at all, as well giving the player a small frame advantage that allows them to input standard attacks and some special attacks immediately. Tapping a directional input will allow the player to dodge, which will give them a invincibility window lasting a mere couple of frames but can be used to dodge a variety of attacks.
Grabs can be used to punish those using Guards, as it will take them out of a Guard state and then can be attacked for damage and then thrown or pummeled to the ground by tilting the right control stick. Pummeling can be used to inflict more damage at the risk of a fast follow up from the opponent while throwing will launch the opponent away from you.
That's the base gameplay in a nutshell, however there exists a universal system that remains active that sets Fortresses of Light even further apart from it's contemporaries.
In all gameplay modes, each character has access to a set of three Finishers that they can trigger using the trigger buttons. The meter charges up as a opponent gets hit or deals damage to another fighter. The meter shows the current level of Finisher that will be activated via the triggers and will rise each time the meter is fully filled out. Finishers act as powerful moves that the fighter can execute to possibly change the tide of battle. Some fighters even have more than one or have entire new systems that they replace the Finisher system with. Knowing a fighter's Finishers and using them well is crucial!
Finishing a match with a Finisher counts as a "Stylish Finish", which will result in an additional line of dialogue from the character and a different "KO" screen. These are counted as a different kind of win in the stats screen and are part of some special unlock conditions for characters.
MXP Graph System
The MXP Graph System is based off the line graph system that was originally in The Mysterious Five Project and it's sequels. A line graph represents the player's health, with it escalating as the player takes damage and lowering over time at a rate of 1 point per second. Additionally blocking, parrying, and attacking other characters decreases the graph. The player loses a stock when they gain 100 points.
Returning from Antiblaze, the Antiblaze system utilizes an energy known as Antiblaze to power characters. It is both a meter and a health system and performing powerful combos with the style ranking system reignites Antiblaze. When a character loses all their Antiblaze, they become inanimate and lose the battle. Antiblaze is shown through a percentage of how much is left- unlike the MXP Graph System, the key to winning a battle is having more Antiblaze. Every character begins with 100% Antiblaze at the start of the round. When it reaches zero, that character loses the round.
KOF Team System
Based off the revamped system from Kingdoms of Fighters B: Fight for the Future, the KOF Team System allows you to pick up to three characters and create a team. Characters are weighted in both power and health under this system, with a single character against a team of fighters being more powerful but also having no teammates to back them up or having any additional stocks.
Kingdom Cards System
The Kingdom Cards System is entirely unique to Fortresses of Light, and is a very different way to play. You can play as any character with a deck of up to 42 cards, although each card has a cost associated with it's number. Lower ranking cards play later while high ranking cards play quicker. Cards that have a equal value and are placed in the same slot in the same hand during a turn enter a "card break", where card numbers are thrown at each other at a rapid pace to determine which card plays first. The first to successfully have a higher number a total of two times in a row will play first.
There are currently two types of cards: Attack Cards and Effect Cards. Attack Cards are primarily damaging cards that may carry an effect or have a unique property to them. Effect Cards are primarily effect cards that may carry damage boosts, protect against elements, or alter the battlefield of the cards. There exist special cards that drain Antiblaze known as Antiblaze Cards, which can have the properties of both Attack and Effect cards.
Each opponent has a set amount of health to deplete. Each card chips away at that damage total.
An other unique system to this game is the Familiars System. This system adds a new "bar" next to the Finishers bar that increases each time the player successfully guards, parries, or dodges an attack. When it fills up completely and is activated, the player's Familiar joins the battle and uses their ability on the player, battlefield, or opponent. The Familiar is activated by pressing the Guard and Finisher triggers at the same time. Familiars also appear in the victory screen and can be attached to a character as a cosmetic even when this system is off.
To see a full list of Familiars, click this link.
Fortresses of Light allows for the stacking of multiple gameplay systems, combining traits to create new gameplay types that takes traits from both.
- Stacking the MXP Graph System and Antiblaze System creates a system where you gain back Antiblaze and can extend it to drain it, but losing too much and resulting in 0 points on the graph will end you as opposed to 100 points. You lose points by being hit instead of gaining them.
- The KOF Team System modifies the health values of the MXP Graph System and the Antiblaze System to balance them against your opponent, who may have a different weight of power and health to work with. As such, these systems become more important in terms of how they rank health, as you will gain and lose values much faster.
- Stacking the Antiblaze and the Kingdom Cards system together allows you to play special Antiblaze cards, which effect your health for powerful attacks or effects. Your health pool is also Antiblaze and playing stylish hands allows you to restore Antiblaze back.
- Stacking the MXP Graph System and the Kingdom Cards system together allows you to slowly restore health over time, but also gives you an audience to play to. The better you perform, the riskier your hands must become as certain advantages will be added to cards while raising your health graph to dangerous levels.
- Stacking the KOF Team System with the Kingdom Cards system allows you to set up three 42 card decks for three seperate characters, who come after each other after each battle.
- Stacking the Familiars System onto the Antiblaze System allows you to gain a 2x booster for the Familiar summoning bar when you reach style rank A or higher.
- Stacking the Familiars System onto the KOF Team System allows you to use up to three Familiars in battle, although they are still tied to one character each. Additionally, the whole team shares the Familiars bar as opposed to each character having their own Finisher Bar.
Versus Mode is your standard match-making mode. You decide on the rules, then the stage, and then your characters. You can set what battle systems you want to utilize, time sets, stocks, or various other values to add to the fights. You can fight up to four people at once, whether they be human players or AI at various levels. Each match concludes with a victor. If there is a tie of some kind at the end of the match, sudden death occurs where the last man standing wins.
When you win battles in this mode, you earn Aether Stones and Hearts, as well as the occasional CD and Kingdom Card. While the rewards are not great in this mode, you can train here to get a good grasp on the systems and characters of the game. You also have the most control in this mode.
Collider is the single-player mode which follows your character or characters through a route. Certain story paths can be obtained by playing as certain characters, although not all characters have an story route in Collider Mode.
Collider Mode acts very much like a standard arcade route with a overview map of New York, where "mirages" appear on the map. Sometimes you are offered a choice to either go into a "mirage" that you can see clearly on the map or a mysterious mirage that hosts a harder challenge and has the ability to raise your difficulty and thus give you greater rewards. You can select 9 different tiers of difficulty, which fluctuate. Go into Mysterious Mirages to raise your difficulty level or lose a battle to lower it. Collecting Gold Orbs will allow you to keep your current difficulty and leave you where you last left off in the fight with full health.
Each Collider Route has a total of seven stages. Each story route generally has seven as well, with three of them being known: Stage 1, Stage 5, and Stage 7. Stage 7 is always the longest, featuring two boss fights back to back. Stage 5 is the middle stage and features a story-changing fight for story routes. Stage 1 is the beginning stage and sets up the story for that character. Along the way, you will encounter a random boss in Stage 6 and a Reel Stage in Stage 3.
Completing Collider once will unlock Black Hole mode.
These now have a subpage. You can visit it via clicking the link or clicking one of the routes in the table below.
There are three types of canon in terms of Collider story routes represented by the diagonal colored line colors on each story route:
- Blue - All events described are 100% the canon way things happened. This is the main storyline and should be treated as such.
- Red - Almost all events are canon, but may features deviations that don't make sense with blue storylines. Inconsistencies should be ignored, as it is a recounting of events that are mostly true.
- Green - Most events described are false and serve as alternate universe scenarios. May have joke endings or non-canon events occurring.
"Return of the Collider"
"Not My Brooklyn!"
"Enter the Purple Ninja"
"Sonic Triple Trouble"
"Three Short Graybles"
"Birth of Innsrealm"
Black Hole is the second single-player adventure mode and follows directly after one of the versions of the events in Collider- Miles' story. It must be unlocked by completing Collider mode at least one time.
When Galeem overflowed the Collider, it created a black hole under New York that sucked and disassembled it across Dharkon's Realm. The Collider is still active in the center of this dark and twisted universe, thus bringing the dimensions of those who appeared out from the Collider into this reality. As such, the map for this mode isn't as straight forward as Collider- nor entirely linear. Characters have certain paths where you must play as a character or the team they have assembled as part of the storyline for that path.
Shattered New York
Golden Gear Graveyard
The Collider of Light
Black Hole: Shattered New York
|Following the defeat of Galeem and Dr. Olivia Octavious, the Collider began to run in hyperdrive as Galeem mustered up the energy to restart the Collider. This resulted in a black hole that absorbed Miles' reality. Miles miraculously managed to come out unscathed, emerging into the new reality known as the Black Hole.
|Miles arrives on a floating island made of concrete where Mario is being held. Miles must break the crystal while fending off Cave Creatures and Snow Monsters who act as the primary enemy. Mario's crystal has a total of 100 health. When broken free, Mario will wake up and ask Miles what is happening, of which Miles is unable to provide him with a satisfactory answer. Mario then asks where Luigi is, in which they are able to spot him in the distance on a similar concrete island.|
|Arriving on the second concrete island, Miles and Mario join forces to break Luigi's green holding crystal, which is being guarded by Water Bears and Obelisk Gems. These act as the primary enemies. Luigi's crystal has a total of 200 health. The player can select Mario or Miles Morales for this mission, with the non-selected character either being a CPU partner or player 2. After freeing Luigi, Luigi looks for B. Jenet, who is held in a purple crystal on an asphalt island. Miles, Mario, and Luigi set off to free her.|
|Arriving on the asphalt island, Miles, Mario, and Luigi head to Bonne Jenet's purple holding crystal to destroy it and set Bonne Jenet free. The crystal is guarded by Worm Monsters and Big Birds, who act as the primary enemies for this mission. Bonne Jenet's crystal has 300 health. The player can select Miles, Luigi, or Mario, with one of the non-selected characters acting as the CPU partner or player 2. After freeing B. Jenet, she summons a ship that is able to travel across the surface of the new Black Hole dimension as Miles searches for more people to help.|
|Patrolling the Black Hole dimension is "Hinae Arimura", and likely your first boss. As you travel across Shattered New York, this creepy puppet named "Hinae Arimura" will attempt to follow you if she spots you, putting you into her boss fight. More information about her fight can be read here. After being defeated, she will slink back into the Black Hole to reform and will emerge 30 minutes later to try and find you again, although you have the ability to skip her boss fight on repeats if you can answer her questions correctly.|
Black Hole: Abstract Backyard
|After unlocking the key to the Abstract Backyard, Miles and allies find themselves in the weirdest, most messed up part of the Black Hole so far. They will also find a heavily protected tower that reside powerful Titans that the bad guys also want to break into.
|Arriving at the peak of a blocky mountaintop, Miles and his allies find the Titan Containment Tower guarded by a simple Villager. Palutena notes the Titans' energy is present here and that they can greatly help against the "bad guys". Miles asks for permission inside but is told no- before he can formulate a sneaking plan, the Villager attacks! After defeating the Villager, Miles tries to run inside but is stopped by a new threat.|
|The new threat, a Titan named Isenflux arrives and nearly takes out Miles with a frosty attack. Miles thwips into action as they fight. After being defeated, Isenlore turns into Froststone and Miles cautiously approaches inside the blocky tower.|
|Heading inside the tower, Miles Morales and the others venture inside a icy fortress containing platforming, enemies, and treasure. They need to get to the top of the tower, so manage your way up there without losing your selection of five characters and getting a game over.|
Black Hole: Golden Gear Graveyard
Black Hole: Beyond Chaos
Black Hole: The Collider of Light
Innsrealm is another single-player mode that is essentially a life simulator with the playable characters. It takes place in an apartment building known as the Fortress rented out for the "Travelers of the Light". As you unlock characters, their rooms will be added to the building. You can have a total of eight active Travelers of the Light and can switch them out at any time. You can do the following in this mode:
- Build up relationships with your fellow fighters to achieve Friendship or Romantic Links. Most fighters can form relationships with other fighters.
- Take care of Chao pets in the Chao Garden. You will get Chao materials as you play through the game in either Versus or Collider Mode and you can use them here to grow strong, powerful Chao that you can even make into custom fighters for this game.
- Organize living spaces and take care of fighters off the clock through a Sims-like management system. This has pretty no impact on the actual gameplay, although some fighters will develop rivalries or friendships that can lead to battles or gifts for this mode.
Some notes about the Røkkr themselves:
- Røkkr do not gain effects to their attacks or inflict status effects.
- Røkkr cannot be damaged by any particular element and no status effect can hurt them.
- Røkkr are much bigger opponents, about twice the size of their originals or larger.
- Røkkr slowly heal off-screen.
When fighting the Røkkr, you have a full minute to damage them as much as possible then you will be kicked back to the Fortress. You deal doubled damage initially but gain power through finding Havoc Axes, which can boost your damage by 1x or allow you to immediately take on the Røkkr again. Additionally, you gain 0.1x from enemies or attacking the Røkkr successfully. As such, you can quickly multiply your damage output and finally put the Røkkr to rest.
Tempest Trials are a mode in which you go through various fights in the game (up to 6 in a row in total) with a team of four characters that act as a different stock. Tempest Trials change weekly and sometimes revolve around a theme. New maps and characters can be unlocked when Tempest Trials are active. If there is no currently running Tempest Trial, reruns of older ones will play instead. Tempest Trials also have a leaderboard for the week they run, with Aether Stones and Hearts being offered as rewards for placement.
Tempest Trials did not officially start until the game had been out for three weeks. They sometimes offer free DLC characters as rewards, which become part of the shop system a month after the Tempest Trial with them ended. They can also be obtained as part of the rerun system.
A table with all the Tempest Trials will be listed after the roster has been finalized.
Dial H for Hero
Dial H for Hero is a mode where you play as a character without a moveset at all. You are instead enlisted a H-Dial to take down various opponents and bosses in a linear rush mode. The H-Dial has unique properties in that it allows you to become any character on the roster, including ones that are not unlocked. Each character you become has a set time limit of 5 minutes before wearing off, in which a 10 second period will occur where it needs to be recharged before you can try a new random character.
Dial H for Hero is by far one of the most challenging modes in the game due to it's randomness- you won't really know what characters you click with or don't and some characters have mechanics that make them harder to use over the 5 minutes you have with them. You can exit out of a transformation at the cost of a longer recharge period for 25 seconds, in which you will need to dodge frequently and try not to lose health. Transformations and the character you play as have different health values that are not effected by each other. Each new character transformation starts at a fresh health percentage.
You decide when the challenge ends- you can either take down all the bosses, a set number of characters in the roster, or everyone. When the challenge ends, any characters you have transformed into that you have not unlocked will become unlocked.
Goddess Offerings is a unique mode found in the Collection subcategory of the menu. It is represented by a twisted cathedral filled with colorful crystals marked by the goddess insignias. You can offer Hearts to the Goddesses, which you are informed will do nothing. This is a blatant lie, although it might as well be true as the rewards are not easy to see until you have invested a lot. Each Goddess corresponds to a mode in the game, of which they give slight advantages to if you pledge enough hearts to.
Online Mode is where you can go up against opponents, with you being able to play for fun or for a rank. The more opponents you defeat, the higher your rank becomes, with losses negatively effecting your rank. A number appears to show how many fights you need to win to get to the next rank.
Now located on it's own subpage.
There are three types of stages in Fortresses of Light:
- Versus Stage - A versus stage is used for battles against other opponents. They are selectable through Versus mode and are used for all fights in the game. All Versus Stages are unlocked from the start.
- Reel Stages - Reel Stages are platforming levels that act as bonus levels in Collider. They are used to transport across New York and into stages that appear as mirages over New York. They must be unlocked to play through freely and which stages you go through are completely random for the most part. To unlock them, you must find the hidden Reels found in these stages.
- Strongholds - Strongholds are expansive stages that feature multiple rooms, terrain, and enemies similar to Reel Stages, but are even bigger and feature bosses as well. They also contain dozens of chests holding treasures like Animals, Banana Coins, and more. Strongholds are also randomly generated and use a theming as opposed to a strict fixed layout.
In all stages, Animals appear as collectibles. Simply making contact with them will add them to the Chaos Chest. The icons that appear as part of stage descriptions are the ones that have a chance of showing up on those stages.
Marx Soul Arena
Yoshi's Island 2
Palace on the Sea
|Image + Name||Info|
|Chao Keys are awarded at the end of Collider Mode and through Achievements. They also appear as gifts in Innsrealm mode. They allow one character's room in Innsrealm to be opened and to access the Chao Garden as that character. You will always gain one Chao Key for a complete Collider Mode run even if you have done that route for that character before.|
|Chaos Drives are dropped randomly from enemies and are awarded at the end of battles. They drop in the Chaos Chest in the Chao Garden and can be used on Chao to power them up. Below is a table that shows how the Chaos Drives effect the stats of Chao characters.
|Bat is an Ghost-type animal that is categorized under the Silver collection of Animals, which can be given to your Chao to raise them into a powerful fighter. They interact with the Chao and then disappear when given to, boosting the stats of a Chao when given to.
In addition to these stat changes, they also can change the appearance of the Chao. In the Bat's case, they turn the Chao's wings, feet, and tail invisible. They can also grant the Chao the following moves:
|Bear is an Power-type animal that is categorized under the Red collection of Animals, which can be given to your Chao to raise them into a powerful fighter. They interact with the Chao and then disappear when given to, boosting the stats of a Chao when given to.
In addition to these stat changes, they also can change the appearance of the Chao. In the Bear's case, they turn the Chao's arms, legs, and ears in that similar of a bear. They can also grant the Chao the following moves:
|Boar is an Running-type animal that is categorized under the Green collection of Animals, which can be given to your Chao to raise them into a powerful fighter. They interact with the Chao and then disappear when given to, boosting the stats of a Chao when given to.
In addition to these stat changes, they also can change the appearance of the Chao. In the Boar's case, they transform the Chao's body to add hooves, ears, a tail, and tusks. They can also grant the Chao the following moves:
|Cheetah is an Running-type animal that is categorized under the Green collection of Animals, which can be given to your Chao to raise them into a powerful fighter. They interact with the Chao and then disappear when given to, boosting the stats of a Chao when given to.
In addition to these stat changes, they also can change the appearance of the Chao. In the Cheetah's case, they transform the Chao's body to add arms, ears, feet, and a tail modeled after a Cheetah. They can also grant the Chao the following moves:
|Condor is an Fly-type animal that is categorized under the Purple collection of Animals, which can be given to your Chao to raise them into a powerful fighter. They interact with the Chao and then disappear when given to, boosting the stats of a Chao when given to.
In addition to these stat changes, they also can change the appearance of the Chao. In the Condor's case, they transform the Chao's body to add ears, feet, and a tail modeled after a Condor. They can also grant the Chao the following moves:
|Dragon is an Legendary-type animal that is categorized under the Gold collection of Animals, which can be given to your Chao to raise them into a powerful fighter. They interact with the Chao and then disappear when given to, boosting the stats of a Chao when given to.
In addition to these stat changes, they also can change the appearance of the Chao. In the Dragon's case, they transform the Chao's body to add arms, ears, feet, tail, horns, and a pair of wings modeled after a Dragon. They can also grant the Chao the following moves:
|Gorilla is an Power-type animal that is categorized under the Red collection of Animals, which can be given to your Chao to raise them into a powerful fighter. They interact with the Chao and then disappear when given to, boosting the stats of a Chao when given to.
In addition to these stat changes, they also can change the appearance of the Chao. In the Gorilla's case, they turn the Chao's arms, ears, feet, and forehead in that similar of a gorilla. They can also grant the Chao the following moves:
|Half-Fish is an Ghost-type animal that is categorized under the Black collection of Animals, which can be given to your Chao to raise them into a powerful fighter. They interact with the Chao and then disappear when given to, boosting the stats of a Chao when given to.
In addition to these stat changes, they also can change the appearance of the Chao. In the Half-Fish's case, they turn the Chao's arms, ears, feet, and tail in that similar of a fish. They can also grant the Chao the following moves:
|Parrot is an Fly-type animal that is categorized under the Purple collection of Animals, which can be given to your Chao to raise them into a powerful fighter. They interact with the Chao and then disappear when given to, boosting the stats of a Chao when given to.
In addition to these stat changes, they also can change the appearance of the Chao. In the Parrot's case, they transform the Chao's body to add wings modeled after a Parrot, as well as adding feathered feet, forehead and tail. They can also grant the Chao the following moves:
|Peacock is an Fly-type animal that is categorized under the Purple collection of Animals, which can be given to your Chao to raise them into a powerful fighter. They interact with the Chao and then disappear when given to, boosting the stats of a Chao when given to.
In addition to these stat changes, they also can change the appearance of the Chao. In the Peacock's case, they transform the Chao's body to add wings modeled after a Peacock, as well as adding feet, crest, and a tail modeled after the Peacock. They can also grant the Chao the following moves:
|Seal is an Swim-type animal that is categorized under the Yellow collection of Animals, which can be given to your Chao to raise them into a powerful fighter. They interact with the Chao and then disappear when given to, boosting the stats of a Chao when given to.
In addition to these stat changes, they also can change the appearance of the Chao. In the Seal's case, they transform the Chao's body to add flippers modeled after a Seal, as well as adding a tail modeled after the Seal. They can also grant the Chao the following moves:
|Seal is an Swim-type animal that is categorized under the Yellow collection of Animals, which can be given to your Chao to raise them into a powerful fighter. They interact with the Chao and then disappear when given to, boosting the stats of a Chao when given to.
In addition to these stat changes, they also can change the appearance of the Chao. In the Sea Otter's case, they transform the Chao's body to add flippers modeled after a Seal, as well as adding a tail modeled after the Seal. They can also grant the Chao the following moves:
|Image + Name||Info|
|Used to boost the stats of an color character for use in single player modes. Dragonflowers can only be used by the character of the color of the Dragonflower according to their banana colors- see the Banana Collectibles section for the character colors.
|Gives playable characters a blessing that gives them elemental critical attacks. On chance, critical attacks will happen that play into one of the eight elements and add additional damage and a status effect to the victim. Only one blessing type can be equipped onto a character, and three blessings of a type can only be applied. It only works in single-player modes. They also only last a real-time week before wearing off. From top to bottom, left to right:
|Imbues a elemental resistance against a certain element. The effects of a jellyfish will greatly lower your damage against a type of elemental attack as well as negate any status effect associated with the element. However, it can increase the amount of damage you take from the opposing element too! Only one type of Enchanted Jellyfish can be equipped to a character, and only three of those type can be applied at a time. It lasts a real-time week before wearing off. From top to bottom, left to right:
Totem of Undying
|The Totem of Undying is a unique item that can be found in Stronghold Chests and are exceptionally rare. They can be used as an extra stock after dying in a singleplayer mode and activate upon death. They are then destroyed to prevent you from using it again. To prevent accidental activation, leave it in a Chao Garden after collecting it or transfer it through a Chao Chest. You can have multiple Totems in your inventory as dying once will only destroy the one used.|
|Exlirs are used as healing items that can heal 99 health for you and your team mates when going through Strongholds and other single player modes. They're rare and single use.|
|Dancer Veils are used to speed up your character and remove the landing lag from falls. You can also use it to cancel moves into other moves. Dancer Veils last a minute in total per use and are found in Single Player modes. They are rare and single use.|
|Special Blades are used to power up your special moves, making them twice as powerful by either enhancing the damage they do or the speed they come out in. Special Blades last a minute in total per use and are found in Single Player modes. They are rare and single use.|
|Data Models are utilized for the Simulation Chamber, and take info from fighting enemies. These are unique items that are found in Stronghold Chests and can be tethered to a type of enemy that you want to collect information on. Not only will this give the mob's database information, but allows you to simulate battles with them using the Simulation Chamber for unique awards.|
|Havoc Axes are utilized for Røkkr Sieges, allowing you to immediately skip the five minutes of waiting between getting a crack at the Røkkr-embued character as opposed to needing to gather more resources and allowing them to heal. They can also be used to boost your damage output by 1x. They are very rare, appearing only in Stronghold chests or by accomplishing daily missions.|
Liquid Diamond Aura
|Liquid Diamond Auras can be found in Stronghold Chests as temporary huge power ups. They imbue a character with a huge boost to stats for a short amount of time and get rid of negative status afflictions.
|Every chest has their junk items, so here's junk food. It's a pun you won't appreciate. Anyway, these garbage items take up space in your inventory but do have a purpose if you use them- they can be used to heal a small bit of health. From top to bottom, left to right:
|Dream Pieces are dropped by Nemesis Nightmares and regular enemy Nightmares that are used to synthesize unique Familiars known as Spirits. They can also be found in treasure chests. There are three types of Dream Pieces:
A Nemesis Nightmare can display it's Dream Type, which shows what kind of material it will drop as a result. There are a total of 17 Dream Types in total, with 7 being locked off exclusively as Fantasy-type materials. In order:
Fantasy Type Only:
|Paint Guns are used to change the color of your Dream Eater Familiars. You can usually find them in packs of ten in chests and they are sometimes rewarded when defeating a Nemesis Nightmare. Here are all the colors, in order:
Stop n' Swop
|These aren't really loot- these items appear in the Strongholds in secret locations. The eggs can be used to hatch Glowbos that can be used to unlock 6 very secret characters, while the Ice Key is used to unlock a secret Stronghold.
Bunny Day Eggs
|During a special event, Bunny Day eggs appear across Strong Holds and can be found to help unlock Zipper T. Bunny as a playable character.|
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(Normal, Spring, Summer, Fall and Frosty)
|Aether Stones are the currency in Innsrealm and can be used to buy furniture and other structures in it. You can earn Aether Stones through doing jobs and tasks in Innsrealm, finding them in Strongholds, or as rewards through winning fights.
Four special variants of Aether Stones, known as the Spring Aether Stones, Summer Aether Stones, Fall Aether Stones, and Frosty Aether Stones can only be found through Strongholds. They allow you to construct special objects for use in Innsrealm, namely Spring, Summer, Fall, and Frosty furniture. They are also given out in Innsrealm during the Spring, Summer, Fall, and Winter seasons.
|Kingdom Cards are items that you can obtain in Collider, Black Hole, Strongholds, and winning regular battles on occasion. They come in two varieties, the Red Attack card and the Blue Effect cards. When you pick one up, it will quickly tell you what you obtained. While you won't obtain duplicates until you have the full deck, certain cards have different rarities to some extent that make them either come earlier in the collection process or later, and are somewhat randomized.|
|Reels are collectible items that appear in Reel Stages, which are recreations of various levels from various video games or miscellaneous platforming stages. They can be collected by any character and are tucked away in the level in a secret location.|
|Hearts are a strange currency that is used for Synthesis and offerings to Goddesses. They can be found commonly and are dropped as part of enemy and boss defeats. Hearts can be used to "fuse" duplicates of Kingdom Cards to get new Kingdom Cards of equal value (slightly greater or lesser than in some cases) in a process known as Synthesis. The player can also offer the Hearts to one of several goddesses for a boon in certain modes, albeit this purpose is not stated in game.|
|CDs are collectible items that appear in Collider, Black Hole, Strongholds, and winning regular battles on occasion. They unlock music tracks to play at your leisure. See Music for a full list of tracks and maybe listen to some of the music yourself!|
|Glitch Hearts are rewards that can be collected from simulated battled with enemies using the Simulation Chamber. These can be used to "glitch" through requirements for some unlockable with a certain amount of Glitch Hearts. Not every unlock condition requires the same amount of Glitch Hearts- easier ones may only require one, while hard ones require an upwards of fifteen.|
|Yashichis are rare collectibles that appear throughout the singleplayer modes. When collected, all health will be restored and the player gains an extra stock. They are used upon contact and cannot be stored, however a badge appears on the save file to indicate how many have been collected.|
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|Appearing in Black Hole and Strongholds, Divinity Statues allow you to change your character loadout, buy items, and save your game file. They cannot be taken or stolen. A Divinity Statue is also a purchasable decoration for Innsrealm mode. They take Aether Stones and Banana Coins as currency.|
Monsters, Inc. Door Frame
|Appearing in Black Hole and Strongholds, Monsters, Inc. Door Frames allow you to teleport to locations you've previously been to in a matter of seconds. They basically act as checkpoints and Divinity Statues generally aren't too far behind when you spot one of these.|
Life Jacket Monitor
|Appearing in some stages and single player modes, this Life Jacket Monitor can be used by characters that can't swim to enter the water without dying and acting like normal characters. This only appears for the following characters:
This item originates from Mushroom Kingdom Fusion and served the same function of making characters usable in water.
Yellow Yoshi Egg
|Yellow Yoshi Eggs can be found in Black Hole and Strongholds. Upon holding it, it will hatch into a Yellow Baby Yoshi, hungry for food. Feeding it five weakened enemies will drop a Yellow Dragonflower. Yellow Baby Yoshis have the special ability of ground shaking, which will cause it to shake the ground when held and landing on the ground. This causes floating items to drop and enemies to flinch for a short time.
Drop it off at a Stork Stop to be rewarded three Yellow Banana Coins, irregardless if you have a yellow color-type character.
Yellow Baby Yoshi
Red Yoshi Egg
|Red Yoshi Eggs can be found in Black Hole and Strongholds. Upon holding it, it will hatch into a Red Baby Yoshi, hungry for food. Feeding it five weakened enemies will drop a Red Dragonflower. Red Baby Yoshis have the special ability of fire spitting, which will cause it to burp out three giant fireballs that deal 7 damage after it eats a enemy.
Drop it off at a Stork Stop to be rewarded three Red Banana Coins, irregardless if you have a red color-type character.
Red Baby Yoshi
Blue Yoshi Egg
|Blue Yoshi Eggs can be found in Black Hole and Strongholds. Upon holding it, it will hatch into a Blue Baby Yoshi, hungry for food. Feeding it five weakened enemies will drop a Blue Dragonflower. Blue Baby Yoshis have the special ability of bubble spewing, which will cause it to emit out bubbles when the player presses the attack button, encasing weak enemies into bubbles that float around and keep the enemies from being able to attack.
Drop it off at a Stork Stop to be rewarded three Blue Banana Coins, irregardless if you have a blue color-type character.
Blue Baby Yoshi
Green Yoshi Egg
|Green Yoshi Eggs can be found in Black Hole and Strongholds. Upon holding it, it will hatch into a Green Baby Yoshi, hungry for food. Feeding it five weakened enemies will drop a Green Dragonflower. Green Baby Yoshis have the special ability of flutter jumping, which will cause jumps by the player when holding it to be higher and holding down the jump button while holding the baby Yoshi will cause the player to gain more distance and stay in the air longer.
Drop it off at a Stork Stop to be rewarded three Green Banana Coins, irregardless if you have a green color-type character.
Green Baby Yoshi
|Dropping off a Baby Yoshi will reward you with three Banana Coins of the same color of the Yoshi irregardless of the color-type your character currently is. Any Baby Yoshi can be dropped off at any Stork Stop. Talking to the Stork after he picks up a Baby Yoshi from a Stork Stop will allow you to trade Dragonflowers/Banana Coins for Blessings/Enchanted Jellyfish.|
|Wandering Traders sometimes pop up in Black Hole and Strongholds and offer you a variety of items for trades. They have a limited number of trades a day and turn invisible when it gets dark. They are accompanied by Trader Llamas, who spit at foes for 3 damage. While not completely rare, they're not common either. They offer the best trades to the Villager character and the worst trades to Panty and Stocking, although generally it doesn't matter who your character is when trading.
Completing multiple trades with Wandering Traders will get you lower trades and rarer items up for trades. Killing Wandering Traders will evoke Illagers to have a higher spawn rate.
|Mob Spawners appear in certain Stronghold Rooms and infinitely spawn enemies that are shown spinning inside. A max of five enemies can be spawned from it at a time before it no longer spawns them, but will remain active and spawn enemies once a slot is open. The Mob Spawner has a total of 30 health before it is destroyed by attacks, and destroying them is crucial to stopping enemy spawns.|
|The Simulation Chamber can use Data Models that have data on them to summon challenges for the player to take on for rewards. The Simulation Chamber has to be unlocked through clearing a Raid Boss, but once unlocked it can take a unlimited amount of Data Models to generate challenges. It's challenges involve summoning waves of enemies, which may occasionally have modifiers to make them more challenging or difficult.|
|Appears throughout Strongholds, Battle Portals hold a random Nemesis Nightmare to battle. Challenging the Nemesis Nightmare will grant lots of treasure upon their defeat, but they can also take money from you if you lose. They can be challenged as long as you're in the Stronghold.|
|Appearing only in the Crossroads Stronghold, the Vinny Statue acts identical to a Divinity Statue in function, but also offers more. By offering any Vinny Statue Blue Dragonflowers, you can unlock a boss fight against Dobkeratops from R-Type, as well as the secretive Blue Swap and Stop Egg. See that section for more info.|
Kingdom Cards are part of the battle system in the Kingdom Cards System. All cards are locked by default, although you slowly earn them as you play and do various activities. You can unlock them all either through a cheat code or by completing all missions on Black Hole mode. For more information on how this system works, check the Kingdoms Cards System in the gameplay section of the page.
This page has been moved to it's own subpage. You can find it at this link now.
Familiars are part of the battle system in the Familiars System. All familiars are locked by default, although you slowly earn them as you play and do various activities. You can unlock them all either through a cheat code or by completing all routes on Collider mode. For more information on how this system works, check the Familiars System in the gameplay section of the page.
Lumpy Space Princess
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The Fairy is a generic representative of the Fairy race from the Legend of Zelda. It has the power to heal even the most powerful of wounds, which include death. They were recovered from the remains of a third Zelda timeline that had crossed over from the Collider's effects in the Black Hole.
Fairy is a fairly standard healing Familiar that requires specific conditions to activate for it's effects. If summoned early, they will have no effect. When enduring over 100 damage or near the end of your Antiblaze, the Fairy can be used to return life back to your character and heal them fully. However, they have a limited use, only being able to be utilized once per match.
Zellen Harley Quimbleson is the full name of a Herald that's been making a lot of stops in various universes to gather Stenographer Stones so she can continue to make new dimensions of her own design. The god of Black Hole has rendered her form into this cutesy design that she was forced into when she had previously visited the Kirby dimension.
Zellen is a fairly versatile Familiar, although one who has random effects. When summoned, she has the ability to summon a powerful attack from her amiibo phone. These vary from electrical balls to fire storms, or have passive effects like healing or shields.
Pipo Monkeys are ordinary monkeys under the control of a mass produced helmet called the Peak Point Helmet. They follow the evil intelligent monkey known as Specter, who uses them as a army to carry out his will. Spike and those working with the professor must capture the monkeys to put a end to Specter's plans.
When summoned, the Pipo Monkey will run around aimlessly before throwing a pineapple grenade that deals a lot of damage in a small radius before running off the stage. If grabbed or caught through command grabs, the Pipo Monkey can be thrown to deal damage.
Arsene is the inital Persona of Joker, the protagonist of Persona 5. They are the living personification of the rebellious side of Joker's soul, expressing righteous indignation for his mistreatment and desiring retribution against those responsible.
When released, Arsene slowly drains the meter as he assists the player by upgrading the power of their special moves. Additionally rolls become longer when Arsene is active. Arsene only lasts for a limited time but can be utilized alongside battles as opposed to having a single move.
Invader Zim's secondary sidekick. While far more useful to Zim than GIR, Minimoose doesn't really do anything that isn't above what Zim tells him to, so the full force of his stupid plans plays out as intended, often to Zim's own detriment. Zim has absolutely had Minimoose the entire time.
Minimoose releases a channel of energy that allows the user to teleport far away from their opponent and return back to the stage, creating a small Florpus that pulls projectiles and opponents into it similar to a black hole.
Constructed as part of a unknown scheme, the Leprechaun Cat is a robotic cat with a leprechaun charm to them, doing an irish jig while firing small rockets. Appears as part of Zim's collection of possible Phase 2 schemes in Invader Zim: Enter the Florpus.
The Leprechaun Cat does an Irish jig while firing small rockets, generally being intrusive. When run into or attacked, it explodes in a massive green explosion.
Feh is a messenger owl that gives the players their presents in Fire Emblem Heroes, typically through the Present List. They are also usually asleep most of the time. They are seen as the mascot of the game and also host the news videos for the game.
Feh flies around the summoner, firing off colored orbs at a opponent and occasionally summoning a hero to help them. Due to the random nature of the heroes, Feh isn't the most reliable to use and acts entirely on their own.
Lion is a magical pink lion that was befriended by Steven, who was later uncovered to be a creation of Rose Quartz, Steven's mom. Lion is a generally untamed animal that Steven has to coax- he comes and goes as he pleases and nobody has been able to exert exact control over him.
Lion appears to come out from a portal, roaring as the player character begins to ride on top of him. Lion can perform a charging tackle, a sonic wave, as well as create a portal to appear at the top of the screen. Lion can only exert so much before teleporting away to sleep.
The princess of Lumpy Space, Lumpy Space Princess is a bratty and apathetic valley girl who wants to be the center of attention. She does not seem to care unless she can be the center of attention of the proceedings. She lived on her own in the forest as a hobo out of spite for her parents.
Lumpy Space Princess is one of the longest summons in the game, able to be summoned for one and a half minutes and cancel out elemental statuses and damages. While far more situational than any other Familiar, Lumpy Space Princess can also be used to heal 15 damage as well.
Ludens is the mascot of Kojima Productions. Ludens wears an "extra-vehicular activity (EVA) creative suit", and often carries a flag bearing the Kojima Productions logo – which is based off Ludens themself. Yoji Shinkawa is the principal designer of Ludens, designing the character 20 years before Death Stranding's development. Kojima had discussed with Shinkawa the idea of an astronaut exploring a digital space, and the idea persisted for 20 years, with Kojima waiting for the right time to use it. The man in the mask is actually nobody other than Kojima himself.
Ludens is one of the most unique Familiars in the game due to his Connection ability. When summoned, Luden strikes the flag into a opponent and salutes before disappearing. He strikes fast and doesn't appear to do much damage at first, but as you continue to use him with the rest of the roster, his power will grow as he becomes "connected" with the rest of the roster.
Domino 2 is a coastal kill-a-pillar that Anne took care of because it resembled her cat, Domino. She did not realize it's true nature until it was too late, evolving into a coastal killer moth with monstrous features. Using a cat toy, Anne was able to get it to divert it's attention away from it's froggy meal.
Domino 2 is a good summon to use as an escape tactic due to it's powerful windboxes, pushing opponents back and then hunting them down for prey. It can be used to rack up even more damage on opponents once it manages to hunt and pin down opponents using it's barbed tongue, although when used earlier on a stock it will be less effective because a opponent can mash out of it early.
"Ho ho ho!"
Armights are a good way to apply additional pressure to your opponent, although they are one of the few Familiars that can be directly fought. They have a good mix of ranged combos and a projectile attack, and can stay on screen for 10 seconds before disappearing.
Betilla is a Nymph and the creator of Rayman. She and her sisters grant powers to their creation along the way on his original journey. She is the eldest of the Nymphs as well, being one of the Bubble Dreamer's original creations.
Betilla is a good Familiar with a decent summoning time, able to deal both damage and power up her summoner through her Moonbeams ability. The moonbeam projectile cannot be blocked/reflected/destroyed and covers a lot of stage but has a predictable arc. It also has a short duration.
Holly Luya is a Nymph and one of the sisters of Betilla. She and her sisters grant powers to their creation, Rayman along the way on his original journey. She is known as the Music Nymph and is found in the Desert of Dijiridoos.
Holly Luya meditates when summoned and grants the player the ability to hover in the air, allowing them to treat the air as ground for a brief period of time, letting them recover easily. She also pulses out healing energy for the player while meditating.
Edith Up is a Nymph and one of the sisters of Betilla. She and her sisters grant powers to their creation, Rayman along the way on his original journey. She is known as the Gourmet Nymph and is found in the Gourmand Land.
Edith Up changes the player's size to huge and the opponents to small. This changes their properties- the player deals more damage as a giant but has a bigger hitbox, while small opponents take more knockback but have a smaller hitbox.
Annetta Fish is a Nymph and one of the sisters of Betilla. She and her sisters grant powers to their creation, Rayman along the way on his original journey. She is known as the Ocean Nymph and is found in the Sea of Serendipity.
Annetta Fish sinks the stage in water, diving in and out of it to attack. She is possibly one of the more deadly characters due to how water can interact with certain opponents that makes them take damage or die from it. It also alters the stage layout a bit.
Helena Handbasket is a Nymph and one of the sisters of Betilla. She and her sisters grant powers to their creation, Rayman along the way on his original journey. She is known as the Mountain Nymph and is found in the Mystical Pique.
Helena Handbasket circles around the entire stage on her feet, including the underside of the platform she was summoned onto. She will damage as she rams into foes, dealing more damage if attacked. She charges forward with her helmet first.
Voodoo Mama is the secret final boss of Rayman Origins and Rayman Legends' Back to Origins mode, as her alter ego Big Mama. Big Mama is a monstrous beast that when defeated, reveals her true Nymph form. However, shes hardly a real threat, with most of her boss fight seeming to be to get Rayman off her.
When summoned, Voodoo Mama transforms into Big Mama and attacks the stage in the form. While Big Mama can be defeated and climbed onto, Big Mama can deal damage with her body spikes and dangling bracelets. She acts as both a transformation of the stage and as a boss of sorts.
D-0 is a droid that was left inactive until he was repaired by BB-8's help. D-0 is unique among the astromech droid-types typically seen in Star Wars in that he can speak english directly, often in a nervous, pained way, reminding of us that while he is healed, there are scars that can never go away.
When summoned, D-0 rolls across the ground and then releases out a loud sound wave, doing this sound wave attack three times as he stays as close as he can with his summoner, acting as a knockback producing shield.
The Freezer Bunny was created during the Sims 2 and has been a lovable little mascot for the Sims series ever since. He was found in the back of the fridge and was heated up in a microwave for three minutes, but has been acting kind of funny since.
When summoned, Freezer Bunny will use Chillio from the Realm of the Magic expansion pack from Sims 4, which will freeze nearby opponents and destroy any flame elemental projectiles.
Dream Eaters are unique Familiars that you synthesize using Dream Pieces obtained through combat with Nemesis Nightmares. They are unique in that they can be customized though both function and appearance. They can also be used as pets for Chao in the Chao Garden.
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Cave of Wonders
Rough and Tumble
+ Sword Shark
Dr. Olivia Octavius
|Black Hole Bosses|
Vam Von Teppurse
The Seven Heroes
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It's a goddamn Shark. You fight this guy in his turf, where he is able to freely swim under the water, while you're somehow weighed down onto the bottom of the ocean. He has a distinct advantage here, but don't let it intimidate you. You gotta get back home, after all.
Acting as one of the random bosses you come across during Collider Routes, Shark is a unique fight in that it takes place underwater where the Shark can freely swim around and rip into you with deceptively quick attacks. He's not in the air, so your moves that are meant to deal with that won't be as effective as you may think and he's immune to knockdown moves.
The entryway into the Cave of Wonders, the Cave of Wonders Guardian is able to raise it's mouth to allow entry into the mystical cave that houses the Genie's lamp and untold riches. In Kingdom Hearts, it was a boss that required Sora to attack it's eyes. It only allows what it considers "diamonds in the rough" to enter. He is one of the random bosses you can encounter in a Collider Route.
The Cave of Wonders is entirely stationary and moves and twists it's head during the course of battle. You want to get on the top of his head and then attack, which is it's weak point. You can additionally throw projectiles towards it's eyes, which have a thinner hitbox and don't do as much damage. Get out of the way when it performs Wonder Lasers and Diamond in the Rough, and don't stay on him too long or you'll be shaken off.
Rough and Tumble are two minions hired by Eggman to take down Sonic and the resistance. They are brothers and despite their strength, Sonic doesn't see them as much of a threat. They had previously taken over a town after defending it from badniks, but were bad rulers which drove Sonic to fight them to begin with. They have a new alliance with a mysterious party, who they aren't allowed to tell anyone about, just follow their orders. They are one of the random bosses you can encounter in a Collider Route.
Rough and Tumble appear as a boss that attacks together, acting almost as fighters before using their limited set of special attacks. They have a punch of punches and kicks that can deal some pretty decent damage, but their specials are more telegraphed and deadlier. They share a health bar, although you can defeat one before the other.
The Experiment was introduced in Kingdom Hearts II as a boss, with it's backstory being that it was created by Dr. Finklestein in an attempt to create an Heartless, which caused it to search for a heart it could call it's own. Although the Experiment, as a character, is original to Kingdom Hearts, its body is constructed from various props that appear throughout The Nightmare Before Christmas, mostly from Oogie Boogie's mansion.
The Experiment is a big boss with a lot of really weird attacks that give it even more range, making it sometimes really tough to hit due to all the damage you're taking from the Experiment itself. It likes to split itself and keep it's opponents airborne, but you can knock its pieces back into itself to deal more damage to it. It takes more damage when whole.
The former henchman of Saya during the events of Namco x Capcom, Dokumezu has a new master in Dr. Olivia Octavius, working for her alongside his student Dokugozu. He is calmer and more reserved, but still packs a lot of power with his powerful spiked club weapon. His name means "poison horse head" and well, he's exactly what he sounds like with powerful bleed inducing attacks.
Dokumezu is a powerhouse with similar stats with his student, Dokugozu, but his attacks are quicker and tend to hit low into the ground as he swings with his spiked club. He is immune to bleeding effects but can be effected by other status effects. His attacks also like to inflict bleed.
The former henchman of Saya during the events of Namco x Capcom, Dokugozu has a new master in Dr. Olivia Octavius, working for her alongside his master Dokumezu. He is calmer and more reserved, but still packs a lot of power with his powerful axe weapon. His name means "poison cow head" and well, he's exactly what he sounds like with powerful poison inducing attacks.
Dokugozu is a powerhouse with similar stats with his student, Dokugozu, but his attacks are quicker and tend to hit high into the air as he swings with his axe. He is immune to poison effects but can be effected by other status effects. His attacks also like to inflict poison effects.
These two show up every single day to Finn and Jake's treehouse at 4 PM to fight. Every single battle ends with their decapitation, but don't worry, their heads grow back. This is just part of the routine.
Science Cat and Sword Shark fight as a duo. Science Cat fights primarily with potions with various effects that don't last long and Sword Shark attacks with melee attacks. They're one of the easiest bosses and tend to be used in combo showcases due to their interrupt states when they get hit and lack of revenge values.
The main villain of Collider Mode, acting as the primary antagonist of the entire game initially. She originally helped Kingpin create the Collider to cross dimensions so he could bring back a version of his family from an alternate dimension and mysteriously vanished during the final fight in Into the Spider-Verse. Fortresses of Light reveals that she not only survived, but somehow got a handle on Galeem and is utilizing him as a new, more stable way to perform the Collider experiments.
Acting as the penultimate boss for all Collider Routes, Dr. Olivia Octavius utilizes a quick moveset with her tentacles that are attached to her back, allowing her to grab characters and throw them. She can also grab non-energy projectiles and generally is good at keeping a hold on opponents.
The secondary antagonist of Collider Mode. Galeem was captured by Dr. Olivia Octavius and is being used for experiments involving his abilities and acting as a battery for a new dimensional Collider that Olivia uses to bring all the fighters to Miles' dimension. However, breaking free from her control after her defeat, Galeem only wants to take in the world and rebuild it in his form. He must be stopped before that can happen.
Acting as the final boss for all Collider Routes, Galeem utilizes a moveset based off his Super Smash Bros. incarnation, able to summon bombs that explode in lines, summon copied versions of other fighters that explode, and utilize a variety of light based attacks. Galeem's single weak spot is the core, which if hit enough, will enter a stun state for you to openly attack him.
Manufactured as a soulless husk that envelopes lies, Hinae acts as a puppet for the grander scheme of the person who set this up to begin with. Her body is completely broken, although she is unable to feel pain as she floats limply across the battlefield. "She" wants to know information and you will give it to her, one way or the other.
Hinae Arimura is a boss that floats around the battlefield, utilizing her Quiz! attack as a good way to apply pressure onto her target before following up with either Tears in Great Number or Chu Chu. Chu Chu is her most dangerous move as the victim will be put into a helpless role if it connects, while Tears in Great Numbers leaves her very wide open. Quiz! relies on your smarts, so get the correct answer!
An archenemy to Mickey Mouse, the Phantom Blot first got his start by smashing cameras. Since then, he is known as a powerful criminal with some sort of ability to shoot ink and control it, to some limited extent. His origins are often wrapped in mystery, and in Fortresses of Light, he's been granted power from a mysterious higher power that completely robbed his humanity.
The Phantom Blot utilizes ink and drips it constantly as he moves across the stage. He will frequently use it to deal damage as part of stage control, and can hide with Camoblot. Liquidblot doesn't deal a lot of damage but is good for Phantom Blot's follow up attacks. Shadowblot is another sneaky technique that deals quite a lot of damage and you have to dodge out of the way.
William Birkin was a scientist who helped develop both the T-Virus and G-Virus, which would infect the entire city of Raccoon City. Having injected the viruses into himself, it would come to no surprise that he became mutated beyond humanity. Working with a higher, unknown power to stabilize himself, William Birkin is looking for hosts to further spread the parasite that he has become.
A strong, heavy boss with highly telegraphed attacks you don't want to be anywhere near. He is slow but his attacks allow him to lunge rather far and hit opponents. He can also deal the Bleed status, which allows him to deal damage even when not attacking. Stay away from him and take down his massive tanky health through primarily projectiles.
Spade is a circus performer and a highly skilled magician, who competes as an F-Zero pilot. He was enlisted by a higher power due to his magic performances and he took on the job to pay for the circus that is struggling, even with him attempting to win F-Zero races. He seems to actually believe in the heroes and roots for them to save the day after he is defeated, suggesting he doesn't align with the villains at all.
Spade appears to fight like Captain Falcon from the Super Smash Bros. series at first, but his heavier emphasis on projectile attacks with interesting end properties shows you how unique he can actually be. His ultimate move, Poker Face, requires tight timing but gives the player quite the advantage if done successfully.
The Chocobo Eater was a boss that appeared in Final Fantasy X with some unique conditions to the fight. The fight takes place over a cliffside, so the player can actually defeat it normally or push it over a cliff. However, the Chocobo Eater can also push the player's party over a cliff as well, so it's kind of a tug of war battle. It likes the meat of Chocobos, although Chao will also satisfy it's hunger. Chocobo Eater is unique in that he seems to have no real bearing on the plot at all- he is simply a beast that wants to eat a group of Chao.
The Chocobo Eater's fight is unique in that it decreases the gravity of the stage, making jumps weaker. It also takes place over a single platform. The player can push back the beast with counter commands, or deplete its' health bar. Due to the decreased gravity, falling is much deadlier. It's powerful attacks allow it to give you a real sense of back and forth as you fight on this unusual set of conditions.
Metallica is the stand of Risotto Nero. Metallica shares the name of metal band Metallica. As their name suggests, they have the power to control metal, specifically iron. This means they can control the iron in blood as well in the ground. In Fortresses of Light, Metallica's user, Risotto Nero is nowhere to be seen, although is suggested he is invisible and in the background, recommended to stay out of the fights by the higher power that has been working with the other bosses. When fighting Metallica, you will only be able to see them in swarm form and they will morph into various different attacks. Attacking them while in swarm form will deal the most damage and is considered "windows" into fighting them.
Metallica is a very powerful boss, but needs to be close to their opponent to do their most powerful moves. They are able to inflict the bleed effect on most of their attacks, which can be utilized in one of Metallica's most powerful attacks. Stay away from Metallica, especially if you're bleeding. Metallica has a weaker projectile to close some of this distance and deal damage even when far away.
Vam Von Teppurse is the rogue leader of the night in an alternate dimension in Kirby's world, known as the Story Break World. She was previously thought to be defeated at the hand of Kirby and his allies. As it turns out, she is very much alive in the world of Black Hole. An incident with Gruntilda resulted Teppurse to be cursed with an appearance of an absorbing mirror. As a result, she is able to use mirror-based abilities to greater extent while keeping some of her puppeteering abilities and her dark powers. Although she wants to finish her business with Grunty, she otherwise remain still with her original goal of summoning an eternal night.
Vam Von Teppurse is a tricky opponent with a lot of moves that require the player to be cautious, especially towards the last end of the fight. Her revenge value counter is one of the roughest in the game, punishing frequent projectiles against her with a reflecting attack. Her moveset mostly relies on physical moves with the occasional ranged attack. The boss moveset was formulated by Samtendo09 (t∣b∣c) with some polishing by Exotoro (t∣b∣c).
Once the greatest and most powerful of heroes, the Seven Heroes saved the world from a great and terrible evil, then vanished without a trace. People were grateful for their deeds of heroism and told their legend for years to come, as it was prophesized that they would one day return to save the world again from danger. Time passed and the world prospered with peace and prosperity, and soon the legend of The Seven Heroes was forgotten amongst the people. However, the Seven Heroes returned, all turned into demons by a higher power, and started to attack the world with their legions of monsters, angered at humanity for forgetting them and their sacrifices.
The Seven Heroes are a stationary boss that utilizes the signature moves of the seven heroes that are fused together. They can teleport across the screen and change the conditions of the fight through their powers. Their weakpoint is an orb in the center of their monstrous form that will take doubled damage if hit. They pause between attacks, making their attack windows obvious, although their large array of attacks actually makes them rather unpredictable. The Seven Heroes slowly appear on the fused monster form as the fight begins, showcasing each of their unique abilities when they do. They then will cast Abyss Gate when fully formed to begin their phase 2, which requires tighter timing.
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The leader of the Divine Dragons, her sympathy for humanity and great power led to her often being hailed as a deity by humans. She has been mentioned and seen in multiple Fire Emblem titles and is directly responsible for the creation of both Falchions, the Binding Shield and the Book of Naga. She is locked within a Stronghold and is a Raid Boss, requiring your best teams and strengths to fight her.
Naga has two phases, which are described below. In general, her first phase has her appear in her golden dragon form from Fire Emblem: Genealogy of the Holy War and focuses on flame attacks, which are wide-reaching attacks with a lingering presence. Her second phase, which is her goddess form, focuses on water attacks both physical and projectile attacks.
Dobkeratops is a recurring boss in the R-Type series and is a cyborg species of Bydo. From its chest bursts a second head, which is usually the monster's weakness. Dobkeratops is unique in that he is a secret raid boss, who can be only fought if the player offers 30 Blue Dragonflowers to a Vinny Statue in the Crossroads Stronghold. A portal will open up next to the Vinny Statue that allows the player to take on Dobkeratops from there.
Dobkeratops is a very unusual Raid Boss, being somewhat weaker than what would normally be expected from a Raid Boss although his second form is made significantly hard. His first form acts like a SHUMP section, complete with a smaller actual hitbox than what might seem. After a fake out though, Dobkeratops returns in a second form and destroys the player's ship platform, making the fight more like a real boss fight. He still has a limited number of moves in comparison but can be defeated incredibly fast due to his low health values.
The Quintessons are a bizarre and ancient race, whose dark history and shadowy machinations are bound up with the history of the Transformers, with ties to both Primus and Unicron. They are subtle manipulators and schemers but don't like to fight on their own, often leaning back on their subordinates to take care of it. Derodomontatus is a Quintesson Judge that wanted to retake Cybertron from the Autobots. It is currently unknown how to fight him as all Raid Bosses are tied to a Stronghold.
Derodomontatus is a very unusual Raid Boss, as he has five phases and they are fought in a random order. He also has one unique attack per phase, although all phases have attacks they all share. Derodomontatus carries the same weak point in all phases, being his hitbox. Attacking with melee or projectile attacks will deal damage to him and he has no armor frames.
List of Enemies
|Reel Stage Enemies|
Al E. Gator
|Galoomba||Red Koopa||Beach Koopa (Red)||Lookout Chuck|
|Galoombas flip over when jumped on and can be picked up and thrown to be defeated or kicked a short distance. After a couple seconds they'll right themselves if no interaction has taken place.||Red Koopas are mindful of the edges of a platform. They can be stomped out of their shells and become Beach Koopas or killed if destroyed by a projectile. Their shells can be used as a moving projectile that stays to the ground.||Beach Koopas are the result of a Koopa being stomped out of their shell. While they're incredibly vulernable and can be killed with a single attack, they can kick shells as well as inhabit new shells. Red variants are mindful of edges.||These Charging Chucks always dash straight towards the player to deal damage. They take three stomps to the head or five projectiles.|
|Monty Mole||Jumping Piranha Plant||Mask Koopa (Red)||Jumping Pumpkin Plant|
|Appearing from the ground, Monty Moles jump up and then run towards the player at a incredibly fast pace, making them hard to attack at times. They are defeated in a single attack.||Piranha Plants that jump out of pipes for a distance and then float back down. They can be attacked while in the air.||Special end-game variant of a Red Koopa that replaces past instances of Red Koopas with Red Koopas with a Mario Mask. All behavior stays the same.||Special end-game variant of a Jumping Piranha Pant that replaces past instances of Jumping Piranha Plants with a leaping pumpkin. All behavior stays the same.|
|Wall Turrets have a rotating cannon and only activate when the character gets in range. They can be destroyed rather easily and have a variety of firing directions.||Destroi pop out of the ground when you are within firing range. They can only fire ahead, and you are safe attacking them when you crouch as their bullets will fly over the character.||Greeders run across the screen and jump when they reach a ledge. They may fire bullets at you occasionally with a gun but can be shot down quite easily.||Ledders stand in place and fire at you with much better aim than the other projectile enemies due to their ability to fire in of the eight directions.|
|Bots are weak jumping enemies that can defeated often in a single strike. They tend to reappear quickly when the player returns to an area.||Bubbles have erratic flight patterns, bouncing off the walls, floor, and ceiling in diagonal paths as they move. They take a lot of hits to defeat but halt when hit.||Fiery Moas fly overhead, usually requiring high jumps to attack and defeat. It drops flames as it flies over past and deal damage on contact as well as the burn effect.||Gumas constantly hurl chain hammers in an upward arc, like some kind of bro with a hammer. They can be struck if you can get past their hurl of chain hammers.|
|Iron Knuckle||Iron Knuckle (Red)||Iron Knuckle (Blue)||Mago|
|Iron Knuckles fight with a Sword and Shield, simultaneously blocking attacks and stabbing their Sword at their opponent. Look for openings or attack from the back.||Red Iron Knuckles are simply more powerful than orange Iron Knuckles, with more powerful attacks and more health.||Blue Iron Knuckles are somewhere in the middle of Red and Orange Iron Knuckles in power and health, but can throw knives instead of swinging a sword.||Magos appear and disappear using their magic to warp around the room, usually in pairs. They attack through conjured flame that travel a short distance away from them, dealing the burn effect.|
|Octoroks attack by firing stone projectiles from their mouths and can jump. While their projectiles can be blocked with a simple guard, this blue variant has more power and health.||Ras fly straight ahead and move in a wavelike pattern as they fly across the room. They are temporarily paralyzed when stabbed with a sword and defeated when hit enough times.||Stalfos wield a sword and a basic shield. They use their shield to block attacks from their upper body, however as they do not move their shields, their legs are vulnerable to attacks while crouching.||Wosu use their speed to ambush Link and a small blade-like weapon to inflict damage. Interestingly, the Wosu also saps the player's Finisher meter as it deals damage.|
|Cave Creature||Water Bear||Corrupt Jasper|
|The Cave Creature can burrow into the ground as well as evade attacks by growing extra limbs to escape from fights faster. It can project out spikes from itself that deal damage, which can launch.||The Water Bear attacks by projectile spewing water projectiles that cause the wet effect and then blow out a gust of air that freezes wet victims and blows them back.||A powerful bipedal monster that attacks by ramming into the player when possible and dodging physical attacks. They are quite resistant and tough and can roll into balls to attack quickly.||The Worm Monster can either be found in water swimming and going towards the player when they get into their line of sight or travel across pillars and occasionally shouting to cause tremor attacks.|
|Big Bird||Obelisk||Homeworld Amethyst||Homeworld Jasper|
|The Big Bird is a massive enemy that can pick up and swallow her victim for massive damage. She can also use her wings to blow back her opponents and when hit, splits into small, pincer like bird creatures. These must be destroyed to defeat the Big Bird.||The Obelisk is a strange enemy that floats above the ground, spinning it's head as small pyramids float around it, protecting it from attacks while dealing attacks. In order to damage it, the player must attack it while it has a smiling face, which is a small window of time.||The Homeworld Amethyst attacks by spinning into a ball, and then dashing forward, homing onto the victim. They can also attack with brute strength attacks and their hair in whip-like attacks. Multiple Amethysts can fuse together to form a bigger, stronger enemy.||The Homeworld Jasper attacks by lunging at her foe with a fiery aura, capable of breaking soft platforms with it. They can also attack with brute strength attacks and are quiet resilient compared to Amethysts. Multiple Jaspers can fuse together to form a bigger, stronger enemy.|
|Homeworld Ruby||Homeworld Jade||Pebble||Rainbow Caterpillar|
|Homeworld Rubies attack with burning physical attacks that resemble martial moves. If they are allowed to hit multiple times, they can inflict the burn state. Rubies are notably weak and can be taken out in a couple hits. Multiple Rubies can fuse together to form a bigger, stronger enemy.||Homeworld Jades do not attack, but rather support other enemies by creating energy shields that protect them from projectile attacks. They float slightly above them and can cast magic attacks at the player if they attempt to attack them that will turn them into toads. Multiple Jades can fuse together to form a bigger, stronger enemy.||Pebbles are tiny miniature enemies that can cling onto you, causing the shoe-glue effect. They can also set off traps harmlessly and defuse bombs. Pebbles also can run away and hide very well, able to fit into cracks in platforms. Their tiny size and sneakiness make them a tough foe.||Rainbow Caterpillars are aliens that can cause a variety of effects when they wiggle, such as nightmare, gobstopper, freezing, shocked, petrification, mini, levitation, absorber and umbra. Rainbow Caterpillars can only be damaged by guarding, as their own effects will be reflected back and cause them to be defeated.|
|Motobug||Buzz Bomber||Hatchet||Al E. Gator|
|Motobugs only move back and forth in their Zone, and will attempt to chase the player if they see them. However, they move very slowly.||Buzz Bombers fly through the area, pause, and then fire a small bullet that deals moderate damage. The small hitbox can be hard to see, but they don't fire anything until they pause, making them fairly predictable to attack.||Hatchets run forward, swinging a hatchet and attacking for moderate damage. They can be defeated in a single hit, and continuous hits will cause them to be bounced around until they pass the ground.||Al E. Gators sluggishly move around and roll up into a ball that allows them to defend against attacks. They can be hit when outside the ball and be bounced around similar to Hatchet.|
At random, the game imbues enemies in Strongholds with Diablo-style random Etheric Enchantments, making them much harder and thus much more rewarding to kill. They drop rarer rewards as a result. The table below showcases all the possible Etheric Enchantments that a enemy can randomly have. Etheric Enchanted enemies can not be copied into Data Models, keeping them an rare occurrence.
|Fire-Blessed||Enemy inflicts fire damage and burns on critical attack.||Water-Blessed||Enemy inflicts water damage and deals the wet effect upon multiple hits. Inflicts the frozen effect on critical attack.|
|Wind-Blessed||Enemy inflicts wind damage and adds a sweeping effect to critical attacks that deals more knock-back or the shocked status effect.||Earth-Blessed||Enemy inflicts earth damage and buries on critical attack.|
|Light-Blessed||Enemy inflicts light damage and causes the solar effect on critical attack.||Dark-Blessed||Enemy inflicts dark damage and causes the umbra effect on critical attack.|
|Astra-Blessed||Enemy inflicts astral/star damage and causes the out of body effect on critical attack.||Anima-Blessed||Enemy inflicts magic damage and causes the Heaven Spell/Makai Spell effect on critical attack.|
|Candy-Blessed||Enemy inflicts candy damage and causes the gobstopper effect on critical attack.||Slime-Blessed||Enemy inflicts slime damage and causes the absorber effect on critical attack.|
|Space-Blessed||Enemy inflicts space damage and causes the shoe-glue effect on critical attack.||Time-Blessed||Enemy inflicts time damage and causes the chronowreck effect on critical attack.|
|Phoenix||Enemy heals fully, once, upon getting to low health.||Beserk||Enemy deals double damage, but hurts itself on attacking.|
|Blast-Off||Enemy tosses players into the air when attacking.||Bulwark||Enemy has 50% damage resistance to all attacks.|
|Cloaked||Enemy turns invisible when moving.||Obscuring||Enemy casts a shadow effect around the player that makes it hard to see anything around them.|
|Ender||Enemy teleports around to avoid attacks.||Lifesteal||Enemy can drain health from the player's attacks when glowing red.|
|Amber||Enemy slows the player's movement speed when they land hits.||Tar||Enemy slows the player's movement speed when the player attacks them with physical attacks.|
|Projectile Thief||Enemy steals projectiles and then releases them when they attack.||Wither||Enemy inflicts the wither effect on hit.|
|Bleeder||Enemy inflicts the bleeder effect on hit.||Røkkr||Enemy takes on the Røkkr effect. Extremely rare and removes other Etheric enchantments.|
|Revenger||Enemy inflicts more damage as they take more damage.||Feeble||Enemy inflicts less damage as they take more damage.|
|Major||Enemy is doubled in size.||Minor||Enemy is half their original size.|
|Iron||Enemy is covered in iron, increasing their defense by 25%.||Gold||Enemy is covered in gold, increasing their defense by 50%.|
|Cobalt||Enemy is covered in cobalt, increasing their defense by 75%.||Platinum||Enemy is covered in platinum, increasing their defense by 99%.|
|Bubbly||Enemy extrudes bubble particles that catch and bubble particles automatically.||Shielded||Enemy is carries a shield in the direction they are facing which stops physical attacks.|
|Slippery||Enemy leaves behind slippery puddles that will cause the player to trip if they run over them.||Ultra-Instinctive||Enemy can dodge physical and projectile attacks when standing still.|
Nemesis Nightmares are fights that re-use assets from the game in a similar fashion to Super Smash Bros. Ultimate and it's Spirit Mode fights. You defeat these Nemesis Nightmares to obtain Dream Pieces, which can be used to synthesize Dream Eaters, which are customizable, special Familiars you can use in battle.
Now located on it's own subpage.
Water Lily Siren
Seymour Skinner (Real)
Dark Warrior 1