Saturday, 16 November 2024

Death Battle Predictions: Bowser VS Eggman

“There is no hero without a villain.” — Mark Pellegrino 

Bowser, Mario’s King of the Koopas.

Doctor Eggman, Sonic’s genius mad scientist.

They’re the biggest bosses to ever grace the world of video games. The paradigms of gaming antagonism, the final challenge at the end of your favorite adventures. The Koopa King who helped bring in mainstream console gaming in the 1980s and the mechanical mastermind who was part of its refinement in the 1990s. The world of gaming, let alone all of fiction, would not be the same without these two final foes we’ve all come to love to hate, unless we’re playing as them in a spin-off.

They’ve made their mark on existence many times. From bringing in a devourer of space and time to triggering a universal rebirth, from helping stop the Black Arms or The End or dueling with the Dark Star man-to-man and winning, they have brought events both evil and good in their histories. But today every last piece of history, every weapon, minion, tool, and trick is coming out of their inventories to take stock for one final duel to the death! All armies unleashed, all allies at arms, and every reality shattering superweapon at their disposal activated. There is no turning back from this final boss battle for our final bosses, but for one of them comes the victorious credits afterwards, and for the other it’s game over! Ready your controllers, the game is on, and only one army will be marching to victory in this climatic DEATH BATTLE!

Before We Start…

Given the unique nature of this matchup, both will be given everything they can be given. Basically, the “non-standard” rule will be completely abandoned. Additionally, both will be given their entire armies. Any troop that has worked with or under them will be considered. Though temporary alliances or characters that are former troops only will not be counted, so no characters like Antasma or Omega will be counted. As for specifics for both, check down below.

Note: Spoilers for MOST of both franchises’ titles will be presented in the blog. This includes the recently released Sonic X Shadow Generations. The only exception is Mario & Luigi: Brothership, which will not be featured in the blog due to being too recent (and our blog members wanting to avoid spoilers themselves).

Bowser


To provide a detailed summary of what is being used:

Practically all the Mario games - except the explicitly non-canon ones;

The Mario mobile games (Run doesn’t really give anything of note though);

Anything else that follows the Mario canon is good to use. Additionally, sources from direct developers and statements from other officially licensed Nintendo material will be counted.

A source of contention has commonly been the usage of the Mario + Rabbids games. Regardless of all the arguments within the games themselves or Mario’s generally loose canon, these games are solidly not canon. As in, the creator of the games has said they’re a non-canon parallel universe. Nail in the coffin there. Weirdly enough though, Rabbids talk pales in comparison to the ACTUAL big dispute over what’s fair to include for Bowser.


Ever since the release of Mario & Luigi: Paper Jam back in 2015, there has been a lot of disputes over whether or not you can mix the normal and paper versions of the Mario franchise. Both within the actual Mario community, and within numerous VS circles. This debate’s fire has only had more fuel added to it by the recent releases of various Paper Mario titles which clearly show and enforce the paper and overall arts and crafts structure of the entire Paper Mario world. Even looking at past games, there are cases such as Paper Mario gently floating downwards like paper when he falls during the opening of the original Paper Mario on N64, and multiple advertisements for Paper Mario: The Thousand Year Door which repeatedly say the characters are made of paper. So, does this mean all of the Paper games are unusable? No.

Despite the obvious Paper aesthetic, the first three Paper Mario games don’t actually enforce the idea of the characters being made of Paper. In fact, the games make it clear they aren’t paper. Despite characters occasionally being able to use their Paper physiology to squeeze through cracks, (like in Thousand Year Door), his seemingly Paper based capabilities aren’t meant to be natural. He can only shift through cracks or bend his body like paper because of special curses inflicted on him. Super Paper Mario continues with this trend, with the playable characters only becoming thin thanks to the help of the Pixl named Slim’s power. At no point do Thousand Year Door or SPM ever call the characters paper (in fact a visually cardboard mech is directly said to have metal features), and both have a constant focus on special powers being needed for seemingly paper-like abilities.

To add on to these trends, the original N64 Paper Mario is referenced multiple times throughout non-Paper games. Mario & Luigi: Superstar Saga calls the N64 Paper Mario a past adventure in-game (even in the remake, despite Paper Jam having existed for 2 years before this), the variant of Bowser’s Castle from the N64 Paper Mario can be seen in the background of Mario Kart: Super Circuit’s Rainbow Road, and characters from the first game like Goomboss directly reappear in games like Super Mario 64 DS. And just like with TTYD and SPM, there is no mention of the characters actually being Paper within the game. All advertisements about the games being Paper are simply referring to the artstyle.

However, this all changes starting from Paper Mario: Sticker Star, where the idea about the characters actually being Paper is enforced. Color Splash and Origami King go even further with this idea, which in the end makes the three most recent Paper games clearly different from the normal Mario cast. The first three games however are fine to use, as they appear to not enforce the paper idea, and seem more likely to have occurred for both the normal and Paper versions of Mario as adventures. Now, this tangent does not cover the entire debate about the topic, and there are definitely more points for both using and not using some of the Paper Mario games for normal Bowser. Additionally, some of our blog members also showed hesitation about the idea. Thus, we will be using the first three Paper Mario games (Paper Mario, Paper Mario: The Thousand Year Door, and Super Paper Mario), but do acknowledge the topic about using Paper Mario games at all is very awkward, and thus here is a document compiling some extra arguments for both using and not using Paper Mario content if you want to hear more about a couple specifics.

Eggman


To provide a detailed summary of what is being used:

Practically all the Sonic games - except the explicitly non-canon ones;

The Sonic mobile games;

IDW comics;

The Dash & Spin Super Fast Sonic manga;

Netflix’s Sonic Prime, which is canon to the franchise and implied to be happening after the Sonic Advance trilogy;

The Sonic Channel website;

The Otherworld Comedy stories from the Sonic Channel, which, contrary to some beliefs, is canonical and takes place before the events of Sonic Frontiers;

The Roblox game Sonic Speed Simulator (yes really), implied to be canonical by one of the developers of the game;

Anything else that follows the Sonic canon is good to use. Additionally, sources from books like the Sonic Encyclospeedia and statements from other officially licensed SEGA material will be counted.

Blatant non-canonical media like Sonic the Comic, Sonic Boom or Archie’s Sonic the Hedgehog comics will not be featured in the blog.

Sonic Chronicles is an interesting discussion, however it is fairly explicitly non-canon, having been decanonized regarding the Ken Penders suit regarding it “stealing” stuff from Archie Sonic, and as a result is in a similar situation to Mario + Rabbbids; similarly to that game, it will not be used.

We will be generally avoiding using the Ian Flynn Q&As, due to them having a myriad of vs related questions that were pretty clearly meant to get specific answers out of Ian to further certain agendas. For the record, do not do this. It’s incredibly scummy to try to manipulate creators into buffing your verses by asking leading questions in a Q&A, and we highly recommend ignoring questions like these in any VS context.

Sources


We did not do all of that alone! Some fonts were very helpful for the development of the blog, and thus, really deserve to be credited for giving information.

Super Mario Wiki

Sonic Wiki Zone

MANY VS Battles Wiki pages, threads and sandboxes

Bowser vs Dr. Eggman by Melee Mythos

Bowser vs Eggman by Loka’s Prediction Blogs

Several translations for Mario feats in the Before the Verdicts section were done by Hakanai Blue

Final Disclaimer


Considering the absurdly massive amount both characters have in terms of both arsenal and content (what do you expect, they’ve been around for multiple decades), it is completely possible we missed an ability or important application of one during our working period. Three weeks is a good amount of time, but we can only do so much with it. We hope that regardless of any shortcomings, would they be big or small, you all enjoy this massive passion project regardless.

Background

Images made by ishi_yuki.

Bowser

“Showtime!”

(Hey wasn’t that from last episode’s Last Supr-)

As one of the 7 Star Children, Bowser was naturally destined for greatness. Spending his early years troubling the inhabitants of the tranquil Yoshi’s Island, the young Koopa already had the makings of a diabolical and fearsome king. Raised by his right-hand Koopa and caretaker, the Magikoopa Kamek, who encouraged the young turtle’s villainous personality, Bowser’s malevolent machinations upon the serene island were only the start.

Now as a full grown tyrant, King Bowser has become the Mushroom Kingdom’s greatest and most frequent threat, as he threatens its peaceful lands time and time again, in his endless quest to capture the heart of Princess Peach. By kidnapping her, the Koopa King hopes to marry her, forcing a certain mustached plumber to come rescue her from his reptilian clutches. Though Bowser laid many obstacles in his way, the hero Mario would ultimately send him plummeting to his doom, rescuing the princess and restoring peace to the Mushroom Kingdom. This however would not be Bowser’s end, but instead the beginning of a long and legendary rivalry between the Koopa King and the plumber Mario.

Over the years, the forces of good have seen no end to Bowser’s grand plans. From kidnapping fairies to create a theme park in his image, turning the Mushroom Kingdom into an enormous hotel chain, stealing powerful artifacts to increase his strength, even attempting to rule the universe itself with Peach at his side, and many more wicked schemes. And yet despite the devastation he leaves in his wake, you can always count on Mario, often aided by his brother Luigi, to find a way to defeat him, usually by jumping on his head.

In spite of his devious ploys, Bowser’s not above the occasional begrudging truce with Mario, whether it be to come over and ride go-karts, play golf, or the more serious instances of greater threats forcing the Koopa King’s hand into shaking Mario’s as they’re pushed into an unlikely alliance to protect what they hold dear.

And yes, don’t let that toothy evil grin fool you, beneath that villainous laugh and sinister aesthetic choices, the Koopa King’s heart is almost as big as his ego. Though he’s not above being a bad boss, his troops are family to him, especially his beloved son, Bowser Jr. But even so, Bowser’s still gonna kidnap that princess, beat that pesky plumber and ruin his fun afternoon parties with his friends, because he’s the king. And for anyone who gets in his way, it’s game over.

Eggman


“Get a load of this!”

As a young man, Dr. Ivo Robotnik idolized his grandfather Gerald, who had accomplished much in his life as a brilliant scientist, and so Robotnik’s own path was decided as he chose to follow in Gerald’s footsteps. However, while he respected his grandfather, he held disdain for his sweet hearted cousin Maria, who received all the attention and praise that Eggman himself craved. This left him bitter and resentful, though ultimately he grew to be mournful of her untimely death.

While his grandfather may have formerly been a philanthropic genius, Eggman’s desires were more twisted at heart. He wished to create his very own ‘Eggmanland’, to rule a world built in his image, a world he believed would be better under his command. Imprisoning innocent animals to act as batteries for his robot army, Eggman planned to acquire and wield the Chaos Emeralds, potent gems containing vast energy, to achieve his goals. It seemed as if nobody could stop the brilliant doctor, until a certain brash blue blur sped onto the scene. Dismantling both his robots and his plans, Sonic the Hedgehog foiled Eggman’s ambitions, and it seemed as if the doctor’s schemes were over. But Eggman was never one to be outdone, and so began a long and legendary rivalry between the speedy hedgehog and crafty scientist.

Eggman’s had a vast amount of schemes over the years, including numerous attempts to conscript ancient sealed away beings into his army with varying degrees of success, stealing the Chaos Emeralds on several occasions, replacing Sonic’s shoes in his sleep, and almost plunging the world into a metal zombie apocalypse. Despite the grand scope of his plans though, you can always count on Sonic, with the occasional help from his friends, to put Eggman back in his place, usually by ramming into his mechs.

Despite the depth of his villainy though, Eggman’s heart isn’t completely devoid of love, he holds pride in some of his greatest creations, including Metal Sonic, a mirror robot copy of Sonic himself, and Sage, an AI that perhaps subconsciously, Eggman based off the memory of his own departed cousin. And for Sonic himself, while love is the furthest from accurate description for their relationship, the doctor holds a very begrudging respect for the hedgehog. Should Sonic ever fall, it will be by Eggman’s own master plan.

Experience & Skill

Bowser

As the arch-nemesis of Mr. Video Game Himself, it’s obvious that the Koopa King is armed to the teeth with decades of experience in a wide array of fights and other strange situations. Bowser has engaged in many battles on both the sides of evil and good, and faced far too many different enemies for us to list here. He’s been battling the likes of Super Mario and Yoshi since he was an infant, and his skill in battle has only continued to grow as he’s gotten older. Bowser has always been a cornerstone in the vast majority of Mario and company’s greatest adventures, wide and diverse as they may be, and every time he has come out as a force to be reckoned with, and outright victorious on a variety of occasions.

The sheer scope of these battles is also not something to be undermined. While Bowser himself stands as one of, if not the most prevalent threat to the Mushroom Kingdom, this is primarily due to the very skill and power he possesses, as many other villains who tried to take his spot have found out the very painful way. Bowser had a direct hand in bringing down the likes of the Smithy Gang, defeated the champion of the Glitz Pit in a single casual move, played a significant role in stopping King Olly’s efforts for genocide, and bulldozed through the vast majority of Fawful’s forces almost single handedly, albeit with support from the Mario Brothers. Speaking of the brothers, Bowser has battled them and their friends time and time again, with their battles impacting whole galaxies, possibly even the universe, on a frequent basis. While they might not look like much, the fact that Bowser is able to go toe to toe with them and always be a significant threat is actually incredibly admirable. And of course, Bowser has even had a hand in bringing down the likes of Dimentio, even when he wielded the power of the Chaos Heart and was consuming all worlds with the Void. Even Dark Bowser, Bowser’s duplicate that was massively enhanced by the might of the Dark Star, fell to the Koopa King’s wrath. He beat himself but massively enhanced. He’s just that good.

Even when not crushing the abominations that rise up in the world or battling Mario and Luigi, Bowser has pretty much seen it all. He’s a great go-kart racer, sports professional, and even a doctor. Somehow. The point is, Bowser’s been in and seen so many wacky and bizarre situations out there, that it’s extremely hard for him to be fully taken off-guard or put in a spot he can’t claw his way out of. While he may seem rash at points, he knows when to take a step back or when someone else is giving good advice. He’s not just going to blindly rush into every fight he sees without thinking things through first. At worst, he’ll try to be quick about finishing things.

And of course, his experience as a leader and commander is also something to respect. While his forces often lose to the likes of Mario, Bowser and his troops are a very potent army, and Bowser leads his army with surprising care and effectiveness. Part of the reason Bowser’s army is so dangerous is because of how much they adore their leader, and this reaps the boon of them giving it their all in every single encounter. As such, the friends and enemies of the Mushroom Kingdom alike should always be careful what they do, because the kingdom next door is just as capable of making or breaking the day as they please.

Eggman

The mustache - as the main bad guy of the entire franchise - holds many accomplishments with his countless battles against the forces of good (he sides with them sometimes, though). It’s no surprise, as Ivo is constantly learning from his defeats and continuously improving his machines time and time again to emerge victorious one day. Orbot said that Sonic has won against him in more than two hundred thousand battles, being likely that they fought even more than that. And make no mistake, it’s not only with big, powerful robots that shoot lasers; instead, he can very much as well fight the likes of Sonic, Knuckles, Espio, and others in direct hand to hand combat, even when they are powered by the Chaos Emeralds. He has built many kinds of mechs or machines that revolve in different ways of fighting styles, whether it be with a specific weapon, like a sword, or just pure fists; notable ones being the Egg Dragoon, a machine designed as the pinnacle of his science (up until Sonic Unleashed) as an effort to completely dethrone Sonic, putting years of research of Sonic’s fighting style into it, and Gemerl, created as a superior version of Emerl, whose skill is so absurd it crashes modern supercomputers

Although, as skilled and experienced Robotnik may be, there’s one thing that stands out, who only a few characters can match: his brilliant mind. Not only is he mentioned to have an infamous IQ of three hundred, noted to be an authority on robotics and a brilliant genius, but he’s mentioned by another fellow doctor - Doctor Starline - to be the greatest scientific mind in the entire world. He builds robots (even entirely sentient ones), ships, fleets, cars, et cetera, with thousands of purposes, develops machines capable of absorbing power even greater than the Chaos Emeralds, created weaker versions of the Phantom Ruby that warp reality on their own, created machines that can erase the entire universe and beyond, identifies and gives detailed information about the capabilities of deities like Solaris, understand interdimensional travel and energies, deduce a fake Chaos Emerald from a real one which not even a computer could, create incredibly advanced AIs like Sage, the list goes on. He’s been practically dominating any form of Resistance for 6 entire months (because he trapped Sonic), controlling an army in a war and dominating the entire planet. In IDW, Starline - after being kicked out for defying Eggman in the Metal Virus arc - attempted to take over Eggman’s empire and utilized the Tri-Core to destroys one of his mechs, only for Starline to find out that Eggman was, in fact, doing it all on purpose; outsmarting his wacky 5-D chess plan. Even when he seems to be in disadvantage, his intelligence is good enough to trick and outsmart his opponents: Knuckles, who was tricked in Sonic 3 & Knuckles, managed to be manipulated yet again in the future; not to mention he managed to trick Sonic not only to capture him, but also to remove him of his Super state by reversing the polarity of the Chaos Emeralds in a specific spot where he led Sonic to.

Beyond just smarts, Eggman is an incredible hacker. He’s infamous for hijacking airwaves all around the world to make his announcements (yes, this is a Snapcube reference) and rewrite the codes of characters like E-123 Omega to make a giant mech out of him. He even hacked the official Sonic Twitter account! Additionally, despite not looking like the kind of guy, Robotnik's capable of some nasty stealth: he penetrated a security-level military base with zero issues and snuck his way onto Babylon Garden undetected,stealing their artifact right behind their noses. Not to mention that he’s usually spying on Sonic’s fights from time to time while nearby. Truly, a crafty and unpredictable evil bastard (we’ve yet to see his PHD, though. Probably in women studies if we had to guess).

Equipment

Bowser

Traditional Mario Power Ups


While it isn’t too common, Bowser is not opposed to utilizing the main tools of his enemies, that being specific Mario power ups. He’s only used specific ones though, so he shouldn’t have access to all of the power ups Mario and friends have used across the years.

Super Mushroom

The standard Mario power up. It can make characters larger, heal wounds, and serve as speed boosts for vehicles.

Fire Flower

A flower bearing fiery power, Bowser can use it to manifest and toss a flurry of fireballs at enemies.

Boomerang Flower

A flower which gives the wielder boomerangs to throw at enemies.

Invincibility Star

One of the strongest power ups, it gives Bowser a complete damage immunity for a few seconds that lets him run through enemies casually. It also gives a speed boost.

1-UP Mushrooms

A mushroom that resurrects upon death. It’s shown to revive them from physical and even soul destruction. Mario cast members typically can carry up to 99 of these. (More in Before The Verdicts)

Tanooki Leaf

A leaf that when absorbed grants the wielder a Tanooki tail they can use for smacking enemies or floating in the air.

Cat Bell

A magic bell that gives Bowser cat-like abilities. He can pounce from the sky, slash at enemies with kitty claws, and climb walls.

Double Cherry

Absorbing a Double Cherry allows Bowser to make an identical clone of himself with all the same abilities. He can make as many clones as he has cherries, and if his original body is destroyed, his primary consciousness will switch to the remaining Bowsers.

Vacuum Shroom

A special power up that he obtained from Fawful that allows him to inhale anything within a wide radius. Using this, he was able to swallow member’s of Peach’s royal court, including the Mario Bros, into his body. Anything that Bowser inhales will shrink down to fit inside his body.

Vacuum Box

A less powerful version of the Vacuum Shroom that allows him to inhale items from enemies to restore HP, gain a boost in stats or inhale smaller enemies. 

Super Crown

Shut up. (It turns Bowser into a Peach look alike (It doesn’t even do that it only gives him 10 coins))


Miscellaneous Weapons

When going into battle, Bowser carries a large variety of random items to combat his enemies with. Whether they be tools meant for combat, or just whatever he can get his hands on, he’ll be sure to hit you with it.

Hammers: Bowser can throw a barrage of small hammers at enemies.

Bombs: Bowser carries multiple types of explosives to throw at enemies, including Bomb-Ombs, Mecha-Koopas, soccer ball bombs, and traditional explosives.

Cannon Balls: Bowser can throw around giant cannon balls as big as himself.

Spike Balls: Bowser can manifest spike covered steel balls out of nowhere to throw at enemies.

Giant Barrels: In what seems to be a reference to Mario’s first big enemy, Bowser can toss ginormous barrels at enemies to flatten them.

RPG Items


Over the years, Bowser has found himself in multiple turn-based battles, in which he used whatever resources he could get his hands on to come out on top.

Super Mario RPG

Items

Mushrooms: Variety of mushrooms that heal from 30 to all health of the user.

Mushroom Triplets: A mushroom that heals, but also transmutates them into a mushroom.

Yoshi Candy: Recovers 100 health to the user.

Able Juice: Cure abnormal status effects

Tadpola Cola: Recovers 30 health to all allies

Muku Cookie: Recovers 69 health, and cures all status alignments to all allies.

Crystalline: An item that increases defense to all allies by 100 percent.

Elixir: Recovers 80 health to all allies.

Megalixir: Recovers 150 health to all allies.

Froggie Drink: Heals 30 health to all party allies.

Finless Cola: Recovers 150 health to all allies.

Pick Me Up: Revives any allies with max health.

Croaka Cola: Recovers all HP and FP to all allies.

Syrups: Several syrups that recover from 10 to max FP.

Flower: Raises max FP by 1.

Flower Tab: Raises max FP by 1 while refilling it.

Flower Jar: Raises max FP by 2 while refilling it.

Flower Box: Raises max FP by 5 while refilling it.

Party Energizer: Increases the Atk of all allies by 50%.

Party Bracer: Reduces all damage taken to all allies by 50%.

Yoshi-ade: Increases attack of the user while decreasing damage to the user by 50%.

Lucky Jewel: Gives a lucky flower. Has 10 uses.

Red Essence: Makes an ally immune to all damage and heal of all status effects for a brief period of time. May give a bonus item when the effect ends.

See Ya: An item that allows the users to get away from combat guaranteed

Freshen Up: Heals all allies from any status effect.

Cleaning Juice: Heals all status ailments to the user.

Sleepy Bomb: Inflicts sleep to all enemies.

Poison Mushroom: Deals damage and poisons an enemy.

Fright Bomb: Deals damage and has a chance to frighten an enemy.

Fire Bomb: Deals fire damage to all enemies.

Ice Bomb: Deals ice damage to all enemies.

Rock Candy: Summons meteors and deals damage to all enemies.

Star Egg: Deals damage to enemies and has infinite uses.

Yoshi cookie: Summons a yoshi who will attempt to eat anything it can fit into its mouth. Upon eating a foe, he will drop an egg that will hatch into a random item.

Pure Water: Instantly defeats weak undead foes and deals critical damage to stronger undead enemies.

Lamb's Lure: Summons a sheep that turns an enemy into a sheep.

Sheep Attack: Turns all enemies that aren’t bosses or giants into sheep. This item has infinite uses.

Earlier times: Reset the battle from the beginning. Has infinite uses. (More in Before the Verdict)

Weapons

Fake Chomp: A shell resembling a Chain Chomp that can be swung around and thrown like a flail, albeit less effectively than the real thing.

Chomp: A Chain Chomp that Bowser swings around as a flail before throwing at an enemy, with the Chomp biting into the foe repeatedly with good timing.

Hurly Gloves: Bowser picks up and throws Mario (or in cases where Mario isn’t available, such as here, a Mario doll) towards his enemy, hitting up to two times via timed hits.

Spiked Chomp: A spiked flail that acts as a stronger version of the aforementioned Chain Chomp, with the spikes protruding and stabbing the foe on timed hits.

Drill Claw: A gauntlet with drills for claws that Bowser uses to slash at his opponent, before drilling into them with good timing.

Wonder Chomp: The upgraded form of the original Chomp, acting identically but dealing significantly more damage than all of Bowser’s other weapons.

Armors

Amulet: An item that cuts elemental damage in half.

Antidote Pin: A pin that gives a slight increase in physical and magical attacks while preventing the user from being poisoned.

Fearless Pin: A pin that protects the user from fear attacks.

Feather: A feather to give an increase in the user's speed.

Ghost Medal: Increases defense and magic power slightly.

Signal Ring: A ring that detects nearby treasures.

Wake Up Pin: A pin that prevents the user from having their attacks mute or putting them to sleep.

Troopa Pin: A pin that gives a 1.5 times boost in attack and magic.

Trueform Pin: Protects the user from being transformed into a scarecrow or mushroom.

Rare Scarf: Increases users defense.

Scrooge Ring: Allows them to use any attack for half the FP required.

Safety Badge: A badge that gives immunity to all status ailments and is immune to power nullification.

Quartz Charm: Gives an offense and defense increase of 50% while preventing instant death moves.

Jinx Belt: Gives a notable boost in defense and speed, and protects from instant kill attacks.

Zoom Shoes: A pair of shoes to increase speed.

Happy Shell: A basic armored shell that increases Bowser’s physical defense a bit more than his magic defense.

Courage Shell: A reflective shell that has double the defense of the prior armor.

Fire Shell: A flame-patterned shell that further increases defenses.

Heal Shell: The final regular shell armor, giving the most defense overall out of his regular options.

Work Pants: Gives Physical and Magical defense while increasing his own attacks

Lazy Shell: Immunity to status and most elemental attacks, but reduces Atk and Spe greatly.

Super Suit: This suit gives immunity to all status effects in game and a massive physical and magical attack and defense. This includes Poison, Transmutation (also seen here), Power Nullification, Sleep Manipulation, Fear Manipulation, Soul Manipulation, Death Manipulation, Element Manipulation, Magic, and Sound Manipulation.

Super Paper Mario

Life Shroom: If Bowser’s HP drops to 0, the Life Shroom will revive him and restore 5 HP.

Ultra Shroom: A mushroom that gives 50 health.

Shroom Shake: A shake that heals 10 health.

Long-Last Shake: A shake that heals overtime at a rate that depends on how much the drink is shaken before being drunk.

Super Shroom Shake: Restores 20 health and cures poison effects.

Ultra Shroom Shake: Restores 50 health and cures poison effects.

Berry Snow Bunny: Freezes everyone nearby.

Variety of Apples: A set of apples that either heal 5 health as normal, or can cause effects such as growing, shrinking, transmutation, and most importantly, growing a mustache.

Block Meal: Gives invulnerability for 20 seconds to users and allies.

Dayzee Syrup: Doubles the user's attack while gradually healing everyone for 13 to 40 seconds.

Dyllis Deluxe: Restores 90 health and curse poison effects.

Dyllis Dynamite: Damages all nearby enemies.

Dyllis Special: Restores 60 health and cures poison effects.

Egg Bomb: Damages all nearby enemies.

Electro Pop: Electrifies the user for 40 seconds.

Fruit Parfait: Freezes all nearby enemies.

Koopa Dumpling: Cuts damage taken in half for 30 seconds.

Koopa Pilaf: Cuts damage taken in half for 30 seconds.

Koopa Tea: Cuts damage taken in half for 20 seconds.

Koopasta Dish: Cuts damage taken in half for 30 seconds.

Love Pudding: Reverses someone's control for a small bit.

Love Noodle Dish: Doubles damage, while cutting damage taken in half, and shocking any enemies nearby for 20 seconds.

Love Chocolate: Doubles damage, while cutting damage taken in half, and shocking any enemies nearby for 20 seconds.

Megaton Dinner: Hits all enemies who are on the ground.

Meteor Meal: Damages all enemies on screen with a flurry of meteors.

Mistake: Puts enemies to sleep

Sap Syrup: Cuts damage taken in half and gradually restores health for 13 for 40 seconds.

Shroom Steak: Restores 70 health.

Snow Bunny: Freezes enemies nearby.

Slimy Extract: Cures Poison and Curses.

Snow Cone: Freezes enemies on screen.

Spicy Dinner: Doubles Attack for 30 seconds.

Spicy Pasta Dish: Doubles Attack for 30 seconds.

Spit Roast: Doubles attack for 15 seconds.

Stamina Juice: Gradually restores 13 health.

Volcano Shroom: Doubles attack for 20 seconds.

Weird Extract: Puts all nearby enemies to sleep.

Whacka Bump: Restores 30 HP and cures poison.

Fire Burst: When used, every enemy visible on the screen bursts into flames. The effectiveness of the Fire Burst depends on how vigorously the player shakes the Wii Remote up and down while performing the attack, or in this case, how much Bowser shakes the fire.

Shell Shock: A shell that rams into enemies when kicked.

Pal Pills: These cause a group of miniature 8-bit Marios to follow Bowser around and act as a personal army. 

Bone-In Cut: Gives the user’s double attack for a short period of time

Block Block: A block that makes the user and allies invisible for a short time.

POW Block: Summons a POW Block, which when activated hits all enemies on screen.

Thunder Bolt:  Strikes nearby enemies with lightning.

Thunder Rage: Similar to the Fire Burst item, this sends strikes of lightning to greatly damage all enemies shown on the screen.

Earthquake: Causes damage to all ground enemies.

Power Plus: Gives a small but permanent power increase.

HP Plus: Gives a small but permanent health increase.

Return Pipe: A pipe that allows Bowser to go to Flipside.

Shooting Star: Showers enemies with stars causing them damage.

Catch Card: A card that targets and tries to put an enemy soul in a card. The more catch cards that you have of an enemy increases the damage you can do to them times 2 per card.

Catch Card SP: A card that catches an enemy's soul, which causes that enemy to take more damage than normal.

Volt Shroom: A shocking shroom that briefly paralyzes enemies Bowser comes into contact with.

Ghost Shroom: A shroom that’ll go around attacking enemies that are on screen.

Hot Sauce: Sauce that’ll temporarily double Bowser’s attack power.

Courage shell: An item which increases Bowser’s defense temporarily.

Ice storm: When used, every enemy visible on the screen is damaged, and they’re left frozen if they survive the damage. The more you shake the remote the more damage it does, or in this case, the more Bowser shakes the ice.

Sleepy Sheep: When used, all enemies on screen fall asleep.

Stop Watch: Freezes all enemies on the screen for a short period akin to a time stop.

Mega Star: A star which makes Bowser huge for a period and allows him to power through the stage. It also gives him an NES style sprite appearance, so that’s cool. Enemies like Koopas have also used it.

Speed Flower: A special red flower which speeds up Bowser’s time, increasing his speed stat noticeably.

Slow Flower: A reversal of the speed flower, this flower slows down both Bowser and all of his surroundings for a period of time, allowing for better reactions.

Happy Flower: For a limited period of time, coins start raining from above.

Turtley Leaf: Reduces all damage received by Bowser for a period by half.

Mighty Tonic: Temporarily doubles Bowser’s attack power.

Mystery Box: A box which randomly provides different things, including a healing Shroom Shake, an enhanced Super Shroom Shake, a Shell Shock for kicking a shell at enemies, a Sleepy Sleep to put enemies to bed, an annoying attacking Ghost Shroom, a damage increasing Catch Card, a POW Block for shockwave attacks, or a Mighty Tonic for a power boost.

You-Know-What: You Know?

Pixls

During Mario and crew’s adventure, they would come across a wide variety of creatures called Pixls, which were all (besides Tippi and Tiptron) created by the Tribe of the Ancients to help the heroes of prophecy. Bowser should be able to use the Pixls as aid as their partnership lasted the entire game and into post game events, though Bowser will be given Tiptron instead of Tippi as Bowser wouldn’t have any knowledge that Tippi is still alive.

Tiptron: A Robotic replica of Tippi that can use tattle on foes, informing the party on the stats and weaknesses of opponents as well as reveal invisible objects.

Thoreau: Allows the heroes to pick up and throw things, possibly stealing from opponents too.

Boomer: A bomb that explodes. Can’t get much simpler than that.

Slim: Allows the party to turn sideways onto another dimension, making them invulnerable to attacks from their previous perspective.

Thudley: Allows the party to ground pound. Nothing beats a ground pound!

Carrie: Turns into a platform to allow the party to safely cross dangerous terrain.

Fleep: Can flip objects and enemies from one dimension to another, making them unable to affect the party.

Cudge: Allows the crew to use a hammer.

Dottie: Is able to shrink the crew to the size of a dot, allowing them to access normally impossible to reach spaces.

Barry: Creates a barrier around the cast that will protect them from a certain amount of hits.

Dashell: Allows the crew to dash much faster than they normally can.

Piccolo (holy shit Piccolo): Plays a melody that can cure Bowser and allies of curses, including slow, amnesia, weight manipulation, and dizzy.

Mario & Luigi: Bowser’s Inside Story

In Battle Items

Drumsticks: Bowser’s own equivalent to the Mario Bros. healing Mushrooms, with Hot, Fiery, TNT, and Cheesy flavors that recover 80 HP, 150 HP, 280 HP, and all HP + SP respectively.

Cheese: While the drumsticks are Bowser’s answer to healing Mushrooms, cheese is his answer to Syrup Jars. Scarfing down a nice slab of cheese will restore his SP by 15 points. There also exist Super, Ultra, and Miracle cheeses, which restore 35, 60, and fully restore all BP entirely respectively.

Refreshing Herb: A useful item that can heal Bowser of status effects he might be suffering, such as burns, illness, poisoning, etc.

Retry Clocks: Were Bowser to ever be defeated, he possesses a multitude of special clocks called Retry Clocks. When defeated, one will be activated, restarting the battle by rewinding time to give Bowser a second try, or third, or fourth, or up to twenty tries given he has 19 Retry Clocks total to utilize. When the battle is restarted, Bowser will retain all knowledge of his previous attempt, resulting in a huge information advantage over his opponent.

Wrist Bands

Power Band: A traditional spiky Bowser approved wrist band that increases his strength.

Minion Band: A band which regenerates Bowser’s Special Points (more on those later) by 4 every turn.

Iron Fist Band: A band which specifically increases Bowser’s punching strength.

Stamina Band: A band which makes Bowser’s attacking power increase by 15% whenever he consumes a drumstick.

Hunter Band: A band which gives Bowser a 10% increased damage stack for every enemy taken out, with a maximum stack limit of 30%.

Lucky Band: A band which doubles the chance of Bowser getting some extra lucky damage with each of his attacks.

Fury Band: Whenever Bowser is under the Fury status ailment (so basically 24/7 for him), he gets a 20% damage boost.

Vampire Band: Whenever Bowser lands a punch based attack, he regains 8% health.

Block Band: A band which increases Bowser’s defense stat by 20%.

Breath Band: This is a band that will restore HP and will also increase POW every time Bowser vacuums something.

Counter Band: Every time Bowser manages a counterattack, this band will restore some of his BP.

Gourmet Band: While Bowser can remove his status effects by using a Refreshing Herb, this band makes it where Bowser can also just eliminate those pesky statuses by just scarfing down a tasty drumstick.

KO Band: With this band, every so often, Bowser will one-shot an enemy with a single punch attack. This is random, but who can complain about one-shotting the enemy?

Rings

Restore Ring: Bowser automatically gains back 10 health points and 4 Special Points at the end of each turn.

Peace Ring: Bowser automatically gains back 15 health points at the end of each turn.

Fill-Up Ring: Bowser automatically gains back 4 Special Points at the end of each turn.

Excellent Ring: Whenever Bowser lands an attack perfectly to the point of it being called Excellent, he gains back 10% of his max Special Points.

Block Ring: Bowser’s defense is increased by 30%.

Safety Ring: Bowser’s max health is increased by 20%.

Drumstick Ring: Bowser will occasionally consume a random Drumstick before making a move.

Glutton Ring: Bowser can eat two Drumsticks in the time it takes to eat one.

Economy Ring: The amount of Special Points needed for Special Attacks are cut in half.

Heroic Ring: At the cost of doubling the amount of Special Points needed for Special Attacks, the power of all Special Attacks is increased by 30%.

Treasure Ring: Doubles the chance of item drops from defeated enemies.

Fat Cash Ring: Doubles the amount of coins received from defeating enemies.

Clown Car


Bowser’s main method of aerial transport, the Clown Car, is capable of flying around at high speeds while containing a vast storage for Bowser to fill with weapons and tools. It comes packed with bombs, giant cannon balls, and attached weaponry featuring lasers, Bullet Bills, giant bombs, mecha-koopas, and spike balls. The size can vary from being a one person vehicle to being larger than Peach’s castle, and it can have its power increased by building up rage to assume a red form of sorts.

Karts

Despite their antagonistic relationship, Bowser often accepts Mario’s go karting invitations, which he’d naturally need karts to compete in. Nowadays, all Karts come with gliders, propellers for underwater travel, and antigravity wheels for driving on roofs or walls. Karts unique to Bowser include the Koopa King, Tyrant, Hurricane, Flame Runner, Spear, Landship, and other various karts with his aesthetic. In addition, Bowser also gets access to numerous items while on the various race tracks he’s seen over the years.

Banana: Lets Bowser lay a banana peel behind him for any upcoming racers to slip on, or in front of him to cause spinouts from either driving on it or being hit by it. Can also be used to shield from upcoming attacks, especially when he has three at once.

Green Shell: A shell of one of his loyal minions can be thrown straight in front or behind of him, hitting anything that comes in contact with it or simply ricocheting on nearby walls before it breaks. Can acquire three at once, which circle around him to block opposing items or simply damage any foes Bowser drives into.

Red Shell: The red colored variant of the above is far more fragile, breaking upon any wall or obstacle, but will home in on any targets in front of Bowser it can find. Can also gain three at once with the same benefits.

Mushroom: Boosts Bowser’s kart forward, sometimes with a high enough velocity to send other racers flying off course. These can come in triples to give multiple boosts after another, or as a Golden Dash Mushroom which can simply be spammed for a limited period of time.

Star: Works identically to the platforming variant, giving Bowser temporary invincibility and a constant speed boost so long as it’s active.

Feather: Sends the kart flying into the air, allowing Bowser to leap over obstacles and hazards, as well as steal from unsuspecting foes if he uses it next to one or lands on top of one after a jump.

Boo: One of Bowser’s (occasionally, given it can be used against him) loyal minions, which makes Bowser invisible and steals a single item from one of his opponents while he is.

Lightning: Zaps all opponents with lightning, making them shrink, drop any items they have, and become susceptible to being crushed by unaffected racers unless they avoided the hit itself.

Coin: Adds three coins to the ten maximum a kart can have, which boosts its overall speed. He also gets very slightly richer off of it technically.

Blue Shell: A spiked shell that flies ahead of the person who used it, knocking anyone in its path off-course as it flies to whoever it considers “first” and detonates in a large explosion. What that metric means in a fight rather than a race is unclear, though they don’t tend to go after teammates.

Fake Item Box: A false version of an item box that leaves anyone who touches it flying into the air out of control, though they’re clearly differentiated from the real deal (and unlikely to be fallen for outside of a track’s setting).

Bowser’s Shell: Bowser and Bowser Jr.’s signature item in Double Dash!!, being a giant and stronger variant of a Green Shell. It bounces along the area 15 times before breaking, sending foes flying and making anyone that’s hit unable to swap position or use any items of their own for a short time.

Bob-omb: Bowser lobs one of his minions in front of or behind him, detonating on whatever it hits and leaving a large area of effect where opponents (or Bowser himself if he’s not careful) can get damaged.

Blooper: Sends one of his loyal subjects to fly in front of a foe, where the Blooper spits ink in their face and blinds them temporarily, along with making their movements slippery and less precise.

Bullet Bill: Transforms Bowser into a giant Bullet Bill that rockets forward, sending anything it hits flying.

Mega Mushroom: Turns Bowser and his kart giant, giving temporary invulnerability as he crushes anything that gets in his way.

Thunder Cloud: Gives whoever it’s above a temporary speed boost before striking them with a personalized version of Lightning, though it can be passed onto anyone Bowser touches.

POW Block: Upon activation, sends out a shockwave that sends anyone on the ground when it hits reeling.

Fire Flower: Gives the user the ability to shoot bouncing fireballs from their hands in front of or behind them several times before dissipating.

Super Leaf: Gives the kart a tanuki tail, letting them hit nearby drivers and hazardous items.

Lucky Seven: Gives the user a Mushroom, Banana, Green Shell, Red Shell, Star, Bob-omb, and Blooper all circling around their kart.

Boomerang Flower: Lets Bowser throw a boomerang in front of or behind him three times, damaging both as it's thrown and as it returns to him.

Piranha Plant: Gives Bowser a Piranha Plant that chomps anyone in front of him, and speeds up his kart with every chomp.

Super Horn: Generates a shockwave around the user that hits any opponents and items in the area, even destroying Blue Shells in the process.

Crazy Eight: Lucky Seven but with a coin, riveting.

Capsule: Surrounds Dr. Bowser’s (and very specifically Dr. Bowser’s) kart with pills that bounce when thrown and damage opponents.

Coin Box: Rapidly generates a large amount of coins to let Bowser (or more specifically, Santa Bowser and Meowser) reach higher speeds.

Bob-omb Cannon: Gives Bowser (or specifically Gold Dry Bowser…wait is this a bit) a cannon that continuously fires Bob-ombs in front of him to pelt foes.

Additionally, several of Bowser’s minions have their own karts and items, and while Bowser himself cannot use the following items directly, they are all usable by at least one member of the Koopa Troop:

Giant Banana: Throws a large banana peel into the track that causes whoever hits it to peel out (wait no) of control, while the banana splits (please stop) into three smaller bananas that work identically to their normal selves. Usable by Morton, Wiggler, and Pink Shy Guy.

Ice Flower: Gives the user cryokinesis, shooting Ice Balls that freeze enemies and leave them sliding. Usable by Ice Bro. and Light Blue Shy Guy.

Heart: Surrounds the driver with a heart that blocks any incoming attack for 20 seconds, with five able to be active at once. Usable by Wendy and Pink Shy Guy.

Bubble: Allows very specifically Lemmy Koopa’s kart to get surrounded by a bubble that boosts his speed, lets him float in the air, and shields one attack before popping.

Mushroom Cannon: Continuously fires Mushrooms in front of the user to give them repeated speed boosts. Usable by Monty Mole and Pastry Chef Shy Guy, specifically, if bro cannot cook he cannot zoom.

Dash Ring: Creates three rings that grant speed boosts, letting the driver ram into any opponents and leave them peeling out. Usable by Ludwig and Blue Shy Guy.

Giga Bob-omb: A large Bob-omb that explodes in a larger radius after bouncing for two to three times. Usable by King Bob-omb and Gold Shy Guy.

Hammer: Lets the user throw multiple hammers in an arc to damage foes. Usable by Hammer Bro. and Yellow Exploring Shy Guy, but only the yellow one, the blue one can’t for some reason.

Sports Equipment


Bowser has wielded a variety of sports equipment over the years, including protective gear for intense soccer (football according to losers), a sturdy racket capable of blocking mach speed tennis balls for tennis, an ordinary golf club, and more. Much of these items aren’t super useful for combat, but hey they look nice.

Airships

Over the years, Bowser has commanded a large armada of airships, which can be managed by both himself as well as any group of capable troops. The ships can work both in sky and space, and all vary in design in terms of on board defenses. Bowser has enough ships in his armada to quickly overwhelm the entire Mushroom Kingdom, as well as evenly divide his absurd number of forces across multiple planets across the entire universe. Typically, all ships carry bomb and bullet bill packed cannons for shooting down enemies, as well as anchors for both stopping travel or attaching themselves to whatever they hit, but there are specific gimmicks amongst certain ships. 

His ships from the Galaxy games and Super Mario Bros Wonder can open portals across space-time, and his main ship from New Super Mario Brothers U can release a gigantic mecha arm that can crush foes or throw them away into the horizon. Notably, his several ships from Galaxy can also shoot out balls of energy that will lock whatever they hit in a crystal prison, where motion is completely prevented. His new airships from Super Mario Bros Wonder each pack Wonder Flowers as well, which when activated will summon a flying magic Bowser head that can lock onto targets, and cause explosions at those specific locations without needing to shoot a projectile. All of his airships are tough and fit for war, but they all seem to have a factory-like weak spot hidden deep inside of them that when destroyed, will deactivate the ship.

Minimizer

It’s pretty obvious what shrinking targets does, but the sheer scale (ha ha) of the Minimizer’s shrinking powers is remarkable. It isn’t just making them half their size or anything simple like that. No, Mario and his friends are brought down to the size that they can ride leaves or the inside of a spoon as sleds. Getting a simple plush toy dropped on you is devastating. You have to punch pencils with all your might to get anything out. If we haven’t made it clear, the Minimizer makes you itty bitty beyond belief, bringing both the victim’s size, speed, and strength down with it to laughable levels. When simple objects like adorable plushies and poker chips are extremely dangerous hazards, that says enough about how effective the Minimizer is. You do not want to be caught by it.

After the Minimizer was destroyed by Donkey Kong, the victims were restored to their proper size, but it still remains one of the most effective and successful strikes at Mario that Bowser ever made. And on top of that, it activates quickly and can hit multiple targets at once upon activation, so good luck dodging it. If the Koopa King ever finds himself facing a tall order, he can always count on this mighty wand to bring them down multiple pegs.

Megamorph Belt

After that gargantuan gorilla Donkey Kong destroyed the Minimizer with his roughhousing, Bowser decided to break out his Plan B, the Megamorph Belt. While he wears it more like a collar than a belt, this transforming superweapon lives up to its name, as it gives Bowser extremely good shapeshifting powers. Bowser can grow to become much larger, now in the form of a variety of invulnerable black blocks that no-sell any attacks they might receive. He can form into things like a tornado like object, a big cube, or even a massive flaming snake.

However, Bowser does have one weak spot, a golden cube bearing his face on it. If struck enough, Bowser can be knocked out of a form or defeated, though he is aware of this weakness and careful to protect it. Attacks anywhere else are useless though, and the shapeshifting qualities give Bowser plenty of creativity to work with to change things up.

Mario Party Items

While Bowser has served as an antagonist and a source of ruining friendships for most of the Mario Party subseries’ lifetime, recently he has become playable including in Jamboree. So Bowser would get a few of these items. Unfortunately, he can't get ALL of them, however, his minions who were playable in a few past games should. So Goomba, Shyguy, Koopa, Monty Mole, Boo, Bowser Jr, Spike, Pom-Pom and Ninji.

10 Coin Steel Trap: A special trap that when triggered steals 10 coins from whoever triggers it and gives it to the trap owner.

Boo Bell: Summons a Boo and allows the user to steal coins or a star from an opponent.

Bowser Byway Lever: Used in a specific map to cause a change in directions for the board. This is the counter to Time Eater guys, trust me.

Bowser Phone: Allows you to call Fake Bowser to schedule any of your former friends for a hot date with the fake King of the Koopas.

Cellular Shopper: Allows you to call the item shop and purchase any item directly.

Chomp Call: Summons Chain Chomps to scare away and move the star’s location.

Creepy Dice Block: Can use on yourself or an opponent to force them to role only 1-3 on a dice block. A Sophist classic

Creepy Dice Block Tickets: Allows you to use Creepy Dice Blocks on yourself or enemies up to 2-4 times.

Custom Dice Block: Allows you to pick any number on the dice block and move that many spaces.

Double Dice: Allows you to roll two dice blocks.

Double Medal: Doubles the amount of coins one can get.

Dueling Glove: Allows the player to pick any opponent and challenge them to a 1v1 duel.

Golden Pipe: Allows Players to travel directly to the star.

Half Coin Steel Trap: Causes anyone who steps on the trap to give half of their coins to the owner of the trap.

Hidden Block Card: Calls upon a hidden block which can contain coins or a star (Imagine being in last place with Zero Coins and Zero Stars)

Item Bag: Contains a random assortment of items that will fill up the user’s inventory.

Loadstone: A stone that gives the user coins.

Markup Sticker: Forces the opponent to pay double price for shop items and stars for their next turn.

Mighty Glove: Doubles the amount of bombs that’s able to be carried from two to four.

Mushroom: Adds an additional five movement to dice rolls.

Mushroom Tickets: Allows the user to use a mushroom 2-4 times.

Payday Double Dice: Double dice that gives you coins equal to the number you rolled.

Payday Triple Dice: Triple dice that gives you coins equal to the number you rolled.

Plunder Chest: Allows the user to steal an item of their choice from any opponent.

Shop Hop Box: Teleports the player to one space before any random shop.

Skeleton Key: Allows the user to open any locked door.

Star: Can be purchased for 20 coins and is the source of jealousy and anger amongst friends.

Star Steal Trap: When an opponent lands on this, it forces them to give a star to the owner of the trap.

Steamer Ticket: Causes Steamer the train to appear at a train station. (I like trains.)

Super Creepy Dice: Can be used on all opponents to force them to roll only 1-3

Super Dueling Glove: Same as dueling glove but the players can wager a star instead of coins.

Super Swap Mirror: Allows the player to swap spaces with an opponent of their choice.

Swap Mirror: Allows the player to swap spaces with a random opponent

Tide Shell: Swaps high tide and low tide.

Tower Turner: Swaps Yellow Toad and Fake Bowser.

Triple Dice: Allows the user to roll three dice blocks.

Turbo Dice: Allows the player to roll 4 dice blocks at the cost of skipping any event spaces.

Warp Box: Teleports the player to an opponent’s space.

Warp Pipe: Transport the player to a random space.

Wiggler Bell: Changes the position of Wiggler.

Ztar: Causes the opponent to lose 1 star.

Star Rod (Paper Mario)

A staff created by ancient magic, the Star Rod is capable of granting any wish. Bowser stole the Star Rod from Kirby to defeat Mario by making himself invincible during the beginning of Paper Mario. In the final battle he can use it to restore HP, power-up his own strength, drain Mario of any stat boost, and create lightning storms.

Star Rod (Mario Party 8)

The Star Rod from Mario Party is a magic staff able to shoot blasts of energy. It seems to function entirely different to its paper counterpart and likely just has a coincidental/Reused naming. Bowser stole it from M.C. Ballyhoo at the Star Carnival, though he does return it to the rightful Superstar (whoever you were playing as) for their final battle. The blasts are powerful enough to defeat a souped up Koopa Clown Car and knock it into a sort of black hole, so it appears to possess some impressive firepower.

Vibe Scepter

The Vibe Scepter is capable of manipulating people's emotions. Anger makes them stronger and able to create earthquakes, Sadness makes them move much faster, Glad makes them prone to hopping around more, and Calm makes enemies fall asleep.

Bubble Cloning Machines

Bowser can create towers which can produce Bubble Clones of all the characters playable in Mario Party: Island Tour. These characters include Mario, Luigi, Peach, Daisy, Toad, Yoshi, Wario, Waluigi, Boos, and Bowser Jr. These clones are identical to the characters they copy in stats and skill (though, we've never seen them copy abilities), and can be continuously produced in various towers.

Dark Matter

Produced at a power plant located in the middle of space, Bowser has a deep supply of Dark Matter. This Dark Matter will eat whatever space touches it, completely disintegrating it. This goes to the point where the Dark Matter will leave certain portions of space as empty space where all matter will phase through.

Dreambeats

Ancient mystical speakers that were acquired at the top of Mount Pajamaja. They are capable of producing a sound that can cover an entire island that’ll instantly put any normal being to sleep. Mario was able to resist the sound though was still affected, and even Bowser had to cover his ears.

Power Stars


Power Stars are magical celestial objects capable of producing incredible amounts of energy. They can be used to greatly power oneself to the point of replicating an Invincibility Star increase, sap someone's strength, healing, the sealing of doors and passages, the creation of black holes, the undoing of sealing, and they serve as potent engine fuel. This is notable considering the Lumas that turn into Power Stars are capable of turning into entire galaxies.

Grand Stars


Grand Stars are far stronger versions of regular Power Stars. When we say far stronger though, we mean it. A single Grand Star is enough fuel to make Bowser go giant and be able to squash anyone previously on his level, or fuel a machine capable of artificially creating galaxies that seemed to have destroyed the entire universe when it self-destructed. More in Before The Verdicts.

 Shine Sprites


Guardians of Isle Delfino, they act as the source of sunshine for the tropical paradise, and are said to embody the power of the sun. Bowser has 120 of these at his disposal and even a single one grants greater power to a minion.

 Power Moon


Power Moons are the equivalent of power stars used in Mario Odyssey. They seem to function the same as a power star that can power machines and likely allies. They can exist as single or multi moons.

Mini Stars


Smaller white stars originating from outer space that mainly appear in the Mario Party titles. They’re able to form Power Stars when five of them combine, and can make people “disappear”.

Bowser’s Galaxy Generator

A ginormous space ship filled with countless enemies and traps, capable of traversing the universe. It’s capable of siphoning the power of and pulling in other ships such as Rosalina’s Comet Observatory. As the name implies, enough siphoned power could lead to it creating an entire galaxy.

Neo Bowser’s Castle

A flying castle created by Bowser with the power of the Dreamstone, Neo Bowser’s Castle is a flying deadly version of Bowser’s traditional castles. It can fire ginormous lasers capable of destroying entire islands, and is passively protected by an energy shield that also keeps it afloat. It can be empowered by the power of dreams, which can come from Bowser himself or any minions sleeping within the structure.

Bowser Mobile


Bowser’s sick ride from Super Mario 3D World. It comes with a near infinite supply of exploding soccer balls for Bowser to chuck at his enemies.

Wedding Hat

A special piece of attire Bowser wore for his attempted wedding with Princess Peach. The Hat can have boxing gloves pop out to punch away at enemies, and manifest dark energy hats to hit enemies.

Pure Hearts

The eight Pure Hearts were created by the Tribe of Ancients in order to combat the destruction of everything through the Chaos Heart. The Pure Hearts are symbolic of the power of love between people, and can be recharged through shared love between individuals. The main function of the Pure Hearts, with this power in their possession, is countering the devastating power of the Chaos Heart, which is destined to erase all of existence and leave it as an empty void devoid of anything or anyone. The Pure Hearts are capable of countering this destructive power, removing invincibility, healing the user, and empowering users of them to combat potent threats.

Eggman

Egg Mobile


Eggman’s personal vehicle, which can fly around and can be modified with several different forms (credits to the Sonic Wiki for a majority of the descriptions):

Egg Wrecker - Equipped with a wrecking ball that it swings around

Egg Scorcher - Equipped with a flamethrower underneath the vehicle

Egg Scorcher Mk. II - All the stuff from before, but now with high heat resistance (Can be submerged in lava with no negative effects)

Egg Stinger - Equipped with a spike that protrudes from underneath

Egg Spiker - Equipped with a small cannon that shoots spiked balls underneath

Egg Crusher - A room machine that can crush foes with its pistons and launch purple energy orbs that have slight homing properties

Egg Poison - Flies through the air and dumps Mega Mack(basically just pink water) on foes

Egg Hammer - Equipped with a giant hammer on an arm in front of the vehicle

Egg Claw - Equipped with electrified claws, explosive iron balls, and a force field for protection

Egg Digger - Equipped with two drills, which can be turned vertically or horizontally, and can burrow through stone no problem

Egg Bouncer - Equipped with seven ball pods orbiting it, each of which can drop down and turn into a decoy of Robotnik and the pod. The pod itself can shoot lasers as well

Egg Bubble - Has giant air bubbles orbiting it, creating a shield, and it can fire energy projectiles

Aero Egg: A modified Egg Mobile with a tail and missile launchers.

Big Arms: A modified Egg Mobile with powerful arms.

Brass Eggman: A modified Egg Mobile that uses musical instruments as weapons.

Catch Eggman: A modified Egg Mobile equipped with electrical clamps.

Egg Ball: A modified Egg Mobile designed to fly through pipes.

Egg Ball No.2: A modified Egg Mobile that can roll on walls and the successor to the Egg Ball.

Egg Bomber Tank: A modified Egg Mobile that is based on a tank.

Egg Bouncer: A modified Egg Mobile with decoys orbiting it.

Egg Chaser: A modified Egg Mobile that climbs silos and is equipped with a spiked mace.

Egg Cube: A modified Egg Mobile designed with toy-based weapons and features.

Egg Foot: A modified Egg Mobile that leaps around on legs.

Egg Frog: A modified Egg Mobile designed to jump like a frog while firing missiles.

Egg Froster: A modified Egg Mobile that uses ice.

Egg Golem: A modified Egg Mobile designed like a sphinx.

Egg Gravitron: A modified Egg Mobile that uses electricity.

Egg Gravity: A modified Egg Mobile that moves erratically around on a cable.

Egg Hammer Tank: A tank vehicle equipped with a hammer.

Egg Hammer 3: A modified Egg Mobile designed like a hammer, and the successor to the EggHammerTankII.

Egg Hanger: A modified Egg Mobile with a flamethrower that swings around bars.

Egg Heart: A modified Egg Mobile and the heart of the Death Egg mk.II.

Egg Inferno: A modified Egg Mobile that can withstand magma and shoot spiked balls.

Egg Pinball: A modified Egg Mobile equipped with a ball cannon.

Egg Press: A modified Egg Mobile with a pogo string equipped.

Egg Saucer: A modified Egg Mobile equipped to a giant wheel with spikes, a cannon, and a giant hand.

Egg Scrambler: A modified Egg Mobile that can shoot flames.

Egg Scrap Mech: A mech made of scrap metal and the Egg Mobile's electro magnet.

Egg Serpentleaf: A modified Egg Mobile attached to a plant-like exo-suit.

Egg Spider: A spider-based Egg Mobile equipped with drills.

Egg Totem: A modified Egg Mobile that can shoot spiked disks.

Egg-Go-Round: A modified Egg Mobile with platform (spiked and otherwise) orbiting it.

EggHammerTankII: A modified Egg Mobile with a giant hammer equipped, and the successor to the Egg Hammer Tank.

Eggmarine: A modified Egg Mobile designed as a submarine with a laser gun attached.

Eggwalker: A bipedal Egg Mobile equipped with various blaster weapons.

Giant Metal Fighter: A modified Egg Mobile attached to a giant Metal Fighter.

Laser Walker: A bipedal Egg Mobile equipped with lasers. 

On top of that, the vehicle itself has its own special weapons, including tendrils that can shock foes, pincers on the bottom that can pick up and throw iron balls, arms with spikes at the end that it can use in close combat, snowblowers that can spew winds that instantly freeze foes, missile launchers (some of which are homing), the ability to deploy explosive snowmen, a claw hand that steals items (sed to swipe a Chaos Emerald from Tails), sleeping gas that knocked out Sonic and Tails, a 16 ton weight, tractor beams, the ability to channel lightning, leg attachments, a swinging buzzsaw similar to the Egg Wrecker, a wire that can connect to Supreme’s gun, a device which can limit item usage, and another device that can directly transmute other characters’ items.

Glasses


I am now Sans Undertale, go into my eyes

It may not seem much, but Eggman’s glasses are not only for his vision. When everyone needed to bring Sonic back to life during Sonic the Hedgehog (2006), his glasses were capable of tracking the locations of the Chaos Emeralds so they could gather all of them. Impressive, as the Chaos Emeralds were located in very distant locations between each other. Not only that, but when Sonic and Eggman teamed up to battle The End in Sonic Frontiers, Eggman’s glasses were shown to have a targeting system that let him aim Supreme’s massive cannon.

Outfit

Eggman dresses sharp, but an appreciation for high fashion is no excuse to stop innovating. His go-to outfit comes equipped with several gadgets like a holographic projector and a built-in jetpack he can activate at a moment’s notice.

Goggles

More than just a snazzy fashion accessory, Eggman’s goggles come equipped with tracking technology that can allow him to sense the Chaos Emeralds from afar. They also possess built-in anti-hypnosis countermeasures, rendering him immune to attempts to control his mind.


Rings

When Eggman’s playable in a few games, he’s able to collect the golden Rings that Sonic also does. They’re extremely useful in battle, serving as an extra layer of protection for the users. Whenever users are hit, Rings will drop out, protecting from fatal blows. As long as there’s one Ring, that will keep the user from dying. Users’ durability is also influential on how many Rings they lose from hits, and the higher their durability is, the less they lose Rings. Additionally, they can also increase stats, give Ring Energy and recover the users’ power.

Dark Rings


During the events of Knuckles Chaotix, Eggman has experimented on small, different types of Rings that he found, turning them into what’s called Dark Rings. They serve as fuel to make his Badniks even stronger. They were responsible for upgrading Metal Sonic into Metal Sonic Kai.

Capsules

For his many Badniks, Eggman captures countless animals into these capsules. Although they may seem easy to overcome, Robotnik is aware of that, and uses this to make traps around them to fool his opponents. They are powerful enough to contain characters like the Chaotix, Shadow and even Sonic; but more notably, the Wisps, making them incapable of using their powers to escape, some of which include black hole generators and ghosts capable of becoming intangible and phase through objects.

Blinding Bombs

Eggman can drop bombs from his Eggmobile to temporarily blind his enemies.

Laser Pistol

It fires huge lasers, powerful enough to knock the Tornado out of commission in a single shot in Sonic Lost World. He also has threatened people with it multiple times.

Size-Changing Lasers

Some of Eggman’s tech can fire laser beams that can shrink that pesky hedgehog down to a fraction of his normal size, or grow him back to normal upon hitting him.

Brainwashing Candy

In a Sonic Runners event, Eggman was capable of luring and brainwashing several animals and ghosts with brainwashing candy.

Item Boxes


Eggman, by naturally becoming a playable character in some Sonic games, has access to a variety of item boxes that gives him a ton of different abilities. These include:

Robotnik Monitors: By hitting this monitor, whoever did it will be harmed.

Dash: Eggman gets a speed boost.

Mine: Eggman will acquire special hazards that he can drop on the road to catch opponents off guard.

Ring Boxes: Gives Rings. Varies from 5 to 100.

Bomb: All enemies on screen will explode.

Health: Recovers a considerable amount of health.

High-Speed Shoes: Gives Eggman a notable speed increase for a short amount of time. Usually 10 to 20 seconds.

Invincibility: Makes Eggman invincible for a short amount of time. Usually 10 to 20 seconds.

Shield: Gives Eggman a shield to protect him from one hit.

Magnetic Shield: Gives Eggman a shield that not only can protect him from one hit, but also resist electricity and attract nearby Rings to him. 

High Speed: Gives Eggman a sudden burst in speed.

Explosion: A ball which rolls forward for some time upon use, harming those it comes into contact with before eventually detonating.

Ring Can: A can that, upon shaking, can generate Rings for Eggman.

Bowling Strike: Eggman throws a bowling ball, paralyzing anyone that he hits for a few seconds.

Free Throw: Eggman throws a basketball, paralyzing opponents that get hit for a short time.

Tee Shot: Nice approach! Eggman momentarily stuns enemies with a golf ball.

Soda Rocket: A soda can with an image of Dr. Eggman himself on it. Shaking it will enlarge the can, with Eggman jumping on the giant can to gain a few moments of being shot forward at extreme velocities.

Target Torpedo: Eggman gains a big torpedo that he can lock onto opponents and fire it, homing and crashing at them.

Octo-Ink: Eggman releases a cloud of ink behind him to obscure opponents’ vision.

Octo-Boost: Creates an exhaust from its mouth, giving Eggman a boost in speed.

Speed Battle Power-Ups


Eggman is a Super Rare playable character in the mobile game Sonic Forces: Speed Battle. In this game, characters have a set of three power-ups that they can use in battle, as well as a shield if they are currently up in front and don’t need Boost power-ups. Eggman, as one of the characters in the roster, is no exception and possesses his own set of abilities.

Balkiry: A Projectile type power-up, where Eggman launches five Balkiry Badniks at his opponents, homing at his opponents.

Rocket Boost: A Boost type power-up, where Eggman gains a momentary boost in speed to blast up ahead. It will stop - however - if he collides with anything.

Honor Guard: A Trap type power-up, where Eggman deploys multiple Moto Bugs throughout the field and damages and stun opponents momentarily. They will also destroy one item from the characters that are hit.

Ark of the Cosmos

Eggman can wield one of the 5 Arks of the Cosmos, ancient, ring-shaped metallic stones created by the Babylonians a long time ago that allow the user to manipulate gravity to either negate gravity or create bursts of gravity that can repel obstacles at will. They also possess a magnetic field that allows them to take a mass' energy, or gravity, and convert it into other forms of energy.

Speed Down Boots


Eggman - tired of being defeated again and again by Sonic’s overwhelming speed - decided to use a Chaos Emerald’s power to create Speed Down Shoes, taking Sonic’s speed away completely.

Mind Control Gun

Eggman possesses a gun to mind control anyone blasted by it. It was potent enough to work on Cubot, who is a robot.

Mind Control Cannon

In Sonic Colors, Eggman built a giant satellite in space to fire at the planet to take control of every living thing’s mind across the planet in one single shot. He also has a smaller version for his Eggmobile. The cannon is fragile, but even if its generators are destroyed, it should still be able to fire with enough charged energy. Sustaining enough damage will create a destructive Hyper-go-on black hole inside of the cannon.

Chaos Emeralds

The pinnacle of power in the Sonic franchise, the legendary gemstones that harness the power of Chaos: the 7 Chaos Emeralds. In a multitude of times, Eggman’s always trying to collect them because of their capability to help him dominate over the world. They're a selection of ancient artifacts from a long time ago that contain unlimited, ultimate, invincible, infinite, boundless, unimaginable and limitless power, capable of benefiting whoever has them at hand with several miracles. They can heal the user from losing consciousness or just heal in general, absorb energies like Eggman’s planetary mind control raycreate life, bring beings back from death, manipulate the weather, manipulate dreams, bring back memories if they’re lost, fabricate visions, reality warping and much more. They’re most commonly used by Eggman to power-up his many machines, such as big ass lasers or individual robots like Metal Sonic.

Going deeper into a Chaos Emerald’s power lies an ability called Chaos Control, performed by people with an innate potential for Chaos Energy by tapping into their inner spirit. While Eggman himself cannot use it yet, characters in his army like Metal Sonic and his many Shadow duplicates would be able to perform the technique. Chaos Control can do the following abilities:

Teleportation: Using Chaos Control lets its users teleport. It’s not only themselves, as users can also teleport other things as well, such as objects. Its range also lets users teleport interdimensionally.

Time Manipulation: Chaos Control is able to manipulate time in a few ways. It can slow it down or stop it completely, letting users and its allies remain unaffected to land powerful blows at enemies. Focusing the attack also lets users stop time against a specific target. If two people are performing Chaos Control, it can even let them time travel by creating spatial rifts.

Space-Time Manipulation: Chaos Control can be used to create space-time distorting attacks for several techniques, like Chaos Magic and Roaming Chaos.

Battlefield Removal: Chaos Control can be used to teleport a target to different regions of the planet.

Summoning: Chaos Control can be used to summon others at will

Fusionism: By using Chaos Control, the Biolizard fused with the Ark; Mephiles could fuse with his legion minions into giant monsters, and Mephiles fused back with Iblis into Solaris.

Sealing: Chaos Control can be used to seal others in different dimensions. In specific circumstances it can also be used as conduit to seal immaterial beings into a proper vessel.

Healing: Chaos Control can heal characters, seen by Shadow using “Shadow Heal”.

Intangibility: Chaos Control can generate techniques like Shadow’s “Chaos Burst”, which makes him hide within distorted space.

Portal Creation: Chaos Control can be used to create rifts in space-time, allowing the user to teleport themselves and others.

Triplication: Chaos Control can enhance the user to triplicate themselves and engulf the opponent in a space-time distortion.

The power of all seven can also grant some users a Super State, increasing their power significantly and giving extra abilities to aid in combat, like infinite stamina, albeit with a time limit depending on Ring quantity. This can be used by a few members of Eggman’s army.

Invulnerability: Super states are stated innumerous times to be completely invincible to conventional, physical damage; consistent with the series always showing that they are only harmed by other sources powered by Chaos energy as well.

Flight: Super forms are able to propel themselves through the air, naturally levitating and moving in any direction.

Aura: A Super form’s aura is quite explosive. Upon transforming, its golden aura can deal damage to others upon contact, and expanding it can generate explosions. Their auras also have been shown to have electricity and immense heat, so strong that it instantly vaporizes the Metal Virus, in spite of it constantly regenerating from Sonic's attempts to burn it off and being able to withstand the heat of Shadow's Chaos Spears and Rocket Shoes' jets.

After-Images: Simple movement made by Super forms can generate after-images.

Ring Attraction: A Super form user can attract Rings to them.

Ring Creation: If they’re not focusing on fighting, a Super form can regenerate Rings to increase its time limit.

Power Bestowal: Super forms can pass their Chaos energy to others, making allies obtain their own Super transformations to help in battle.

Energy Manipulation: A Super form can generate energy in multiple ways, including:

Energy Enhancement: Chaos energy users on this level are able to use Chaos energy to amplify their power to great extents, such as when Team Super Sonic harmed Metal Overlord with their supercharged attacks despite Metal Overlord being immune to any damage from their regular attacks and supercharged attacks against Solaris can do enough damage to break his shell, despite regular attack also not working..Additionally, certain charged attacks amplify the user's speed to the point of outpacing enemies with comparable speed.

Energy Projection: They can “shoot pew pews” that are also capable of homing onto enemies, even multiples at once.

Light Manipulation and Spatial Manipulation: Chaos Energy users can absorb light to strengthen themselves and allow them to use the Arrow of Light and also the Spear of Light. Omega states that those spears can even close dimensional portals.

Duplication: Super forms can create several hollow energy duplicates to aid in an attack.

Creation: Super forms can create multiple constructs to strike an enemy, varying from constructs of hands and shoes for punches and kicks, to chains for restriction and swords to stab and hold them in place.

Power Emerald

During Knuckles Chaotix, Robotnik used an artifact called the Power Emerald that has the capability of supplying an entire island’s electricity. He also can use it to power his machines.

Master Emerald

Forget about the Chaos Emeralds, this is the ultimate font of power. From the forgotten past, this giant green emerald called the Master Emerald is the controller of all the other Emeralds, and possesses immeasurable power that is desired by many, including the Doctor himself. Although it is guarded by Knuckles the Echidna for most of the time, Eggman caught him distracted and stole the big gem for himself a few times. It can practically do all things the normal Chaos Emeralds can do, such as giving energy to his mechs and robots - most commonly -  and even more; such as:

Restoration: The Master Emerald possesses a few examples of restoring things, like Chaos, making him go back to its original form, and also putting the planet back to normal after Eggman split it into pocket dimensions. If the Emerald is shattered, it can reconstruct itself if all the shards are near.

Omnipresence: The Master Emerald exists across all space-time continuum.

Power Nullification and Power Upgrade: The Master Emerald can stop the power of the Chaos Emeralds from going out of control or upgrade them into the Super Emeralds

Telepathy: The Master Emerald can communicate to others by telepathy.

Telekinesis: Passively sustains the Angel Island, being the one responsible for making the island  float in the sky.

Clairvoyance: The Master Emerald can be used to see things that are far too distant.

Sealing: Tikal used the Master Emerald to seal Perfect Chaos inside of it.

Time Stones

Oleggator’s favorite.

The Time Stones are seven powerful hexagonal gemstones that Eggman could find in Little Planet. They are said to give miracles, but their most notable application is the capability of freely manipulating time. Eggman used it to stop Little Planet from flying away, and they are even shown to aid Sonic in time traveling and reversing time to clean pollution and turn jungles into deserts.

Phantom Ruby


During the events of Sonic Mania, the Hard-Boiled Heavies - while searching through Angel Island - found this weird pink gem, that on first contact managed to completely warp space around and teleport the player to another zone. This is the Phantom Ruby, a gem seemingly capable of warping reality itself, though in actuality, it does so with potent illusions and holographic masses that act as objects and landscapes. It is worth noting in spite of this that the Phantom Ruby's effects are so remarkable that it may as well be true reality warping. It was a significant part of Eggman’s arsenal during the events of Sonic Mania and Sonic Forces, and the Doctor has managed to make even different prototypes of the Ruby so other characters (most notably, Infinite) could use the powers as well. 

With such potency, the Phantom Ruby can do basically anything you can think of. They reality warp by messing with the 5 senses of the human body and also manipulate time and space; they’re capable of empowerment (as it transformed simple Eggrobos into the Hard-Boiled Heavies)teleportation, time travel, illusions, mess with perception, creating virtual Suns, creating unlimited duplicates of other characters that are formidable as their original counterparts, (as well as of the user’s himself, that can be giant and weirdly warped), reverse and manipulate gravity, several ways of manipulating energy (such as for omnidirectional blasts, energy balls capable of sending opponents flying, laser beams, shockwaves of energy to repel opponents), defensive auras, innumerable cuboid constructs that home in on targets, absorption, and the ability to create rifts in space-time to banish opponents to "Null Space", a dimension the Phantom Ruby is able to shape as an empty endless space that is cut off from all dimensions. Its power is so impressive, it can even throw hands - at its peak - with Super Sonic.

Forcejewels

In Sonic Shuffle, players can obtain special gemstones called Forcejewels that are used in the game to grant advantages and disadvantages. While not playable, Eggman in the game is one of the main ways you can obtain multiple Forcejewels; he can give it to you by roulette or by winning mini-games, not to mention he can even steal them in game. With that in mind, there are many of them, all in which Eggman can use to benefit himself.

Speederald: Use 2 cards for movement or battle.

Hi-Speederald: Use 3 cards for movement or battle.

Turbo-Speederald: Use 4 cards for movement or battle.

Max-Speederald: Use 5 cards for movement or battle.

Sonic-Speederald: Move 30 spaces in a random direction.

Hypnotite: Spin the card roulette and throw away all cards with the same value.

Fivealive: You can move 5 spaces for 5 turns, but you can’t use a Forcejewel.

Low Moonstone: Lessens the power of the Precioustone, and weakens the monsters.

Reducite: Reduce one players area on the roulette.

Warp Crystal: Randomly teleport to a different space.

Preciousite: Spin a card, and if you roll a 1, you’ll jump straight to the Precioustone.

Teleport Ruby: The roulette will decide who you will be teleported near to.

Swap Jewel: The roulette will decide the player you will switch places with.

Shuffire: Shuffle and redistribute everyone’s Forcejewels.

Stopnite: Block off a space for 3 turns so the other players can’t pass.

Barrier Amber: For 5 turns, creates a barrier so other players can’t pass you.

Thief’s Eye: Spin the roulette to choose a player to steal a Forcejewel from.

Maharajite: Use the roulette to swap your low card for another player’s high card.

Wastone: Spin the roulette to force one player to use a Forcejewel on their next turn.

Shield Quartz: For 4 turns, no one else can use a Forcejewel.

Warponite: All players will be teleported to a random space.

Deletite: Spin the roulette to destroy one player’s Forcejewels.

Packlite: Prevents all players from reaching the Precioustone for 3 turns.

Curse Opal: Annoy another player-spin the roulette to see who your victim will be.

Geasdain: Spin the roulette to choose one player to move 6 spaces for 3 turns.

Foolmoon: Spin the roulette to swap your high card for another player’s low card.

Transfire: Spin the roulette to see who will be teleported to a random space.

Lose Quartz: Changes the battle, event, and plus ring spaces into minus ring spaces for 4 turns.

Medium: Teleports all players to the space you’re on.

Blockite: Protects you from the effects of the other player’s Forcejewels.

Carbuncle: A fairy who loves to eat Forcejewels (And has a huge appetite).

Duplichaos: Transforms itself into a different Forcejewel.

Chamelionite: Transforms into a random Forcejewel, and uses its power immediately.

Ringidium: Changes the battle, event and minus ring spaces into plus ring spaces for 4 turns.

Battle Ruby: Changes the ring and event spaces into battle spaces for 4 turns.

Magnifire: Increases one player’s area on the roulette.

1 Force March: Force one player to move one space on the next turn.

6 Force March: Force one player to move six spaces on the next turn.

Stopping Watch

A watch that can stop anything Eggman locks into. Gotta be precise, however, as looking at the wrong thing can waste the chance, especially if he looks at something covering him like a snow fall.

Wisps

While making his ultimate theme park between multiple planets, Eggman encountered the silly little alien creatures known as the Wisps. Hailing from Planet Wisps, these colorful different breeds of Wisps - when entering in contact with a user - can bestow their multiple individual special abilities known as Color Power. While Eggman isn’t someone that the Wisps trust, he can still use their power through the captured Wisps he possesses - as shown in Team Sonic Racing. Additionally, he has mechs that can use their powers. There’s tons of different Wisps, and each has a mysterious and formidable superpower inside their own bodies in the form of their ability to generate and store Hyper-go-on inside themselves, which is an extremely powerful energy source and the Wisps' life source. Each Wisp generates its own distinct version of this energy, resulting in Hyper-go-ons with different effects.


White Wisp

The most common type of Wisp that you can find. Their ability is Boost, which just serves to give the player additional boost energy to propel themselves forward at great speed.

Blue Wisp

These Wisps have the ability Blue Cube, transforming the user into a blue cube that can emit large and destructive shockwaves by slamming into the ground that cause massive damage to those caught within them. In Team Sonic Racing, they’re shown to be capable of creating large blue cubes to throw at opponents. 

Cyan Wisp

These Wisps have the ability Cyan Laser, which transforms the user into a laser beam, and as such, they gain real properties of a beam of light. They serve for quick movement, as can bounce through any wall or obstacle, allowing for devastating damage if it comes into contact with an opponent. In Team Sonic Racing, they give the user the capability of shooting a large beam onto opponents for damage.

Green Wisp

These Wisps have the ability Green Hover, turning the user into a hovercraft that can fly around, Light-Speed Dash trails of Rings, and create small pulses to unleash damage at enemies (or just attack them directly).

Purple Wisp

The Purple Wisp is one of the few Nega-Wisps that Eggman has access to (after all, he transformed Wisps into Nega-Wisps). Their ability is Purple Frenzy, which transforms the user into a purple chomping monster with a powerful jaw that allows the user to chew and consume any matter they bite to transfer into the user’s own mass, increasing their size. When their size hits the maximum, it also gains the ability to do some sort of suction breath to suck off small objects.

Yellow Wisp

These Wisps have the ability Yellow Drill, which… transforms the user into a drill! It lets them go under the surface or attack its opponents. We’re piercing the heavens with this one.

Crimson Wisp

Using a Crimson Wisp grants the ability Crimson Eagle, transforming the user into a… crimson eagle that lets them fly with a faster pace compared to the Green Hover. In Team Sonic Racing, it homes into an opponent and explodes on contact.

Orange Wisp

These Wisps grant the ability Orange Rocket, transforming the user into a rocket and creating powerful jet propulsion from their back to launch themselves forward through midair at staggering speeds. In Team Sonic Racing, they serve as a projectile that can be fired at opponents and damage them.

Red Wisp

These Wisps grant the ability Red Burst, which transforms the user into a large ball of fire that jumps around. It possessed several pyrokinetic abilities such as a shield of flames around themselves that instantly incinerate anything it touches, and they can create explosions of fire by combusting into flames without inflicting harm on themselves. These explosions can be channeled to shoot the user higher into the air or be charged up to trigger large-scale and powerful explosions that destroy nearly anything within its range.

Gray Wisp

These kinds of Wisps grant the Gray Quake ability. It makes the user's body density greatly increased; so heavy that jumping or falling down on the ground can create destructive shockwaves like Goku and Beerus’ shockwaves across all Universe 7. They also allow the user to wall-crawl. In Team Sonic Racing, it flies ahead and creates several obstacles.

Magenta Wisp

With these Wisps, the user taps into the Magenta Rhythm ability. It transforms the user into a music note and gives the capability of bouncing on air, allowing them to move throughout it in semi-flight. In Team Sonic Racing, their ability is to disorient opponents and obscure their view.

Ivory Wisp

Ivory Wisps’ ability is Ivory Lightning, which transforms the user into a lightning bolt and gives them properties of one. Gives them electricity powers, lightning speed and forms threads of electricity that the user can use to either electrocute enemies or connect themselves to targets as tethers. In Team Sonic Racing, they’re used to strike lightning above the enemies.

Black Wisp

These Wisps have the ability Black Bomb. The user transforms into an ever-growing bomb that progressively gets larger as the user takes out more enemies. As they grow, the blast they detonate gets larger as well. In Team Sonic Racing, they serve as a bomb projectile.

Violet Wisp

These Nega-Wisps have the dreadful Violet Void ability. The user becomes - essentially -  a living black hole which can draw objects into themselves from a distance and make them vanish without a trace. Users are granted a degree of intangibility, allowing them to pass through certain obstacles unharmed, and also the capability to fly in mid-air. Much like the Purple Frenzy, the Violet Void can add the mass of the objects they draw into them, allowing users to grow larger the more they consume until they reach maximum size. Also, the more the Violet Void increases in size, the stronger it can suck, allowing users to draw in bigger and heavier objects from greater distances. At maximum size, the Violet Void can draw in objects the size of the massive aircrafts. In Team Sonic Racing, the Violet Void’s suction allows users to attract items to themselves.

Pink Wisp

These Wisps allow the usage of the Pink Spikes ability, which can transform the user into a big spiky ball that can Spin-Dash in any surface, whether it be the floor or the ceilings. In Team Sonic Racing, it serves as spiky balls that spin around the user to protect from undesired projectiles or attacks.

Indigo Wisp

With the Indigo Asteroid ability, users become a small planet with an orbit that has a strong gravitational field. They are as such capable of creating a powerful gravitational pull around themselves, strong enough to yank surrounding objects and enemies into themselves, subsequently transmuting the captured matter into life-less material for Rings. The captured matter can also increase the gravitational pull.

Jade Wisp

As it may seem like, the Jade Ghost ability transforms the user into basically what a ghost is known for: their intangibility. With it, users can protect themselves from being hit and also phase through walls and objects.


Extreme Gear

The E-Rider is Eggman's personal Extreme Gear that he uses in the spin-off series 'Sonic Riders.' It's bike-type gear, much more powerful than an average Extreme Gear, but it burns too much air and is very hard to maneuver in tight spaces.

Chaos Energy Cannon

In Sonic Unleashed, Eggman managed to lure Super Sonic into a mechanism into the Energy Cannon. Inside, there was a mechanism Eggman used to trap and restrain the golden hedgehog so he could reverse the polarity of the Chaos Emeralds and fire a singular, enormous dark laser that separated the planet apart into continental chunks. Keep in mind, however, that by doing so, he makes the Chaos Emeralds unable to do anything. It likely can be replicated in other sources.

Cloning Machine

Shown in Sonic the Fighters, Eggman has a machine that with one beam attack, can create a perfect duplicate of someone, down to the same abilities, weapons, and the same fighting style along with comparable skill.

Solaris Prototype

This temporal-research facility, when powered by the Chaos Emeralds, lets Doctor Eggman trap Sonic and his friends into an energy field and teleport them into a random point in time (specifically, Silver’s ruined future). According to his words, it could likely even let him control the flow of time itself.

Eggnet

The Eggnet is a global communication network utilized universally across the Eggman Empire. It contains any and all pertinent information to Eggman’s armies, such as future plans or the command lines for his robotic troops. Thanks to the Eggnet, even the weakest fodder units can connect to a GPS to give themselves an accurate map of their surroundings, or know where to find Eggman at all times. While it’s theoretically possible to disrupt his army by hacking into the Eggnet, it comes equipped with multiple failsafes meant to prevent exactly that. The worst someone could do is destroy one of several Eggnet hubs scattered across the world, and even then that would only affect Eggman’s robots that are operating in the immediate area. These hubs are typically well-guarded, and hacking in is no simple task, coming equipped with state-of-the-art security systems and adaptive firewalls that require advanced command algorithms in order to bypass. As if that wasn’t bad enough, Eggman will instantly be notified of any intrusions should an Eggnet hub come under attack.

The Metal Virus 

After regaining his memories after his loss in Sonic Forces, Eggman created a goo-like substance called the Metal Virus. With just the slightest contact, this virus transmutes organic material into metal slaves for Eggman to control, and can even regenerate in a manner fairly similar to the T-1000. Known as Zombots once fully infected, they can infect others just by touching them, duplicate by themselves, and the virus is supposedly incurable (even Sonic’s attempts to burn it off failed), or at least Eggman didn’t think to make a cure, though Sonic was able to fight off its effects by running practically all the time (but he was eventually succumbed, just not getting transformed into one because he turned into Super Sonic). These Zombots are so tough, and can come in so many numbers, that even opponents like Omega and Shadow can’t fight them off for long. Trying to destroy them conventionally is no good either, as they can instantly regenerate from serious wounds. Even if a way to counteract or control them was discovered, Eggman hypothesized that the virus would simply adapt to become immune to it.

However, there are a few notable catches. For one, the more people that get infected, the less they’ll listen to Eggman’s commands. It eventually got to the point that the Zombots were completely uncontrollable (though, it would be controllable for at least a week, which is more than enough for a battle like this). Perhaps its biggest drawback, however, is its incurable nature. That might sound really favorable, but the problem is, Eggman, nor any organic allies he may have, are no less immune to the virus than anyone else, leaving them wide open to getting infected themselves. Though it's implied the Chaos Emeralds can fight it off too, since Sonic going Super Sonic cured him of the virus and Zavok could free from its effects just by holding an Emerald.

Battleships

Wing Fortress

Doctor Eggman is known for his variety of airships, and the first one is no exception. Within Sonic 2, Sonic and Tails have to climb aboard Eggman’s Wing Fortress. This battleship is well protected from being intruded, as most of the level Sonic was going through the outside of it, only getting inside around the end.

Aerobase

Much like Wing Fortress, Aerobase Zone is a flying Warship which acts as a base of operations for Dr. Eggman.

Flying Battery Zone

Flying Battery Zone is a large, airborne fortress that is filled with mechanical traps, electrical hazards and badniks scattered across the ship, along with multiple moving platforms, conveyor belts, and rotating sections.

Eggman Flying Battery

A giant aircraft that can drop missiles on its foes. The inside of the ship is essentially a fortress, with flamethrowers, Badniks out the wazoo, and the Laser Prison, a trap blocked off by two laser beams, while another massive laser cannon traps the victim inside. Also has one of the best theme songs in the series.

Egg Balloon

The Egg Balloon is a ship used by Dr. Eggman during the Black Arms invasion on Earth. The Egg Balloon resembles a blimp made entirely of metal parts, enveloped in black frames, with sharp stabilizers and a solid gondola beneath it. It is equipped with turrets on each side, capable of firing shots powerful enough to create explosions, and a propeller at the rear. Its metal construction makes it highly resistant to power attacks for extended periods of time.

Egg Base

Egg Bases are large vehicles used to transport the Eggman Empire across long distances. They are scattered across Starfall Island, where Eggman explored them, including Kronos, Ares, and Chaos Islands.

Egg Carrier

While gathering the Chaos Emeralds to feed Chaos, Eggman built the Egg Carrier, a massive warship of unbelievable power. In addition to serving as another mobile base of operations, the Egg Carrier is equipped with multiple weapons, including missile launchers, energy blasters, floating mines, and, most powerful of all, a massive front-mounted energy cannon.

Egg Carrier 2

The Egg Carrier 2 is an upgraded version of the original Egg Carrier, which Dr. Eggman had stored away in case Chaos defied his orders. It is equipped with the same weapons and machinery as the original Egg Carrier.

Egg Cauldron

An enormous flying fortress of sorts that Eggman uses against the Tornado in Sonic Unleashed. It comes equipped with a large number of missiles and machines to attack the ship with, and even comes armed with an enormous fireball projectile that can immediately destroy the Tornado. The central hatch is vulnerable after firing attacks, though.

Sky Fortress

Another one of Eggman’s flying bases that makes up an entire zone, the Sky Fortress was a large ship that was utilized during the events of Sonic 4. It was primarily guarded by Metal Sonic and his Metal Carrier, but it is also defended with a variety of missile weapons and also various enemies and minions to further keep pesky hedgehogs at bay.

Sky Base

The very first flying fortress Eggman used against Sonic, the Sky Base is an enormous ship armed with a variety of cannons and artillery to shoot down blue blurs. It is also blessed with unique gems that can redirect lightning, making the place even more dangerous within a thunderstorm.

Faceship

A ship shaped like his face (GeT It?!?!?!), which was utilized to drop payloads of Metal Virus upon unsuspecting cities. It also comes with a throne from which the Chaos Emeralds can be used to power the entire structure, making deployment of the vile virus all the easier.

Heavy Wing

A ship used by the Hard-Boiled Heavies, this acts more or less as their transportation ship. We’ve never really seen it in particularly remarkable combat, but it was also the place where the robots tested out the capabilities of the Warp Topaz, so that’s pretty cool.

Frigate Orcan

The boss of the Starlight Carnival in Sonic Colors, Frigate Orcan was a massive, blimp structured ship that was used against Sonic at the theme park. It comes equipped with a number of powerful and rapidfire turrets and energy attacks, and a payload of laser weapons as well. Additionally, it can also drop spike balls onto the road to try and trip up Sonic, which is quite rude.

Frigate Skullian

The boss of the Asteroid Coaster, Frigate Skullian is a heavily upgraded and superior variant of the previously mentioned Orcan. This bad boy is significantly larger, more powerful, and instead of the two gun turrets the Orcan had, is equipped with not one, not five, but FOUR gun turrets! It is also somehow capable of teleportation and activating portals from which it can throw massive asteroids at you.

Metal Carrier

Because Metal Sonic isn’t about to let his creator hog all the fun, he’s also equipped with an airship of his own. Not that he needs it. But in any case, the Metal Carrier is Metal’s personal aircraft during the events of Sonic 4, and is equipped with a ludicrous amount of large laser weaponry and various hangar doors that can deploy a seemingly endless number of Balkiries into the fray. Or they can just try to dive bomb you once and then leave. Regardless, the Metal Carrier lets Metal Sonic bring more firepower into the fight, and also some additional airborne aid. Despite its massive size, the Metal Carrier somehow doesn’t show up on any radar.

Egg Fleet

The Egg Fleet is a massive armada of flying battleships created by Dr. Eggman to assist him to take over the world. Capable of flight, the Egg Fleet is said to possess unmatched power within Sonic's universe. Each warship is equipped with an array of weaponry, including massive cannons that fire explosives and lasers, as well as swarms of Badniks, which control the weapons aboard the fleet. The Fleet has taken different shapes over the years, from being redubbed as “The Eggman Fleet” and sometimes being taken into Outer Space.

The Death Egg


This massive space station (and totally original, trust) is perhaps one of the most iconic locations of the Sonic franchise. The Death Egg is amazing: it can run off of the energy from the Chaos Emeralds or other sources, and it’s deadly enough to cause many disasters and threats to the planet. It can contain battleships, superweapons, fire lasers from its eyes that can activate volcanos, an emergency power supply, and put the entire base on high alert for intruders, and much more. It also carries a substantial force of Eggman's various Badnik infantry onboard.

The Final Egg Blaster

By far the most destructive weapon inside the Death Egg. The Final Egg Blaster is an incredibly powerful superweapon. In Sonic Battle, Eggman used it to destroy entire star clusters.

Space Colony ARK

A space station created by Robotnik’s grandfather, Gerald. Eggman ended up making use of this Space Colony so he could benefit himself from his plans. Aside from everything inside, the most well known feature of the ARK is the Eclipse Cannon, an orbital laser powered up by Chaos energy. When it has enough Chaos Emeralds powering it up, it can blow up half of the moon and even the earth. It’s also shown to have strong shields around it and railgun cannons installed.

The Eggman Maze

A pocket dimension developed by Eggman himself so he could test his newest invention, the Quasi-Badniks. It is a space that - continuously - changed around the ones inside due to a spatial warping effect, capable of doing so as Eggman bent the laws of physics to his will in order to create a space that circumvents spatial laws, allowing him to construct an autonomously tessellating, proportionally expansive structure ad infinitum. Not only it the doctor can freely control gravity inside, but is also big enough to contain starry skies and have tesseracts inside, which are 4-dimensional objects.

Hourglass Machine

A machine used by Eggman in Sonic Superstars. It allows him to completely reverse the flow of time, doing many things as a byproduct: respawning enemies, returning items taken by Sonic, and completely repairing his creations. It’s not only a thing from a giant machine, as he can use it normally inside of his mechs to restore damage done to it completely.

Delicious Banana

A terrifying deceptive tactic. Tasty!

Misc. Equipment

Jetpacks: To escape if your mech gets destroyed!

Other Mind Control Rays: There are some other mind control rays that Eggman tried to use. In Sonic Runners, he tried to use one at the entire planet, but this time, draining the full power of the seven Chaos Emeralds. In Sonic Runners Adventure, he used yet another mind controlling ray, but powered by the Extractor.

Guns: Eggman possesses a lot of more guns than you can think of. Honestly, can’t he just shoot Sonic-?

Cacophonic Conch:  Eggman used this conch to suppress the technopathy of characters that manipulate magnetic fields to control machines. The Deadly Six fell victim to this trick, and it even caused them physical pain. It only takes effect for as long as the user’s lung capacity can handle it.

Spatial-Displacement Traps: Traps created by Eggman in Eggperial City. They force those caught in them to be unable to interact with or be seen by the tangible world, and it was later improved to encapsulate a person before scattering their atoms as a means of incapacitation. This works on incorporeal beings as well, as they were a threat to the new Diamond Cutters, despite them already being in a state of forced incorporeality from the old version of the trap - Notably, these effects remained in place even after a temporary power outage disrupted the original version and made the Diamond Cutters visible.

Power Core: Eggman has a lot of Power Cores reserved for his machines. They double the physical statistics of their user. Additionally, Power Cores generate an “EM shield” that can block technopathic abilities, as they did to Zavok.

Barrier Traps: Eggman has traps that trapped Sonic in a barrier that left him unable to move. It also pried the Emeralds from within a super charged Metal Sonic whilst also canceling out his super charged state.

Power Amplifier: The Power Amplifier is a device used to increase one's speed and power.

Egg Tracker: The Tracker is a device made by Eggman to track the seven Chaos Emeralds and how many he and Sonic has.

Teleporter: A teleportation device created by Eggman that teleports him and other playable character from one place to another.

The Extractor: A large metallic structure that was set to siphon the energy of the planet, meaning the life energy if pretty much anything on the planet itself would die.

Dynamo Cage: A series of metal rings that, when worn by someone, allows them to absorb and harness energy from various sources on contact. It was originally designed to steal power from wisps and grant the user their abilities, though it’s equally capable of absorbing enemy attacks and using them to empower their wielder. It can even absorb the Chaos Drive which powers Eggman’s machinery or Metal Sonic’s Black Shield, though care must be taken to not overuse it lest the cage overload.

Abilities

Bowser

Koopa Physiology

Being the peak of what a Koopa can be, Bowser is capable of a variety of extraordinary things. He’s naturally stronger and tougher than any normal being, but also has a variety of extra powers. He can breathe fire (ranging from normal orange fire to absurd pink flames) and meteors, and generally can manifest fire attacks through his shell, fists, or tail. He can create shockwaves through his ground pounds via sheer strength, cut you to ribbons with his razor sharp teeth and claws, and spin around after tucking himself into his spiky shell for both mobile offense and stationary defense. Notably, Bowser also has a variety of different fang and shell types.  

Shells

Armored Shell: Bowser’s defense is doubled when he’s badly hurt.

Blazing Shell: An enemy struck by a successful counter attack will take passive damage from the Burn status effect.

Command Shell: In battle, a random Special Attack’s power will be boosted and its need of Special Points reduced.

Divine Shell: Bowser’s health and special points automatically regenerate passively.

Dream Shell: Increases the strength of Bowser’s punches.

Gilt Shell: Heals any status effects applied to Bowser in the same turn they’re applied.

Ironclad Shell: Increases the damage dealt by Bowser’s lucky and critical hits.

Judge Shell: The angrier Bowser gets, the stronger he becomes.

King Shell: Increases Bowser’s Horn stat (HORN REPRESENTS LUCK NOT WHAT YOU THINK IT MEANS SHUT UP).

Lightweight Shell: Slightly increases Bowser’s speed.

Rock Shell: A shell which automatically blocks all status effects/ The status effects in Bowser’s Inside Story include Burn damage, Defense Debuffs, Power Debuffs, Poison, the Prohibition of certain actions, Sickness, Speed Debuffs, and Tripping.

Safety Shell: A shell which automatically reduces the damage Bowser receives from all attacks.

Special Shell: A sturdy shell which makes Bowser immune to becoming dizzy.

Stamina Shell: Bowser’s max HP is increased, and when weakened, his defense increases.

Fury Shell: A shell which automatically applies the Fury status effect to Bowser.

Fangs

Power Fangs X: Increase Bowser’s attack power by 20%.

Special Fangs X: Increase Bowser’s max amount of Special Points by 40%.

Intruder Fangs: Bowser can do two actions in the amount of time it would take him to do one.

Red-Hot Fangs: Increases the power of Bowser’s fire attacks by 20%.

Burning Fangs: Doubles the chance of Bowser inflicting the Burn status ailment (passive fire damage every turn) when using fire based attacks.

Fury Fangs: Increases the chance of Bowser getting a furious rage amp by 50%.

Bone Fangs: Bowser’s defense increases by 30% when eating a Drumstick.

Block Fangs: Bowser’s defense is increased by 20%.

Magic


Despite his brawn over brains attitude, Bowser is ironically a master when it comes to the mystic arts. He can turn waves of people into bricks, teleport, seal or trap people within paintings and buildings, steal life force, control gravity, control the earth, create balls of electricity and storms, lock objects in giant barriers, use telekinesis, levitate, and many more abilities labeled below.

Transmutation

One of the most iconic abilities of the King, Koopa can use a variety of magic to transmute his enemies. He has shown to use his staff to change Toads into Bricks, Koopas into frogs, Egglings into apples, people into scarecrows or mushrooms, etc.

Power Nullification

Bowser's inhale ability has pulled away Mario and Luigi’s choices on powers, and can use spells like mute or Prohibit command to shut off other spells.

Creation

Bowser has shown similar magical abilities like his underling Kamek, where he can create matter of all types. From cosmic rocks, hammers, giant shells and rockstowers, minions and copies of himself made of bubbles. His reality warping allows him to create pretty much anything he wants.

Illusions

Bowser is capable of creating illusion of all kinds. He can make fake duplicates of items, or images that change as you get closer.

Curse Manipulation

Bowser can cast curses to make your controls invert or make you limited on how far you can move.

Poison Manipulation

Bowser has a variety of ways to poison people such as summoning clouds or using the poison mushrooms.

Fear Manipulation

Bowser can use magic such as Terrorize to summon a boo and include fear into opponents.

Spatial Manipulation

Bowser can manipulate reality in ways such as creating a stairway that never ends.

Dark Space Energy

In Super Mario Galaxy and its sequel, Bowser is able to use a sort of dark energy similar to the power Mario received from the Silver Luma. With it he can release similarly strong spin attacks, which Mario has used to reflect projectiles and spin both objects and enemies. Bowser can also use it to create waves of electricity across the ground, lift objects with telekinesis,  fly, teleport and make portals across space, call down meteors, amplify his strength, create dark energy shockwaves which can also come from the meteors he summons, imprison people in energy spheres, or summon a Black Hole.

Clairvoyance/Telepathy

Across many games, Bowser has shown to be aware of anyone nearby, despite having no means to actually see them. He noticed and spoke to Mario when he entered Peach’s Castle despite being in a different dimension altogether.

Special Attacks

Special Attacks are unique moves that Bowser can use in Bowser’s Inside Story where he does his ultimate move of… making others do moves for him at the cost of Special Points. He typically calls on his army for these, with them receiving specific instruction before demolishing the enemy.

Goomba Storm: At the cost of 6 Special Points, Bowser sends a wave of Goombas at the enemies, with him being able to light them on fire to turn them into flaming Goomba meteors that fall from the sky for extra damage.

Shy Guy Squad: At the cost of 8 Special Points, Bowser hops into his shell as a bunch of Shy Guys push Bowser into a rope of sorts to use him as a destructive projectile for a makeshift slingshot.

Koopa Corps: At the cost of 10 Special Points, Bowser spins around in his shell as several other Koopas spin in their own at the enemy, with Bowser clashing into them as they bounce off the enemy to make them spin towards them again, resulting in the deadliest game of air hockey.

Bob-omb Blitz: At the cost of 12 Special Points, Bowser orders a set of Bob-ombs into a specific pattern so that they can run towards and detonate in the face of enemies while in strategic positions.

Magikoopa Mob: At the cost of 15 Special Points, a horde of Magikoopas gather and prepare a bombardment of magical energy attacks, which Bowser can amplify by shooting fireballs from his hands into the energy spheres before they’re fired.

Broggy Bonker: At the cost of 20 Special Points, Bowser can pull out a rather filthy cuboid dog named Broggy. Bowser will clean him and, the better he does, the more effort best boy Broggy will put into mauling the enemy of choice, with his little cuboid pups joining in at the end for more damage.

Suction

Due to Fawful’s meddling, Bowser gained the ability to suck the air around him with such force that he can pull enemies towards him like he’s Kirby. He can pull enemies towards him for a nasty hit, or enemies into him so that they have to fend off against the many obstacles lying within his digestive system. A digestive system packing enemies on the level of Mario and Luigi for the record, so don’t expect whatever Bowser swallows to produce a stomach ache. This can shrink down enemies to a cellular level.

Immortality/Regeneration

Bowser has shown that even if his body is reduced to just a skeleton, that he will live on. Even if his head is removed or his skeleton is split into pieces, like any dry bones, he can pull himself back together magically. He’s also seemed to be able to survive as just a ball of energy, though this is vague and has little context.

Time Travel

Bowser has shown the ability to warp through space and time. By clawing really hard… wait what the actual fuck?

Reality Warping

As shown in many of his abilities above, Bowser has shown to warp reality in all kinds of ways. From warping time with his claws, manipulating gravity, corrupting dreams, and even changing an entire island into a book. Bowser has very few limits to what his magic is capable of.

Resistances

Extreme Temperatures: Bowser has survived being submerged in both the lava and a literal sun. When Giant, he consistently walks through lava without difficulty. He’s also fine in cold environments or even the vacuum of space. Might struggle with super lava though.

Fire: He’s been hit by his own fireballs and are fine, and took a bit to even notice he was on fire.

Invisibility: Somehow, Bowser can see Mario even when he’s invisible.

Electricity: Bowser is only slightly affected when struck by lightning or bolts of electricity

Intense Gravity: He has survived being inside Black Holes, and has resisted the pull enough to drag himself out of them.

Possession: Lucien and Elder Princess Shroob both couldn’t keep control of him when attempting to possess him

Soul Manipulation/Sealing: Catch Cards are unable to work on him, and Dark Bowser's sealing effect didn’t work on him.

Size Manipulation: The Cyan and Red Apple are not capable of shrinking or growing him.

Transmutation: While he has been changed into objects before, he has items that can prevent it such as the Super Suit, and even when transformed into a mushroom or scarecrow, he can still attack and function fine. Other characters like Mario, as supporting evidence, have taken magic hits from Kamek which turned things into Goombas. Bowser and the Koopa family have also been unaffected by the transmutation effect of Mario’s Gold Flower, which fires golden fireballs which turn whatever they touch into gold. Though this application only applies to bricks, and enemies just produce coins whenever hit instead of being transmuted.

Acausality: Bowser has at least a basic immunity to being grandfather paradoxed, as he’s been able to fight in the past and attempt to change history (mainly in the Yoshi’s Island sequels) without doing so simply erasing him from existence.

Space-Time Erasure (Debatable): The Pure Hearts were able to counter the Chaos Heart, which was erasing all of existence overtime and reducing it to a blank white void.

Eggman

Elasticity


Eggman can survive being flattened, also shown here.

Farts

No, this is not a joke. Eggman can produce farts so bad that they will actually damage other people.

Resistances


Spatial and Time Manipulation (Acausality): As seen in Sonic Generations, Eggman can move and interact in White Space, a realm that lacks space and time.

Extreme Temperatures: Some of his pilotable machines can be casually submerged in lava, and he casually survives multiple explosions when beaten by Sonic. Additionally, he can survive in the freezing vacuum of space.

Hypnosis & Memory Manipulation: The Egg Goggles protected him from Starline’s hypnosis, which apply said effects.

Transmutation: In Sonic Jump, Eggman and the Eggmobile are able to resist Ring Time, which has the ability to transform enemies into Rings. Other mechs like the Egg Emperor can also resist the Chaotix Recital, which transforms enemies into Rings as well, though this is a bit more unclear. More in the Verdicts.

Losing Sense of Direction: With Invincibility monitors, Eggman can become immune to status effects like Amy’s Heart Attack, which makes opponents lose their sense of direction.

Information Analysis: With the Phantom Ruby. Tails was unable to analyze Infinite and discover the source of his power, or anything else about him.

Mechs

Bowser

Bowser’s Mech


A mech Bowser piloted to ruin a few Mario Party minigames. It can shoot blue fireballs, spikes from its back, spike balls, lasers from its eyes, and its own claws like an anime rocket punch. It can also squeeze itself into its own shell for both mobility and defense.

Eggman

E-Mech

Let’s try beating Sonic on punchies, am I right? This mech is used in Sonic the Fighters to equally fight with the Sonic cast in hand to hand combat. Additionally, it can also fire bombs. It required a Hyper Mode character or Super Sonic to beat him before the Death Egg II exploded.

Death Egg Robot (Classic)


Arguably Eggman’s most iconic mech, this massive mechanical marvel can extend out its drill hands to pierce its foes and can jump into the air incredibly high to squash whatever lies beneath it. 

Giant Eggman Robo


One of Eggman’s biggest mechs, it is directly powered by the Master Emerald. Its sheer size and strength makes it durable enough to give Sonic trouble. It can slam its fingers down to crush its foes, launch flames from its nostrils, and can fire a massive laser beam directly from the Master Emerald itself.

Final Weapon


After the Giant Eggman Robo was destroyed, Eggman fled from Sonic inside this ship. This ship is capable of high-speed flight(though was matched by Super Sonic), and has an outer shell that is equipped with missile launchers, and turrets that can launch energy bullets. This shell is also durable enough to be basically impervious to Super Sonic’s attacks, so Sonic needed to redirect its own missiles back at it, but even then it still required plenty of them to land before being blown apart. When the casing is destroyed, it’s more vulnerable to Super Sonic’s attacks, but it can still deploy bombs and blue mines. While none of these weapons, casing or not, can hurt Super Sonic, they can still stun him for a little bit, severely hindering Sonic’s attempts to destroy it.

Egg Hornet

A powerful aircraft that’s equipped with missile launchers and drills, and is capable of charging towards opponents while enveloped in an energy field.

Egg Viper


A 130 ft. flying mechanical viper that’s equipped with laser cannons, shields that cover the top and sides of the cockpit that can be launched as concentrated energy, and detachable spiked wheels that it throws like a boomerang.

Egg Walker


A 30 ft. 4-legged machine that’s equipped with missiles, flamethrowers, and bombs, and can cause shockwaves by stomping the ground.

Egg Hawk


The Egg Hawk is a mass-produced hawk-like aircraft and is typically used for aerial attacks. The Egg Hawk flies at speeds that rival those of the speedster types in Sonic Heroes. Its adjustable rotors even allow it to fly in reverse and hover in midair. It is also armed with a functional machine gun and additional artillery guns, although the latter need to be operated by secondary pilots.

Egg Albatross


The Egg Albatross is a large blimp-like battleship that Neo Metal Sonic was able to control while disguised as Dr. Eggman. It contains three main sections: a lower platform that contains several Egg Pawns, cannons, and an iron ball launcher, a gold and red blimp middle portion that has two propellers and an additional iron ball launcher to shoot out even more projectiles, and the top of the blimp, which contains the Egg Hawk.

Egg Beetle

A large stag beetle-based mech that Eggman used to seek out the Gala temple. Eggman would proceed to face off with Sonic using this mech, but it ultimately got trashed by him. The design of the Egg Beetle would later on be used to create a far more successful mech after Eggman witnessed its failures.

Egg Breaker

A battle mech with an open cockpit that Eggman sits in; its weapon is a giant spiked ball on its right hand that it can either spin with fire balls surrounding it, or throw as a ranged projectile. It can also fire lasers from its eyes, leap great distances (and create shockwaves), and fire horizontal arrays of bombs. It fought against Shadow the Hedgehog multiple times but lost all of its bouts against him.

Egg Bull

A giant mechanical bull mech. It can run and destroy several stacked benches on his way, and utilize dynamite packs and horizontal tornadoes as additional projectiles.

Egg Dealer


“Of course! The ultimate evil in the world: GAMBLING!” - Shadow the Hedgehog 2022

This gacha-looking mech - as its main trait -  has slot reels which can generate weapons for the Egg Dealer to attack with, including explosives, rocket missiles, summoning Egg Pawns, and using unusual functions such as providing Shadow with Rings or Dark Gauge energy. It’s either a good or bad thing, depending on luck, we suppose!

The Egg Dealer appears yet again in Sonic Rivals. This version will mainly fly around the arena, dropping Bingo blocks in certain intervals. If the blocks drop directly at the player, they will take damage. These blocks will glow red for moments before exploding.

Egg Devil Ray

A giant, devil fish-like machine that Eggman utilizes on Sonic Unleashed. It can put electrifying shields and shoot lasers in various patterns.

Egg Lancer

The Egg Lancer is essentially a hybrid of the Egg Beetle and Egg Devil Ray, able to use the Egg Beetle's pincers along with the Egg Devil Ray's mobile lasers to deadly efficiency.

Egg-Wyvern

The Egg-Wyvern is a giant mechanical dragon. In Sonic ‘06, it has shown the capabilities of flight and shooting several lasers from its wings. It can also fire electric missiles to either cause damage or get rid of platforms.

Giga Omega


This giant mech Eggman designed in the likeness of the E-123 Omega. It is a heavily armed mecha, being equipped with highly destructive armaments, including rotary cannons, a multi-missile launcher, a large frontal laser cannon, and a hidden laser rifle in its right arm. In addition, Giga Omega can release electrical tethers from its chassis that can paralyze and ensnare wayward robots. Giga Omega can then incorporate these robots into itself, thereby exponentially increasing its combat prowess by assimilating these robots' combat code and processing power. In addition, it has no wireless receiver, making it impossible to hack it from a distance. Eggman did put it in a hurry however so it has some weaknesses, like its general sloppy construction and an interface port from which it can be hacked directly.

Super Eggrobo

Using the Extractor in Sonic Lost World, Eggman used it to power up the Super Eggrobo. It has many features in it: he can separate his hands to crush Sonic, turn his arms into drills, fire energy bullets, energy lasers, missiles, and even blasts of plasma.

Super Egg Robot

This pretty big humanoid mech was Eggman’s strongest weapon in Sonic Advance, as this machine was capable of keeping up with Super Sonic in Moon Zone. So much that Super Sonic needed to target his boost onto the head specifically to actually damage him. Super Egg Robot can dig into the ground stirring up a big amount of rock to do damage. It also can fly at high speed, shoot lasers which create pillages of fire on contact, and even fire small orbs that flutter through the air. If making contact with these orbs, you will be encapsulated inside, unable to move for some moment.

Eggwalker

In Sonic Adventure 2, after losing Gamma but really liking his gameplay mode, Eggman and Tails said “screw it” and made their mechs for that very style of play. That being walking around and shooting at everything that is living in front of you. This Eggwalker can shoot bullets, glide via Jet Engines and has auto aim rockets that can choose specific enemies to eliminate, as well as its armor allows it to take plenty of hard hits and even is capable of repairing with enough rings. Additionally it can also shoot…more rockets at once via Laser Missile or Rocket Launcher. But perhaps its most powerful weapon is Power Laser with which Eggman creates a gigantic laser the size of the Eggwalker, dealing massive amounts of damage.

Super Egg Robo Z

The penultimate boss of Sonic Advance 2. The SERZ is a giant orange robot with hand claws. Its most common attack is creating platforms, and it attacks the player with various missiles and its invisible laser eyes.

“True Area 53 Boss”

This big orange combat machine fights Super Sonic in space during Sonic Advance 2 events. It has various weapons, including energy projectiles capable of knocking back Super Sonic, as well as Missiles and Freeze rays both of which also are effective on Super Sonic, it also can Vacuum Super Sonic inside and absorb energy from it, making it quicker for Sonic’s Super form to time out. The only way Super Sonic could actually damage it is by redirecting its own missiles at the mech.

Egg Emperor

When Team Sonic, Dark, Rose, and Chaotix invaded the Egg Fleet, Neo Metal Sonic (who disguised himself as Eggman) used this mech to fight them off. The Egg Emperor is capable of high-speed flight that lets it keep up with Sonic, and is equipped with missile launchers, a large lance that can launch massive waves of energy, and a large shield that’s tough enough to withstand shots from cannons without taking damage. While Neo Metal was the one who used it in Sonic Heroes, Eggman himself used it in the IDW comics to take on Dr. Starline.

Egg Salamander

After an encounter with Eggman Nega, a counterpart of him from another dimension, and his enemy Blaze the Cat, Eggman discovered the Sol Emeralds, and used their power to create this monstrous machine, likely one of the strongest mechs he’s ever used. It comes equipped with laser blasters, missile launchers, sharp claws, energy swords, and two guns in each arm. The right fires mechanical satellites that can shoot lasers, while the left fires green energy blasts. Not only can the Egg Salamander fly fast enough to keep pace with Super Sonic and Burning Blaze, but it’s also one of the only mechs Eggman can pilot that can actually injure the two super forms, which are meant to be invincible. This mech can also survive a combination attack from the two for a short time before it was finally destroyed.

Egg Wizard

Once again teaming up with Eggman Nega, the two built another mech that’s in the upper echelon of Eggman mechs. Powered by the fabled Power of the Stars (a force that ensures and maintains the existence of parallel universes within the multiverse), the Egg Wizard can fly at speeds matching Super Sonic and Burning Blaze, can regenerate itself, comes equipped with missile launchers, and wields the legendary Jeweled Scepter, an ancient artifact from Blaze’s home dimension. Not only is this scepter the key to the Power of the Stars, but it also grants the Egg Wizard a fair degree of magical power. It lets the mech launch explosive fire dragons, summon meteors, and conjure fire (either in orbs or massive torrents) or electric orbs that can even paralyze a Super form. Last, but not least, the Egg Wizard has the Planet-Buster Laser, a weapon so powerful, Eggman Nega used it as a last resort, much to Eggman’s fear. The Egg Wizard is so powerful, even Super Sonic admits that he and Burning Blaze can’t beat it unless they work together.

Egg Dragoon

While studying the prophecy of Dark Gaia, Eggman used the monster’s energy to build what he dubs the “Ultra-Hyper-Prototype 1”, but you can just call it the Egg Dragoon. On top of once again having high-speed flight to keep up with Sonic, this mech has two weapons attached to its arms. The left arm is equipped with a massive drill that it can launch like a homing missile. The right arm is equipped with a massive cannon that can fire bullets like a machine gun, concentrated blasts of ice, and lasers that it can use while swiveling the cannon, letting it cover the whole room in searing hot lasers that’ll let this whole world burn away to nothing. Not only that, but it can put down giant thick walls to immobilize foes, and it can separate its body, letting the upper body fight with the cannon and the lower body fight with the ice blasts in its feet.

Nega-Wisp Armor

A giant Wisp-looking mech and the final boss of Sonic Colors. It has several capsules attached to it, which lets Eggman use the power of Hyper-Go-On from many Wisps for his own good. He can create giant cube projectiles, spike projectiles, generate lasers, fly around, suction the surroundings, generate massive fire explosions, rocket-like projectiles, use its tendrils like drills,  and generate black holes.

Death Egg Robot (Forces)

An (even bigger) incredibly powerful version of the Death Egg Robot, sustained by the energy of the Phantom Ruby. This mech can fire lasers from its eyes, launch sphere projectiles, fire missiles, create shockwaves with punches, and summon Badniks. If it is destroyed, don’t celebrate yet, as it has a smaller, spider-like version that teleports everyone into Null Space. There, he manipulates the hazards of Null Space and fires multiple lasers.

Egg Shogun Z

Is Eggman a weeb? Uh anyway, this mech that totally doesn’t look like Mazinger is a massive humanoid robot that possesses a giant sword that can cut a building in half, an arm-mounted cannon, and missile launchers (AGAIN?!?!). Pretty cool for a mech that only has a few comic pages of screen time.

Time Eater

Sonic, on a peaceful day, was celebrating his birthday with his friends, when suddenly, a big, purple shadowy monster pops in through a rift. This is the Time Eater, a primordial being that Eggman found after one of his many defeats, turned into a machine by the Doctor so he could amplify and use its abilities to the fullest, alongside his past self. Its main ability is the erasure of space-time itself. He reduced all of space-time into a single white void called White Space once it was unleashed by Eggman. Eggman used this ability to undo his past defeats. Additionally, he creates bubbles of distorted time that can affect both Classic and Modern Super Sonic. It is noted that the Sonics had to restore the flow of time with their speed to save their friends.

It has even more neat powers, such as teleporting itself away; additional four arms on his complete form; the ability to harness a ball of energy that dispersed into smaller, quicker projectiles; create large balls of energy; shoot smaller and thinner green lasers; create clock-like constructs capable of repelling Super Sonic away; fire beams from its mouth; create multiple portals and even move them; time travel; stun foes; and detachable arms.

Going back to his erasure, it possibly is superior to just space-time erasure. By undoing his past defeats by reducing all of reality into a white void, this would include realms in the Sonic multiverse such as Cyber Space, a realm of data and information that stores even the souls of the Ancients in it, and Maginaryworld and its dream worlds, which are arguably conceptual in nature.

Diet Mech


Oh no, strict diets! Run, Bowser, RUN!

Misc. Mechs


Egg Beetle: A large machine equipped with two enormous pincers for crushing enemies with its powerful grip. These pincers can also be energized for even more power and making the weapon all the more dangerous.

Egg Cannon: A machine that’s equipped with two cannons that can shoot black cannonballs from its hatches.

Egg Conveyer: A room machine with a conveyor belt on the floor, a set of spikes, and a bomb thrower. Though this machine sucks as Sonic doesn’t even defeat it, it takes itself out.

Egg Fortress’ Mech: An immensely powerful mech, this one is outfitted with a variety of dangerous hedgehog destroying tools like missiles, plasma, laser walls, and giant hands that can crush you flat. It even comes with unique gravity field attacks, which can trap the target in a zero-gravity environment if caught.

EGG-HVC-001: A bipedal mech equipped with bouncer arms.

Egg King: A giant mechanical turtle that swims around, has a strong bite, can extend its neck for a long-ranged bite.

Egg Kong: A giant mechanical mechanical gorilla meant to be a parody of King Kong, this mech can fire large electrical blasts to attack the player.

Egg Liner: A small vehicle mech that has a yellow bumper that holds a spiked ball as its weapon.

Egg Lynx: A giant mechanical lynx cat on six wheels with red metallic back and orange paws, it’s able to slam its paws and create shockwaves and travel in both directions. Despite being called the Egg Lynx, its design is more reminiscent of a polar bear than a lynx.

Egg Tilter: A metal beam that can fire small bombs.

Egg Turtle: A giant mechanical turtle that swims around, has a strong bite, can extend its neck for a long-ranged bite.

Egg Razer:  A large rocket capable of flight and equipped with a drill that can drill through metallic surfaces.

Egg Snake: A bizarre device that can shift about the room, and an upside down cockpit that needs to be flipped upwards before it can be attacked.

Egg Spinner: A hovercraft with four sharp blades, which it can manipulate in many ways, such as rotating them, throwing them at opponents and using them as a pogo spring.

Egg X: An upgraded egg mobile which is surrounded by a rotating red ring-like layer which contains three weapons: a metallic arm, a ball shooter, and a laser beam. It can use the red layer to shield itself from any sort of assault, and that layer can be lowered if it needs to use one of its weapons.

Ganmen: A giant floating terrain composed of blocks resembling a face, it can spit up spiked balls, and the blocks can be reassembled as part of its attacks.

Hyper Eggrobo: A very unique mech used when Eggman and Gemerl joined forces for their final battle against Sonic and company at the altar of the Master Emerald in Sonic Advance 3. It attempts to crush Sonic and his friends flat, and can also create orbs that will damage or push around enemies into dangerous spots.

Mech Dragon: A giant mech dragon with fire ball breath and laser fire. Segments of its body can be electrified.

Moon Mech: A spherical mech that can fly fast and shoot star shaped projectiles, and create tremors when hitting the ground.

Owl Mech: A giant owl mech with spotlights and capsule missiles that release sparks along the ground.

Snowman Mech: A snowball mech whose head can be swung around like a mace.

Eggcrusher: A mech used by Eggman in Sonic Prime, that seemingly acted independently of Eggman himself and had a trick inside it, absorbing Sonic’s speed and creating an earthquake.

Klepto Mobile: A mech used by Eggman in the last battle of Sonic Mania, in the Egg Reverie Zone. It’s an Eggmobile with additional arms, capable of matching Super Sonic in power and speed.

Transformations

Bowser

Various Giant Forms

Would it be through being amplified by Kamek’s magic, eating entire Grand Stars, or just having a specific trigger happen within his body, Bowser can increase his size to Kaiju proportions.This amplifies both the size and strength of his attacks greatly, resulting in building sized streams of fire and mountain sized tackles that let him crush anyone who gave his normal size trouble. The method for the form being undone depends on how it was achieved, though the most consistent method is simply dealing enough damage to the Koopa King.

Metal Bowser

Bowser can turn his entire outer body completely to metal, giving him the weight of “10 Bowsers” and making himself impervious to previously relative foes, to the point where trying to lift him will only damage the attacker. If stuck hard enough, however, the form will shatter with Bowser still taking the damage dealt.

Bowcien


Upon working with the mystical and evil Tennis Racket Lucien, Bowser became Bowcien. The two dangerous spirits together can create force fields for Bowser, energy balls that shoot tennis ball attacks periodically, mini tornadoes and energy shockwaves across the ground, and shoot lightning. The form can be undone by destroying Lucien.

Dry Bowser

The King of the Koopas is so absurdly persistent that even death isn’t able to keep him down for good. When killed, Bowser will keep fighting as long as his skeleton reminds. Dry Bowser does not really seem to amplify his stats (despite the cool new blue fire), but it does act as an insurance to ensure Bowser can keep fighting even after nasty wounds. It should function similarly to Dry Bone koopas, meaning Bowser can quickly put his skeleton back together after sustaining damage, and is also immune to fire-based attacks entirely. This skeleton can also fight independently from the rest of the body, such as Dry Bowser’s head spewing flames while detached. He can additionally throw randomly manifested bones at people.

Dreamy Bowser

When the Dream Stone was destroyed, Bowser gained this form by inhaling all of its fragments, and gained an absurd increase in power. With the power of the Dream Stone, Bowser can summon enemies instantly through Dream portal, shoot multi-directional rainbow flames, duplicate himself, enlarge himself to Kaiju proportions and back to normal size in an instant, create as much meat as he wants to heal himself, telekinetically lift people and objects, and create energy shockwaves.

But perhaps what is most remarkable about Dreamy Bowser is where he gets his powers from in the first place: the Dream Stone. This ancient relic is fueled by the power of dreams, and when Bowser had it charged, he could use it to wish for anything he wanted. We of course see the reality bending ways he can use the stone’s powers in his boss battle, but there’s way more to it than that. Bowser can wish upon the Dream Stone to fly, create complex structures like Neo Bowser’s Castle in an instant (which are maintained by the Dream Stone), and even wish for new abilities. For instance, we learn that Antasma wished for the ability to open portals to the Dream World whenever he wanted from the stone, and he got it. Bowser even said he was going to use it to wish for Mario and Luigi to instantly be defeated and disappear, before it was destroyed.

Fury Bowser

Upon coming into contact with black paint made by Bowser Jr., Bowser will assume the dangerous and mindless form known as Fury Bowser. In this state, Bowser assumes the giant size of similar forms, but with a bunch of new moves and abilities due to his anger driven state. He can make trap like portals, cover terrain or structures in black goo to make them untouchable and unusable, instantly create massive thunderstorms to block out the sun, shoot out a rain of fire balls from his back while shooting a nuclear amount of fire breath, turn ordinarily passive animals aggressive, and shoot out the spikes from his back likes spines.

Fury Bowser (Angrier)

After Mario defeated Fury Bowser for the final time, he lost his black appearance in exchange for his normal one upscaled to an even greater size, with his eyes glowing white as an extra touch. In this state, he’s even stronger than before, and also seems to be able to telekinetically lift objects and trap them in barriers.

Castle Bowser

Upon contact with a Wonder Flower, Bowser gained enormous power. The power he absorbed seemed to be far more potent than the power Mario or any of his allies would have obtained from a Wonder Flower, and Bowser additionally had full control of his Wonder powers. Thus, he would merge with the castle of the Flower Kingdom and become Castle Bowser: a gigantic sentient flying castle of doom, destruction, death, and sick beats. So basically Thick Of It except it sounds good as it makes you melt into nothing.

In this form, Bowser’s new castle body is a force to be reckoned with, being able to carry several deadly troops and items on board. Additionally, Bowser’s possession of Wonder Power allows him to pull off a variety of incredible things, considering his Wonder Flower should be more potent than the typical Wonder Powers used by Mario and his allies.

Fusion: As seen when Bowser first obtained Wonder Powers, he merged with the Flower Kingdom’s castle, combining it with himself to make himself into a sentient floating castle. 

Life Giving: Bowser can give inanimate objects and plants life and sentience, causing the iconic Mario pipes to move around like worms, or statues to sing or shoot fireballs at enemies. He can even turn remains of creatures like the fossils of a dead dragon back into a living being.

Power-Up Creation: Bowser can create several power-ups out of nowhere, causing a rain of Invincibility Stars or various other Mario power-ups.

Summoning: Bowser can summon various beings to serve as hazards or enemies, including a stampede of magic blue rhinos, a rain of inflated bouncy hippos, a flying Bowser head that can cause explosions at pinpoint locations, a shadow copy of someone that will copy their every move until it runs into them and causes both parties to be damage, a plethora of giant cloud sized Piranha Plants, and any traditional Mario enemy you can think of.

Matter Creation: Bowser can create invisible light platforms to let himself walk on air, swap the placements of open air and water to create a floating ocean, cause blocks to appear and disappear based on musical rhythm, create ships fit with cannons and sails, cover all terrain in slippery sludge, etc.

Weather Manipulation: Bowser can instantly cause blizzards, thunder storms, and clear those conditions as quickly as he causes them.

Gravity Manipulation: Bowser has full control over the concept of gravity. He can cause it to swing in new directions to force people to walk on walls, increase it to keep enemies grounded, or even decrease it to the point of removing it altogether. He can even force the concept onto objects that normally just float and disobey the law.

Altering Attacks: Bowser can alter what an enemy normally produces with its attack. For instance, an enemy that normally shoots long poles out of their mouth at people will now instead shoot soap bubbles. A Lakiteu will throw coins when they should be throwing Spinies.

Transmutation: Perhaps what Wonders specialize the most in, Bowser can alter the structure of anything or anyone in a variety of ways: he can alter someone’s species, turning them into a sentient pile of sludge or into a Goomba; he can manipulate size, shrinking someone down to the size of an ant, or himself to the size of a giant; he can turn someone into metal to make them invincible and conductive, or inflate them like a balloon until they pop. There is no limit to how Wonder can manipulate matter, in terms of how much or how quickly.

Time Manipulation: Bowser can both accelerate time to make everything move faster, or slow it down to make everything move slower.

Statistics Amplification: Bowser can increase or diminish the powers of others, weakening them or giving them Wonder Power of their own to mess around with.

Forced Quizzes: Wonder power allows Bowser to stick someone in a room, where their only escape is correctly answering Quiz questions. Jigsaw, am I right?

Broadway Force: The weirdly most recurring ability Wonders show off is the ability to force the surroundings into song. Piranha Plants, trees, boos, sentient ghost doors, and who knows what else can be forced into song and rhythm based movement to whatever tune Bowser prefers. Allowing him to change the focus of enemies from murdering foes to murdering the concept of silence.

Eggman

Eggman (Sonic ‘06)

Why he built like that 😭

Nightmare Eggman

In Sonic Dream Team, Eggman managed to get inside the Dreamscape (a world where dreams turn into reality) and use the Reverie’s power to empower himself and make the place suited for him. He did so by creating his version of Magination, the fluid that serves as the essence of dreams, also known as “Nightmare Fuel”, and so achieved this William Afton looking form known as Nightmare Eggman. In this state, he materializes dreams into any shape and form he wants. He can show up in multiple locations at once, open and attack through portals, produce shockwaves by punching really hard, shoot lasers from his fingertips, and he can continuously extend the length of his arms, detach them, and create several more. Keep in mind this form is limited to the inside of dreams.

Lightman Eggman

Render by Adam天

After absorbing the power of the Phantom Ruby, Dr. Eggman was able to harness its energy and transform into 'Lightman Eggman.' This form elevated the Ruby's power to a whole new level, enabling him to alter reality and control the world to his liking, becoming an unstoppable force comparable to Super Sonic. This transformation gives Dr. Eggman a yellow and orange electrifying aura, while imparting a golden hue to his body and mustache. He possesses a full range of reality-warping abilities and is a force to be reckoned with. The form can be undone by destroying the energy controlling device on his chest. In this form, Dr. Eggman has a vast variety of powers, such as:

Reality Manipulation, Spatial Manipulation and Memory/Mind Manipulation: Dr. Eggman is able to use the Phantom Ruby Prototype to create the Otherworlds/Egg Fields. They are said to have an infinite super-other dimensional range. Also with the Egg Field, it brings to reality Dr. Eggman's desired world as "truth" if it hadn't been destroyed. Sonic, Tails, and Knuckles were having false memories implanted in their mind. Not too far from the capabilities of the Phantom Ruby in the story, that Eggman had utilized the to alter the perception of the planet itself. Additionally, the Phantom Ruby can directly affect and alter people’s memories, replacing key parts of people’s histories.

Summoning: Dr. Eggman is able to create Otherworlds to summon past enemies against Super Sonic, such as Perfect Chaos, Dark Gaia and the Mother Wisp.

Duplication: Lightman Eggman can make duplicates of characters that he summons.

Feats

Bowser

Overall

  • Defeated the Mario Brothers, Peach, Daisy, Yoshi, Donkey Kong, Diddy Kong, Wario, Waluigi, Toad, most of his own army every now and then, Fawful, the Dark Star Core, and the denizens of countless miscellaneous kingdoms and galaxies

  • Has taken over the Mushroom Kingdom multiple times

  • Has aided in saving the very same kingdom multiple times

  • Has conquered several miscellaneous kingdoms multiple times

  • Created his own Galaxy more than once

  • Has an IQ of 9,800

  • One of, if not, THE most iconic villain in video game history

  • Owns Nintendo (of America)

Power

Speed

Durability

Eggman

Overall

  • Has defeated Sonic, Tails, Knuckles, Shadow, Silver, Team Chaotix, Team Rose, Blaze,  his own army members several times, and even the unstoppable Super Sonic

  • Has taken over the entire world multiple times, and even was in control of wars that lasted months

  • Created interstellar amusement parks across planets

  • Threatened and destroyed the entire universe and beyond

  • In a few battles against powerful threats, joined forces with Sonic to aid and give information on how to defeat them

  • One of the most iconic villains in video game history

Power

 

Speed

Durability


Scaling

Images by Blue Igneous and ishi_yuki.

Bowser

The Mario Brothers

Bowser has fought against Mr. Video Game and his brother Luigi numerous times, both in 1V1 and 2V1 scenarios. He’s lost the majority, but always held his own, and still has beaten each plumber on multiple occasions. There is zero question about him scaling to both Mario & Luigi.

  • Mario & Luigi can punt castles

  • Mario & Luigi survived a stadium exploding

  • Mario survived being hit by a magic blast that sent him through space

  • Mario piloted the Star Driver from orbit

  • Mario & Luigi can make perfect landings after traveling across multiple galaxies (1.143 - 45.7 Trillion C, likely higher)


Various Mario Villains


Ah yes horrors beyond my comprehension

Whenever a miscellaneous threat to the Mushroom Kingdom appears, it is unlikely that Bowser is just going to let someone take his thunder. By nature of being comparable to the main bros, he’s going to match a majority of side villains. Bowser himself has also aided in defeating villains like Smithy, beaten down Fawful more than once, taken down the Dark Star Core’s copy body of Bowser in a one versus one, matched Antasma, etc. Certain cases such as Dimentio do have some extra context, but more on those later. Bowser is solidly keeping up with the average villainous amateur.


Mario Sub-Franchise Characters

While not exactly as common of encounters for Bowser as the main franchise’s cast, he has run into the branches of the Mario series countless times. Bowser has crashed several Mario parties and pushed around the likes of Wario and Donkey Kong, as well as clashed in go-kart races, sporting events, etc. To add on to this, Mario has directly clashed with characters like Wario and Donkey Kong plenty of times, and obviously Bowser scales to him. Thus, it’s pretty clear that Bowser should be comparable to the Mario series’ connected franchises and their respective characters.

  • Donkey Kong punched his moon down towards Kong Island (1.19 Quettatons of TNT)

    • Diddy Kong replicated the feat by headbutting the moon

    • Calculation assumes real life moon size. Take it with a grain of salt

  • Wario survived the Shake King exploding

  • Wario survived the Black Jewel exploding. The Black Jewel created what may have been an alternate universe, with many sub dimensions (Debatable, more in Before the Verdicts)

  • Dribble and Spitz drove a taxi across the universe (52.373 Quadrillion C) (Debatable)


Miscellaneous

You get the idea by now. Bowser has kept up with so many of Mario’s friends, as well as so many of his enemies, and been an enemy so many times himself, that scaling him to the majority of the verse is pretty easy to do. With or without his various transformations.


Eggman

Sonic, Shadow, and Silver

Out of all the constant setbacks and threats to Doctor Eggman’s undisputed rule over the entire world and the formation of Eggmanland, none are as prominent and persistent as the Blue Blur, Sonic the Hedgehog. Together with his various allies, Sonic has foiled many schemes in his days, and Eggman also has to be particularly wary of Shadow the Hedgehog, the Ultimate Life Form, and Silver the Hedgehog, the hero hailing from the future. The three are rather consistently capable of defeating even the most powerful threats in existence at their peaks, but Doctor Eggman has proven multiple times to be capable of keeping up with them at his own best. As such, it is fair to scale Eggman’s mightiest mechanical marvels to these heroes.

As for scaling the doctor to their Super forms however, the story changes. Super forms across the series are shown to be absurdly more powerful than regular base form tier characters, to the point where scaling base and super forms to each other is absolutely impossible. However, Eggman does have super tier assets in his personal arsenal and army, so he is by no means unable to compare to super tiers at his best.

In base forms:

In Super forms:


Various Sonic Villains

Eggman’s greatest machines and forms have kept up with both Sonic and his friends, as well as Super Sonic’s full power. With that in mind, it’s worth bringing up the feats of Sonic’s adversaries unrelated to Egghead, regardless of whether or not he needed his Super form to defeat them, as Eggman has the resources needed to match both his base and Super scaling, as addressed before.


Various Powerful Gems

Eggman has used many gems to power-up his machines, and also consistently matched the peaks of the verse - with and without his machines -, which are powered by these amazing magical stones. With that in mind, it’s clear that Eggman can match the levels of power generated by the colorful gems in the franchise.


Miscellaneous

It shouldn’t be hard to explain; Eggman has casually matched Sonic and his friends numerous times, whether it be on their base states or their Super states, and with that, there are multiple other feats in the franchise that were done by characters around those levels, making so that Eggman can scale to them fairly easily.


Cosmologies

Bowser

Credit to spacejello64 for several sources and screenshots regarding various Mario cosmology arguments. They saved us a lot of time!

Primary Universe(s?)

The Mario universe is just as expansive as our own, featuring countless planets, stars, and galaxies. It stretches just as far as the primary universe does, and doesn’t seem to have any major differences. One big thing that has been argued for however is that the main realm in Mario actually features multiple universes due to a statement from Super Mario Galaxy 2. When the player’s next world to explore is World 2, the title screen description of your playthrough states “A new Universe” in the original Japanese text (additionally, “To the new Universe” in the Chinese text). Considering the separation of the World’s in Galaxy 2’s map, this assumption doesn’t seem too far fetched on paper.

The issue is that this statement isn’t referring to World 2 specifically at all. Rather, it is logically referring to the fact that the cosmology we explore in Galaxy 2 is part of a new universe compared to the one from the original Super Mario Galaxy. The ending of Galaxy 1 features the destruction/rebirth of the universe (more information later), with Mario waking up on an altered earth. The ending of the game shows how the universe has been altered significantly, and thus this leads to the new Galaxies we explore in Galaxy 2. World 2 is explored after the first large chunk of space where Earth is located, and considering it serves as a big step in Mario’s second cosmic adventure, it is a logical place for a statement referring to the new universe we’re exploring after the final events of Galaxy 1. Thus, World 2 is not an additional universe, nor are any of the other Worlds in Galaxy 2.

Alternate Kingdoms/Universes

While the normal universe of Mario canon may not be so different from our own (in size it’s different in every other way), that’s not the only existing space in the Mario World. There are several other dimensions that exist, each housing their own special features. In Super Paper Mario, we’re introduced to the idea of different dimensions. The Mushroom Kingdom is said to reside within its own dimension, and we are told this while in a new realm called Flipside, which is the space between dimensions (there’s also Flopside, which serves as the second half of Flipside). There are eight other dimensions that are acknowledged as their own places in space with their own universes, with this list including Lineland, Gloam Valley, the Bit Lands, Outer Space, the Land of the Cragons, Sammer’s Kingdom, the Underwhere, and Count Bleck’s realm. 

In particular, Outer Space has numerous statements calling it infinite in size. Tippi, as well as multiple denizens of the realm refer to Outer Space as an infinite space. Though these statements are only in regard to Outer Space and not any other dimension, so they would only apply to it in particular. This information would also extend to Flip/Flopside’s size, considering it is the space in-between all dimensions. Thus, it would be infinite in size as well.

Miscellaneous Worlds

Alongside the realms from SPM, there are also various miscellaneous worlds. Various dimensions exist, including the Painting Worlds from Super Mario 64, the Ghost Dimension from Luigi’s Mansion 2: Dark Moon, and the challenge level dimension from Super Mario Sunshine. There are various other worlds as well, including miscellaneous special areas from Super Mario Odyssey. The consistent issue with these worlds is that while they can expand to the point of having multiple stars, we have no direct confirmation about their size. They can be described as alternate worlds or dimensions, but that does not give enough context for them to be significant to the cosmology of the Mario series.

There is however the Parallel World introduced in Paper Mario: Color Splash, which is an inverted version of the primary dimension we see in all Mario games. It has no statements about its size, but considering its nature as a mirror version of the main Mario world, it should serve as a reflection of the main universe. While we only see it in the Paper world rather than the primary Mario one, the Paper world contained inside the book in Peach’s castle (that we saw in Paper Jam) is clearly meant to be a mirror world to the main Mario cosmology anyways.

Dream Realities

Beyond the normal planes of reality in Mario lie the worlds within dreams. There exists a world for every dream, with dreams being able to embody whatever is around the dreamer, or the collective thoughts of many. The exact size of dreams is rather vague however. The only landscapes and people seen within the dreams explored in Mario & Luigi: Dream Team are places and people Luigi had seen recently. While day and night cycles exist, the stars used for things such as Luiginary constructs are not fully in the background and are not the size of actual stars. While we can see stars during Star Driver scenes, we do not see enough to justify a significant universal size. However, there is one notable exception.

In Mario Party 5, we are introduced to the location known as Future Dream, which has multiple statements describing it. In-game statements include “Welcome to the Future Dream! This is a world where a dream of the galaxy comes alive! Entertain your outer-space curiosity in this dream!” and “The fascinating Dream of the Universe continues!”. An instruction book statement also adds “Teleport from space station to space station as you marvel at the wonders of the universe in this outer-space race for the stars! It's one small party for man and one giant party for mankind!”. Considering the two main statements call it a Galaxy or a Universe, and the additional statement mentions it having the wonders of the universe, it would seem reasonable to assume Universal size for it.

There are other notable factors to consider however. Another statement properly translated states "Welcome to Future Dream! This is a world created from ‘dreams of space.’". The key detail here is that it says “dreams” plural, implying that Future Dream is made of multiple dreams. Thus, a single dream would not be universal. Dreams tend to vary in size across the franchise anyways, as several of Luigi’s dreams in Dream Team vary in size. Thus, our result is that the size of dreams as a whole is rather vague and not well defined. More info will be in Before The Verdicts.

Eggman

Special thanks to ResoundingShake and Omegabronic for some of the links, texts and sources related to the Sonic cosmology. They saved us a lot of time!

Sonic’s Universe

The primary universe, where we follow the many adventures of Sonic the Hedgehog and his friends. It doesn’t seem to be much different from our universe in real life: composed of different types of celestial bodies all around the depths of space; multiple planets, stars, galaxies, etc.

Multiple Dimensions

Flicky Dimension

A dimension seen in Sonic 3D Blast, where the Flickies reside.

Yeah that’s about it, doesn’t have any significant statements about its size.

Sol Dimension

The universe where Blaze the Cat originally came from. It is said to be a reflection of Sonic’s world; thus, similar in scope.

Special Stages

Alternate dimensions in the Sonic multiverse where one can obtain the Chaos Emeralds, or in some cases, other mystical items. We have yet to see if they’re actually full of separate universes from one another, but we know thanks to Sonic Chaos’ manual that these stages are “a parallel universe.”

Storybook Worlds


(Image credit)

In the storybook series, Sonic travels to 2 different dimensions; the World of the Arabian Nights and the World of Camelot. Those are storybook worlds based on different sets of stories; respectively, the 1,001 Nights, Aladdin, Ali Baba & the 40 Thieves, Sinbad the Sailor and more for the Arabian Nights, and the story of King Arthur and the Knights of the Table for the World of Camelot. While we don’t have exact confirmations that each of their pages are different worlds, we do know that each one of them is a different universe. There is also seemingly a place called “Lost Prologue”, which is described as a space between the Storybook universe and the normal reality that visitors cross before fully entering the worlds.

In the Arabian Nights, Erazor Djinn possesses a realm called Night Palace. A fantastical, glass-looking otherworldly space that connects to the real world that seemingly has an astral place. It is also noted to be a Milky Way. Infinite space is also mentioned, but we’ll keep that one for Before the Verdicts.

Chaotic Inferno

The Chaotic Inferno Zone is the home universe of the demonic entity, the Ifrit, that threatened Sonic and their friends with his impressive soul binding capabilities. It resides in a different dimension, which is also confirmed by Shadow and Metal Sonic using Chaos Control to travel between dimensions to get out of Chaotic Inferno.

Digital Dimension

Digital Dimension is a course present in Sonic Riders. A realm inside the Babylon Garden, a strange dimension-world inspired by thoughts of hell that extends to infinite nothingness, as noted in the official Sonic Riders japanese website.

Aqua Planet Zone

The Aquatic Planet Zone is an alternate dimension seen in Sonic Chaos. It is a mysterious, temple-like location.

Sleeping Egg Zone

A dream world created by Dr. Eggman, residing in another dimension.

Egg Reverie Zone

A location first shown in Sonic Mania and Sonic Mania Plus, it is a crystalline void that Sonic was sent by the Phantom Ruby, where time is constantly distorted.

Null Space

It is a unique world that is said to be "an endless void of nothingness closed off from all other dimensions", where no one could communicate or detect it those who were inside of it, making it so beyond the range of the rest of the universe considering Tails’ technology was already able to communicate with Sonic through different dimensions. Later when used by the Death Egg Robot, we can see it houses many stars & nebulas inside itself.

The Exception

The location where Super Sonic and Burning Blaze headed to battle against the powerful Egg Salamander. According to the Sonic Encyclospeedia, it’s a space between dimensions, and it’s also referred to as a collapsing dimensional rift. In this space, both Eggmen planned to create an Eggmanland that surpassed all dimensions with the powers of the two sets of Emeralds.

Shatterverse

Upon being shattered, the Paradox Prism “fractured”/“splintered” the universe into a set of parallel dimensions dubbed "Shatterspaces" with emphasis being put on the fact that the Prime World (AKA the original universe) wasn't simply altered, it was "broken", with it ceasing to exist entirely. Separate from the multiverse, each Shatterspace is a distorted version of the original universe. Shatterspaces contain their own celestial bodies, such as suns, moons, and stars, and potentially are entire universes of their own. Additionally, time is shown to flow differently within different Shatterspaces. Interdimensional travel between Shatterspaces is shown to only be possible via the space-time manipulating properties of the Paradox Prism’s “Prism Energy”, which enables teleportation and portal creation.

The space between the Shatterverse realities created by the Paradox Prism is called The Void, filled with innumerable crystal-like shards of “debris” floating within it, serving as a sort of nexus point between each dimension. The Void is shown to contain an “eternity of darkness” that “decays all life”, with other official translations implying that it means "infinite". That aside - which could be hyperbole - the Void is of immense cosmic scope due to being large enough to encompass and house the five Shatterspaces.

Cyber Space

Introduced in Sonic Frontiers, Cyber Space is an alternate dimensional plane; a reality made of information created by the alien civilization of The Ancients more than tens of thousands of years ago, said by Eggman to be more impressive and advanced than anything he has created. Being a prominent part of their society it served as a sort of mega collection of everything regarding them, their hopes, dreams, memories, souls and the very essence of who they were, serving as a mega server to all information regarding them as a way to pass on their legacy to the future generation, on top of it being a macrocosm of dreams it is also said be a dream in of itself. Cyber Space takes the memory data from those who access it, and expands and reworks Cyber Space to display that memory data across its domain. Cyber Space data can even make Sonic's memories appear as tangible elements in the real world, showing that it make thoughts into reality

The amount of information in Cyber Space is said to be beyond quantification; that it has unquantifiable and countless amounts of data. This realm being that big in size shouldn’t be that unrealistic, as it was created by the power of the Chaos Emeralds, which are consistently said to possess infinite power (as seen in the Chaos Emeralds section). Though, it’s important to note that it could not necessarily translate to infinite size.

Maginaryworld


(Comic panel comes from @deegeemin’s Sonic Shuffle comic)

Welcome to Maginaryworld, an alternate universe where all dreams from all other dimensions assemble and become reality. When each person sleeps and starts dreaming, they have their own real dream worlds created in Maginaryworld - as with the case of Illumina physically appearing into the quartets' different dream worlds that are each stated to be separated by Tails when they each fall asleep there. And we know their dreams are real due to Illumina visiting their dreams. These “dream worlds” can largely vary in size; in a few, we see stars and nebulae across the sky, and even gigantic celestial bodies, possibly indicating an even larger size. While we don’t exactly know their sizes, some of them can be as huge as universes. More will be elaborated on Before the Verdicts.

Maginaryworld possesses many other worlds inside it: Emerald Coast, Fire Bird, Nature, Temple of Light, and Riot Train as well. But perhaps the standout of them all is Fourth Dimension Space, the higher plane of Maginaryworld, dreamed into existence by the goddess of Dreams; Illumina. It encompasses all other Dream worlds, seeing them as nothing but flat images on a screen. It is also described as an infinite 4-dimensional space by one of the magazines. Keep in mind that the magazine, despite being produced by SoftBank (which is a a very well known partner with SEGA, helping with their games distributions and writing licensed game magazines) is still not enough to sustain the Dreamcast’s magazine statement as 100% true, as this one in particular has never been officially licensed by SEGA. Still, it serves as a good enough statement to at least strengthen the dimension’s name. Again, more details will be given in Before the Verdicts.

Infinite Universes?

(Original artist) (Rina [The G1 member] forced us to include this image)

In TailsTube #4, Amy and Tails end up discussing the fact that they saw two Sonics during the events of Sonic Generations - which leads them to an even more interesting question: are there even more Sonics? Amy didn’t believe so, saying that it should be just Classic Sonic. However, Tails brings up that this is not necessarily the case. In his own words: 

Time is just one dimension of reality. Within the endless possibilities of space, there could be an infinite amount of Sonics out there!

This is largely dismissed due to being a hypothesis by Tails, but let’s look into it a bit more deeper. In terms of Tails’ reliability, he’s one of the most intelligent characters in the franchise, easily within the top 2, his IQ matching Eggman’s, and he’s relatively knowledgeable about the universe, alternate dimensions and things that affect the timeline. His words/theories should be rather reliable, considering the many experiences with their own cosmos and parallel universes. On top of that, we have seen an instance of these variations at work, being the Storybook games, with the Arabian Nights and Arthurian World being pretty obvious variations on Sonic’s world with variations of those contained within. There’s also been multiple instances of alternate timelines, like Stardust Speedway: Bad Future - or just Sonic CD timelines in general. 

To top that even more, the canonical Sonic Speed Simulator game gives us a very good argument for solidifying the possibility of infinite alternate dimensions. According to Nibroc - one of the developers of the game -, all the characters that appear when you play the game are teleported from multiple alternate worlds by the World Rings, and that is the canonical explanation of why you can have more than one Sonic at the same time. This means that there are indeed multiple Sonics from multiple alternate universes, which gives even more solidification for Tails’ statement in TailsTube. At the very least, it gives us even more universes to take note of.

Of course, it should be acknowledged that in spite of all of this evidence, Sonic having an infinite multiverse is not fully confirmed. Tails’ hypothesis, despite his intelligence, is still just a hypothesis. And while potential examples of alternate worlds exist in the form of the Storybook Worlds, the storybook method of approaching these worlds (as in Sonic literally jumps into storybooks) does not make them completely solid examples. Not to mention, while the game has been made canon by Sega, one of the developers who designed Sonic Speed Simulator’s gameplay and stories (the same one who tried to explain the presence of multiple Sonics) stated that they didn’t understand how Speed Simulator is meant to be canon in the first place

In conclusion, considering miscellaneous factors across Sonic canon, there is a solid chance that Tails’ theory is not actually that far fetched. However, granted its theoretical nature and lack of confirming proof, it will be kept as a theoretical idea for this blog and not be used as an argument for Eggman. Its existence is respected and acknowledged however.

Weaknesses

Bowser

While Bowser wields an impressive array of powers and soldiers, he’s not as invincible as he may seem. Mario and Luigi have been able to oppose him countless times due to his to the point attitude making him frequently act rash and aggressive. Bowser is definitely able to come up with complex plans (especially with the assistance of trusted subordinates), but he’s by no means some sort of super genius, no matter how many times he says his IQ is nearly ten thousand. Additionally, while his army is absurdly large and can have its numbers enhanced through various means, he does not have an infinite number of troops to send into battle. Weaknesses like these alongside his arrogance and the Mario Brothers’ capabilities are why he’s been losing against the Plumbers for nearly forty years.

Eggman

Dr. Eggman is certainly impressive in many regards, but despite his vast armies, he frequently has made mistakes. While he may be a scientific genius, that does not make him immune to tactical errors, especially from factors he is unaware of. His fatal flaw and greatest weakness is absolutely his pride, however. He is obsessed with defeating Sonic himself, and will not allow himself to reflect on his mistakes a lot of the time. In addition, he often tunnel-visions on attempting to defeat Sonic, forgetting other key factors beyond the blue blur himself. He’s often his own worst enemy; in addition to that, his resources aren’t exactly infinite, and he’s not the physically strongest person himself.

Part 2: Armies

Each character’s Support section will be divided into multiple sections for the sake of organization. 

Bowser

Basic Troops

Blargg

Blarrgs are large Lava dinosaurs that jump out and chase attack enemies nearby. Their body size and shape can widely vary and can even be made of the Lava itself. This makes their species very hard to kill as being the lava itself, and not capable of most physical damage. There are a few variants including

Blarrg: The standard variant that does as said above.

Magmaarghs: Very large molten Lava creatures that pass through solid objects and spit out balls of fire and lava.

Magmaws: A smaller magmaarghm that bounce around the map to attack enemies.

Charvaarghs: More dragon shaped magmaarghm that jump out of the lava instead of pulling it all with them. They are able to steal items such as mini stars. Unlike the previous ones however, it can be physically killed.

Bloopers

Bloopers are underwater creatures resembling that of a squid. They typically swim in an attempt to ram into a foe, but can also shoot out ink instead, which can damage, blind, or half the movement of anyone it hits. Alongside the standard version, there are additional variants that make up Bowser’s army.

Sky Blooper: Similar to the ordinary variant, except for their coloration and the fact that they swim through the air rather than being confined to land.

Blooper Nanny: Variants of Bloopers that are tailed by Blooper Babies, which they either keep in a line to block off opponents or scatter them to damage anyone directly, before generating more babies.

Poison Blooper: A poisonous variant from a just as toxic game, this Blooper has poison ink that can not only inflict a poison effect that gradually deals damage, but also lowers the opponent’s accuracy so they miss more often.

Baby Blooper: A baby version of bloopers that are in large groups. They tend to surround enemies.

Bubble Blooper: Very large bloopers who roll at mario. If they lose hydration, they shrink and become dried Bloopers and attack like any regular one.

Glad Blooper: Much happier and less aggressive Bloopers

Jumping Blooper: An oval shaped Blooper who jumps out of the water frequently.

Mecha-Blooper: A robotic version of The Blooper that shoot out bullet bills

Mega Blooper: A large blooper variant, the size of buildings. While not as many as regular ones, quite a lot exist.

Winged Blooper: Bloopers that have sprouted wings in order to fly around.

Bob-ombs

Bob-ombs are sentient bombs, capable of bonking into enemies with their strong bodies. Of course, if they’re willing to, they can also choose to explode right on top of the enemy, dealing massive damage at the cost of their lives. They can vary in size (bigger size makes bigger boom), be launched out of cannons, and be carried by mini parachutes to advance an aerial attack.

Bob-ombs: A sentient Bomb that walks around on two legs. It can set itself odd or be hit to cause it to explode.

Bomb: Just a regular bomb that's associated with the Bob-om family. It blows up like a regular bomb.

Bomb Fish: A fish variant of the Bob-ombs that blow up underwater.

Babooms: A firecracker variant of the bomb-oms. They fire 3 firecrackers, able to shatter blocks.

Kab-omb: A similar Bob-omb species, that unlike the rest, won’t explode if hit, and can only blow up itself or by being hit with fire.

King Bomb: A massive bomb that makes an explosion that's near fatal to even Mario.

Para-bomb: Bob-ombs that parachute from the air into enemies.

Glad Parabomb: A happier variant of Bob-omb that includes confetti in its explosions. How nice.

Rob-omb: A bob-omb variant that does higher damage when self destructing.

Lethal Bob-omb: A faster bob-omb variant who’s already lit. Once they make contact with someone, they explode instantly.

Mega Bob-omb: A bigger Bob-bomb variant with a stronger explosion. They vary from a little short than Mario, to several times his size.

Mini Bob-omb: A smaller variant of the Bob-omb. That’s all.

Boos

Boos are ghost-like creatures capable of frightening whoever they come across. All Boos are capable of floating, phasing through matter, inducing fear, turning invisible, possessing objects, using power ups, hiding objects, and hiding in paintings or mirrors. Boos are also notably hard to kill, as while they can be taken out in a variety of ways (extra heavy exposure to light, collision with an invincible foe, or simply taking an extra nasty ground pound), it is stated they will always come back from traditional defeat due to their nature as ghosts. Amongst Boos, there are also specific types.

Boos: The normal glowing white colored Boo, these little guys are capable of everything described above.

Big Boo: Extra large Boos the size of a small building, capable of everything a normal Boo can do.

Boohemoth: Extra extra large Boos the size of entire buildings, capable of everything normal Boos can do.

Black Boo: A fast black boo, able to match Mario in races. As a ghost, can phase through objects.

Big & Little Boo: A blue mouth variant Boo of varying sizes.

Disappearing Boo Buddies: A bunch of small boo variants who vanish in and out simultaneously to make avoiding them very difficult.

Balloon Boo: A boo that is in the shape of a balloon It must be popped to be killed.

Boo Block: A boo that disguises itself as a block. It seems to turn into actual stone as it can be stood on.

Gold Boo: A golden variant of the boo who can create golden coins.

Green Boo: A Faster variant of the regular boos, and is green

Boo Man Bluff: A boo that covers their eyes so as not to see enemies, and relies on sound to attack.

Peepa: A different shaped Boo who flies around in circles or carries platforms. They can also steal 

Broozers: Large gray Boos who charge at enemies to punch them. They are one of the stronger variants, able to break through blocks.

Jelly Ghost: A jelly-like ghost who hides in the ceilings and walls of places.

Statue Boo: Giant Statues with giant hammers possessed by a boo.

Dark Boo: A stronger Boo variant who can steal items from enemies.

Frame Boo: A boo who has a glowing core in its center.

Stretcher: A boo variant who can stretch their body long distances to hit enemies. They often hide in platforms before popping out to attack.

Eerie: A ghost of a dinosaur.

Pink boos: A stronger variant of the regular boo.

Balloon Boo: A Large Boo who can get bigger by inhaling large amounts of air.

Bomb Boo: Lunatic-like Boos that upon seeing an enemy, will immediately hang their tongues out (more than a normal Boo) as they charge towards the enemy with the goal to ensure mutual destruction via explosion on contact. Their tongues can be grabbed to toss them away though.

Boos are also capable of outrunning a black hole within Mario Party 6’s mini game Black Hole Boogie. They’re one of the many selectable characters within this game.

Bullet Bills

Bullet Bills are sentient ammunition that’s used within Bowser’s army. There are many different types of Bills, each with their own speciality. Bullet Bills can be fired out from Bowser’s various warships or individual Bill Launchers. Though, if an opponent is standing close to a launcher, they typically don’t fire, perhaps it’s because they’re shy.

Bullet Bill: Your common variety of Bills. They fly in a straight direction and depending on the game, they may or may not explode upon impact. They’re immune to being attacked by fire and can home in on enemies.

Bull’s-Eye Bills: A red variant who can actively seek out opponents on the move.

Banzai Bill: The big brother to the common Bullet Bill. This massive bullet may travel slower, but they can pack one heck of a punch. They’re able to break through brick walls, home in on enemies and can explode after a set time.

King Bill: The biggest and meanest version of the Bill family! They are much larger than even Banzai Bills, are engulfed in fire as they fly through the air and are completely invincible even to a Starman! They’re truly an unstoppable force!

Sniper Bill: A Bullet Bill that has a Super Scope! They can either shoot smaller bullet bills or launch themselves at their opponents! Any sort of fire damage will heal them instead. They’re polite, efficient and have a plan to kill every person they meet.

Torpedo Ted: An Underwater Variant of a Bullet Bill. Due to being Underwater, they can’t be killed via jumping, but otherwise they retain the same capabilities as a Bullet Bill but underwater.

Diggas: A bullet bill with a drill at the front of its head so it can go through the ground. It does damage on contact but can be killed by jumping on it.

Missile Meg: One of the many forms of defense that Wonder Bowser has. They can’t be stomped on, but instead can act as a platform for others to ride on. However, the excess weight will cause them to sink ever so slightly. While under the effects of the Wonder Flower, they can turn in any direction they want as well as turning in mid air and can’t lose altitude when ridden upon.

Bullies

Acting as one of the Koopa Troop’s main frontline offenses, Bullies charge into enemies with their incredibly durable and heavy bodies. They specialize in pushing foes away into dangerous objects, not being able to do damage aside from pushing. They have a few variations.

Bully: An ordinary Bully that does everything listed above.

Big Bully: A larger than normal Bully with more strength than an ordinary Bully.

Cat Bully: A Bully with cat-like fur and features. Slightly stronger than a normal Bully, but not by much.

Buzzy Beetles
Buzzy Beetle - Super Mario Wiki, the Mario encyclopedia

One of the more durable enemies within Bowser’s army, the Buzzy Beetles are a quadruped turtle like enemy with a black shell. This shell allows them to be immune to fireballs and explosions and is hard enough to break bricks when kicked. They’re also able to climb on walls and ceilings, where they can drop down onto their foes.

Buzzy Beetles: Often found in caves where they stick to the ceiling, they can drop themselves down onto the ground by retreating into their shells, allowing their shells to spin around and hit foes and friends alike.

Bony Beetle: The undead variant of Buzzy Beetles. If you step on them, they will fall apart only to pull themselves back together a few moments later like with Dry Bones. However, they’re able to protrude spikes from their shells for a brief period of time, making stomping on them a risk.

Buster Beetle: A Buzzy Beetle that’s capable of throwing blocks at it’s opponents. Despite being stronger than a regular Beetle, they’re shells aren’t as tough, allowing them to fall to a regular jump or fireball.

Parabeetles: A large nearly indestructible beetle with wings. They can withstand intense weight and continue flying, even flying upwards if someone is standing on top of them.

Spike Tops: A Buzzy Beetle that has one single spike atop their shells. They tend to stick to walls and serve as obstacles for the player to navigate around. Due to the spike on their shell, they are immune to being jumped on, as well as keeping their fire immunity.

Chain Chomps

Generally considered to be some of, if not the most dangerous regular forces in Bowser’s army, these bizarre metal creatures are iconic for their dog-like behavior, to the point that there exist cases of them being kept as pets. But while Chain Chomps can be docile and may even be helpful from time to time, their capabilities are not to be underestimated. They are generally capable of no-selling the vast majority of attacks by Mario and his friends, and their speed and agility is truly terrifying to behold, making it where getting close to them is extremely risky. Combined with their generally hyperactive natures, and Chain Chomps are easily amongst the most devastating forces Bowser has, and they can be all the more chaotic should they be unleashed from wherever they are bound, tearing through anything and everything unfortunate enough to be caught in their path.

Chain Chomp: A standard variant capable of what is shown above. They vary in size and can be made of gold sometimes.

Big Chain Chomp: Chain chomp but bigger. They can shatter bricks like they are nothing.

Calm Chain Chomp: A sleeping chain chomp that can’t be approached without waking it.

Chain Chomplet: A red chain chomp with spikes, and is extremely hot.

Chomp: A large chainless Chain Chomp, often rolling around or slamming the ground hard enough to shake it. They are dozens to hundreds of times bigger than Mario.

Chomp Chomp: A Chain Chomp that is gold and notably stronger. They have very deadly bites.

Chomp-Muncher: A hybrid of the Muncher and Chain Chomp.

Chomp Pup: A smaller but much faster version of the chain chomp.

Chomp Shark: A massive Chain Chomp, chewing through giant walls of brick.

Electro-Chomp: Electrical balls that fly around and shock anything nearby.

Fire Chomp: A fire variant of the electro balls. It shoots fire instead of electricity, and leaves behind a trail of fire.

Flaming Chomp: A chain Chomp that is made of Lava or fire.

Incoming Chomp: A large Chain Chomp variant known for shooting from under opponents to catch them off guard.

Kinklink: A chain chomp that is attached to a Chandelier used as a support beam.

Mecha-Chomp: A metallic variant of the Chain Chomp that has a dog's body.

Red Chomp: A red variant of a chain chomp, able to steal items like stars.

Silver Chomp: Large silver chain chomps that roll around to attack.

Stompin' Chomp: A chain chomp often stomping on the ground and objects in order to destroy them.

Stone Chomp: A chain chomp made entirely of stone that acts like a regular Chain Chomp.

Cheep Cheeps

Cheep Cheeps are the original common underwater enemies Mario faces, acting as the main aquatic force in the Koopa Troop, being composed of pufferfish-like fishes. Although mainly found in red, there are dozens of different species of Cheep Cheep, which includes

Cheep Cheep: Your standard red fish that swims forwards in hopes to collide with foes. Can come in a gray color that moves slower than the average Cheep Cheep. Cheep Cheeps can typically leap out of the water to strike enemies just barely out of water’s reach.

Baby Cheep Cheep: Smaller more agile versions of the regular Cheep Cheep. Can be spawned and spit out by a variation of the Big Cheep Cheep called Big Bertha.

Big Cheep Cheep: Larger Cheep Cheeps that can typically swallow Mario and Co in one gulp. Usually possessing faster speeds and maneuverability than most regular Cheep Cheeps.

Blurp: Green Cheep Cheeps with goggles, effectively identical to regular Cheep Cheeps, with some minor movement differences and the ability to hop on the surface.

Deep Cheep: Green colored Cheep Cheeps that will actively follow enemies rather than aimlessly swimming like most Cheep Cheeps.

Eep Cheep: Orange colored Cheep Cheeps that swims away from foes when they get close rather than forwards or closer. They can also come as Big Eep Cheeps, that are identical in function beyond their larger sizes.

Fish Bone: Skeletal Cheep Cheeps that mirror the relationship between Dry Bones and Koopas, they can launch themselves at opponents similarly to Deep Cheeps, while being immune to most conventional attacks like fireballs.

Gold Cheep Cheep: Rarer gold colored Cheep Cheeps that leaves behind a trail of gold.

Jean de Fillet: Similar in function and appearance to Fish Bones, but can live in both lava and water. 

Lava Cheep Cheep: Larger purple Cheep Cheeps that reside in the magma of Corona Mountain. They have identical Cheep Cheep swimming patterns with the ability to leap. They are also constantly on fire.

Mecha Cheep: Mechanical Cheep Cheeps that are immune to typical attacks like fireballs.

Puffer-Cheep: Indigo Cheep Cheeps that can puff up with spikes similarly to a pufferfish. The spikes poison whoever comes into contact.

Sad Cheep Cheep: Regular Cheep Cheeps that cry and can jump much higher than the usual Cheep Cheep.

Spiny Cheep Cheep: Purple Cheep Cheeps that chase foes down, possessing spines on their bodies to damage foes on contact.

Porcupuffers: A giant purple spiked version of the standard Cheep Cheep.

Cheep Chomps: A large variant of the Cheep Cheep who swims towards and eats enemies whole.

Goombas

Goombas are a brown mushroom shaped creature and one of the lowest of bowser's minions. In spite of this, they have a massive variety of types of Goombas, and abilities they have shown over the years. From growing in size, creating other Goombas, flying, and much more. Their species greatly varies in strength and Intelligence. Varying from breaking rocks, causing earthquakes, fighting on par with the Koopa Kids, and walking off cliffs, to leading groups of minions to take over the Kingdom. Or even stacking up as a tower to get a medical license, The Goombas’ best strength comes from their massive numbers and variety. Specific ones being

Goombas: The standard walking mushroom with a face. They can run or jump into enemies with enough force to shatter boulders, grow to large sizes, fuse with other Goombas, and multiply into smaller Goombas upon death. They can also hold objects like bats or climb up poles despite having no arms, somehow. They have used certain power ups like catbells, boots, and giant skates, and even can be disguised as a fake bowser, letting them shoot fire and throw axes.

Paragoombas: A flying variant of the regular Goomba that comes with little wings.

Micro Goombas: A bunch of small goombas that can slow down, form wheels, weaken their enemies ability to jump, use noxious gas, or injure them.

Doctor Goomba Towers: A tower of Goombas who get a medical license and wears a huge coat.

Tail Goombas: A Goomba variant who uses the Tanooki Tail for attacking and floating mid-air.

Galoombas: A subspecies variant of the goombas, who is a bit tougher than the average goomba. They are a bit bigger than an average one and can become several times bigger than mario.

Goombos: A Smaller Goomba variant from Sarasaland.

Goombuds: A variant of the goomba that mixes the Goombrat and Galoomba.

Gloombas: A Blue Goomba that is only seen underground.

Grand Goombas: A variant of Goombas who are very large, and explode into smaller goombas upon death.

Chuboombas: A Chubby Goomba that carries around a giant lollipop. If they lose their lollipop, then they will flee the battle.

Cat Goombas: A goomba variant who uses the cat bell.

Gold Goombas: A golden variant of a goomba, who moves slightly faster than a regular one.

Goombrats: A subspecies variant of the Goomba. They are more tomato shaped and seem to be a slightly smarter Goomba variant than the regular ones.

Strollin’ Stus: A subspecies variant of the Goomba. They are pudgier versions that act similar to a Goomba, and can be summoned from the Brown paint goop.

Burrbos: A Subspecies of the Goomba that is spiked all over its body. Their spikes can injure enemies if jumped on or charged into.

Beanies: A Bean Subspecies variant of the Goomba. They are a Goomba in the shape of a bean, that seems to be a plant based creature. It also has a rare gold variant.

Kuris: A fire red variant of the Goomba. They pop out of spiked chestnut shells and are a much stronger variant, able to take multiple hits from Wario.

Mad Goombas: A stronger variant of the Goomba. These Goombas are strong enough to cause earthquakes and stun enemies who are nearby.

Sad Goombas: A faster variant of the Goomba. These Goombas move notably faster than any other standard goomba.

Octoomba/Electric Goombas: A space variant of the Goomba, which shoots out rocks at enemies.

Octoboos: A ghost variant of the Subspecies Octoomba. These do not fire rocks, but are intangible. They fly around like Boos.

Goombeetles: A Goomba variant who has a metal helmet to protect from stomping on them.

Jack O Goombas: A Goomba variant who wear pumpkins and own a Planet.

Masked Ghouls: A Goomba variant referred to as a Ghoul. They wear a mask around their body and function fine with a knife stabbed into them. They also are implied to turn into Ghost Goombas when killed 

Bone Goombas: A blue variant of the Goomba that wears a skull for head protection.

Goomerang Brothers: A Goomba fused with a Boomerang Brother by bowser. They have the Boomerangs brothers body, and a Goombas feet. This makes it difficult for them to walk.

Goomba Troopas: A Goomba and Koopa fused together by bowser. It has the Koopas head on top of the Goombas' feet. 

Goombombs: A Goomba fused with Ba-Bombs. They look and can act like a normal Goomba, with the capability to explode.

Bellhop Goombass: A Goomba variant who works on Wendy Koopas hotel.

Rhinestone Goombas: A Goomba variant that shows up in Hotel Mario. They have a much more notable jump capability added on with their speed.

Tanoombas: A Goomba variant not to be confused with Tail Goomba. This Goomba naturally has raccoon features such as a tail and fur, while also having the capability to mimic objects and enemies such as Thwomps, Coins, Blocks, The Mario Brothers, and more.

Dark Goombas: A Dark variant of the Goomba which is notably stronger than the average.

Headbonk Goombas: A silver colored Goomba often throwing itself at enemies to bonk their heads.

Dark headbonk Goombas: A dark variant of the Headbonk Goomba which are notably stronger.

Spiked Goombas: A Goomba variant who uses a spike helmet to prevent them from being stomped on.

Dark Spiked Goombas: A dark variant of the Spiked Goomba that is notably stronger.

Mural Goombas: A Goomba variant that is a sentient mural.

Paper Goombas: The paper variant of Goombas. They should share the same abilities and capabilities of the regular Goombas.

Ghost Goombas: A Ghost variant of the Goomba. They can turn invisible and are invisible to regular attacks. They are implied to be ghosts of the Masked Goombas.

Aqua Goombas: A Goomba variant that lives in the realm of the Turtle Zone. They wear helmets so not to drown.

Goomdivers: Similar to Aqua Goombas. These are Goombas who use diving gear to fight underwater

Grombas: A Goomba variant surrounded by dirt and rock. They can roll or kick rocks at enemies

Drombas: A dream variant of the Gromba.

Pestnuts: A Spiked subspecies variant of the Goomba found in the woods. They have camouflage abilities, and can attack using their spikes. Melee attacks hurt both them and the attacker.

Dream Goombas: The Dream variant of the Goomba. Should share the same abilities as a regular one.

Prickley Goombas: A Goomba Variant surrounded by a Prickly shell for protection.

Choombas: A giant metal train variant of the Goomba. Its main method of attack is charging up and running into opponents.

Shrooblets: A smaller subspecies of Goombas. They spin to attack, and are notably smaller than a regular Goomba.

Zombie Goombas: Zombie goomba’s who have risen from the dead to serve King Koopa.

Goomba Idols: A pair of Goomba statues stationed near Aquatic Lands. A voice seemingly from another area or Realm of Gods. It’s unknown what they can do aside from give a power star and summon birds to pull those away who they banish.

Goomba Mummys: A goomba wrapped in bandages making it also a mummy….. that’s all.

Goombules: A subspecies variant of the Goomba. It is a cell based species and rams into enemies.

Greaser Goombas: A gang of Goombas able to operate motorcycles. They have their bikes and carry explosives.

Gritty Goombas: A Goomba covered in cloth, and carries a spike on their head. They are like the Mummy Goomba but with a spear.

Gu Goombas: A Green colored variant of the Goomba. They have the same abilities as a regular one but is much stronger.

Prongos: A Goomba covered in metal casing with spikes on it. Their case is strong enough to take hits from any base weapon, and require flipping over or using a Super Star.

Koopa Troopas

Koopas being the second most iconic of bowser's minions line up. They are an army of turtle like creatures with a variety of subspecies and powers. Most can roll around in their shells, target and follow enemies, turn invisible, fly, create new shells, Shoot electricity, and more. Their shells offer them stronger protection compared to other minions, and like any, can lead groups of minions to take on kingdoms. They have a varied amount of species including

Green Shell Koopas: The standard shell Koopas. They’ll either walk around in a specific pattern, or keep going straight until a wall either turns them around, or something knocks them out. Some can be disguised as Bowser, letting them shoot fire and throw axes. They also appear in Mario Kart, giving them their own kart and power ups.

Red Shell Koopas: A slightly smarter variant that doesn’t walk off cliffs in the original games. Their shells also can track other enemies when thrown.

Blue Shell Koopas: A variant of the Koopa that carries the Blue Shell. One that haunts the memories of first place in any Mario Kart game. This shell can be used by anyone including Mario and Luigi, giving them the ability to dash around from inside it, or when used on the track, will track whoever’s in first place and slam into them causing an explosion.

Koopa Paratroopas: An evolution of the normal Koopa, Paratroopas now have wings to fly with. Both Green and Red Shell Koopas can be Paratroopas, with greens using their wings to hop around while reds use it for traditional flight.

Charging Chucks: Bigger burlier Koopas equipped with protective football gear that charges towards foes. They’ll typically be found in larger groups to try and trample Mario and Co. with their football physique. 

Bombshell Koopas: A variant of the Koopa that shares similarities to the Red Koopa, but has a shell that will explode if they are jumped on.

MagicKoopa: A species of Koopas very well experienced in using magic. While not as proficient, They share similar abilities to what Kamek can do using the same magic. From shooting magic, creating clones, empowerment, size manipulation, teleportation, flying, transmutation, creating big bang explosions, elemental manipulation, and much much more. If a minion has done it, a Magikoopa can likely do it and more

Mecha Koopas: Mechanical Wind Up toys used by Bowser and his kids. They are not very strong on their own, but have vast numbers, feel no fear, and explode when jumped on, able to cause damage even when dying.

Terrapin Koopas: A slightly stronger variant of the Green Koopa that wears metal armor for protection.

Terra Cotta Koopas: A stronger version of the Terrapin Koopas, and wears a red shell instead of green.

Dark Koopa: A stronger purple shelled variant of the original Koopa

Koopatrol: An armored Koopa, regarded as one of the highest ranking soldiers in Bowser Castle. They have spikes on their head to prevent them from being jumped on, and use it to ram into enemies.

Blue Electrokoopa: A Koopa variant who has an electrical shell. They throw it like a boomerang to shock enemies on contact. Should they lose their shell somehow, they can spawn in a new one in a few seconds.

Red Electrokoopa: A Koopa variant who has an electric shell. Unlike their Blue counterpart, they do not throw their shell, and simply shock by making physical contact instead

Snooza Koopas: A koopa variant who wears a Yoshi egg shell on their back. They attack by slamming this shell onto enemies

Gold Koopas: A golden variant of the Koopa Troopa. They produce gold when they slide around.

Mural Koopas: A koopa species which is a sentiant mural in the shape of a Koopa Troopa.

KP Koopas: A yellow version of The Koopa that acts very similar to the regular one. They are just a stronger variant.

Troopeas: Koopa Troopas with plants on their head to enhance their strength

Shady Koopas: A Cyan Koopa with similar capabilities as a regular, but when they jump off their backs, their power will increase each time.

Ankoopas: Chubby Koopas doing their best Snorlax impression, only being able to be knocked over with significant force and shrugging off even Mario’s strongest hammer swings with no issue.

Mad Koopas: Koopas who are always angry and attacked like a spoiled child

Glad Koopas: A Koopa who is always happy. That's all. Good for them.

Koopleons: A Koopa hybrid with a chameleon. They can shoot out their tongue, and turn invisible.

Gold Koopleons: Similar to the regular variant, but with a much lower attack, and a vastly higher defense.

Dark Koopas: A dark variant of the regular Koopa Troopa. They are stronger than regular ones.

Dark Koopatrols: A dark and stronger variant of the Koopatrols

Rolla Koopas: A Koopa using Roller Skates to skate and jump around.

Dark Nokonokos: A dark and stronger variant of The Koopa. They can damage with physical contact and don’t retreat into their shells when hit.

Snortoises: A more sea turtle like Koopa. They can crawl on land but prefer the sea.

Z Koopas: A variant of the Paragoomba, that specifically is found in Wendys Hotel. That's all.

Big Troopas: A massive version of The Koopa Troopa. They can vary from being just a bit bigger than the average to giants bigger than buildings.

Grand Troopas: A massive Parakoopa. They are just Obese Koopa Troopa with wings, giving them a lot of health.

Dry Bones: An undead skeleton version of koopa that can come back to life after being defeated. They can also throw spare bones, fly without wings, and turn people into statues, albeit only after learning a specific magic.

Vomer: A dry Bones variant who are super resistant to physical attacks

Dull Bones: A variant of dry bones with low health, but high defense

Red Bones: A variant of Dry bones, which can recover after dying unless killed with Lightning, Fire, or explosives. They are stronger than regular Dry bones and also can summon other Dull Bones.

Dark Bones: The strongest variant of Dry bones.

Sad Dry Bones: A sad skeleton. He throws more bones than a regular one.

Koopa Bros.

The Hammer Bros. are a special subspecies of Koopas. They are often carrying hammers to fling at their enemies. They are extremely skilled and accurate when it comes to throwing based weapons. There are other variants that use different kinds of weapons such as elements of magic or boomerangs. These variants include

Hammer Bros.: The standard hammer bro species. They throw basic hammers and are generally on the move when fighting or standing on clouds that move. They also have carried gold, mines, or ba-bombs to throw as well. They have various attacks that increase damage. Some can be disguised as Bowser letting them shoot fire along with throwing axes. Mario Party even has ones strong enough to keep with the cast. Playablein some games, it gives them access to some of the Power Ups the main cast can use.

Boomerang Bros.: A different variant of the Hammer bros, who use Boomerangs instead, meaning their attacks always return to them. They have shown to be able to throw multiple at a time.

Amazing Flyin' Hammer Brothers: A hammer bro that stands on a platform with wings that flies around. They throw hammers out in both directions rapidly.

Calm Flyin' Hammer Brothers: A hammer bro affected by the vibe scepter, which makes it unresponsive if one moves slowly around them. Quick movement will snap them back to normal.

Fire Bros.: A Variant of the Hammer Bro that shoots out balls or streams of fire out of their hands or mouth instead.

Heavy Fire Bros.: A Big variant of the fire bro that causes earthquakes when jumping around along with shooting fireballs.

Ice Bros.: Another variant of the Hammer Bros that shoot ice balls able to freeze people solid.

Gold Bros.: A golden variant of the Hammer bro that throws golden coins instead of hammers, Mostly useless. They do touch damage I guess.

Sumo Bros.: A much larger Hammer Bro, who can stomp on the ground hard enough to shake it, shoots thunder bolts that explode, create walls of fire and, have a high resistance to fire and are protected from head attacks because of the spike on their head.

Boss Sumo Bros.: A much stronger variant of the Sumo bro, who is much larger in size, and can cause huge earthquakes with each jump or step.

Sledge Bros.: A similarly big variant of the Hammer bros that throws very large hammers and causes earthquakes when jumping around. They also share the same elemental versions as their standard Hammer Bro counterparts.

Yo Bros.: A Hip and Cool variant of the Hammer Bro who uses Totally Tubular YoYos to attack at a distance. Not only that, but they heal when hit with fire, Radical!!

Limbo Bros.: A derived subspecies of the Hammer Bro. They are large in size, carry a torch, and love to limbo mid combat.

Chomp Bros.: A Huge Buff version of the Hammer Bro with a chain chomp attached to them. They swing the chain chomp as a weapon. It’s said that you can disarm them of their means to fight by getting rid of the chain chomp… Uh. Good Luck fighting a 12 Foot Bodybuilder

Beanerang Bros.: A much taller and thinner Boomerang brother with ability to target multiple opponents at once. They are also healed by fire based attacks

Chef Bros.: A stronger variant of the Hammer Bro, as they use fiction's deadliest weapon, frying pans. They are the same as a regular one in every other regard.

Calm Hammer Bros.: A variant of the Hammer Bro affected by the Vibe Scepter, causing them to sleep, until one gets too close or moves too fast around them.

Lakitus


Lakitus are a high in the sky defense. Often seen riding clouds and dropping attacks from above. Not only this, but also acting as the cameraman, saving racers who fall off the track, and even having sea variants. They are usually as big as a human, but can get to be much bigger than Mario in some cases such as Mario Party 9. These ones include:

Lakitus: The original one that rides a cloud while dropping small and big Spiny Eggs, Buzzy Beetles, Piranha Pod, or Coins from above. Some will hatch when hitting the ground, where others will just roll at enemies. They are fast enough to keep up with Mario and their Karts, and give tips on how to handle creatures or stages. They can create clouds to float around, or act as bricks to run on. Their clouds can strike down lightning bolts, electricity, steal items, coins, stars, grab and restrain people, plant pods, and much more. He is also a racer in mario kart, giving him access to a large variety of power ups.

Pipe Lakitus: Similar to the original counterpart, however, they hide inside pipes instead of floating on clouds.

Dark Lakitu: A dark version of The Lakitu who is a stronger variant.

Fishin Lakitus: Same as the original, but they use a fishing pole, and carry 1 ups

Wall Lakitus: Another similar one that hides behind walls instead of clouds

Aqua Lakitus: Lakitus that fight from the water, They seem to be immune to most damage.

Fishin' Boos: A ghost version of the Lakitus when they die. They use blue fire and can’t be physically hit.

Calm Fish’ Boos: Another version of the ghost version who’s asleep. Getting close will wake them up and they will start to fight again.

Thunder Lakitu: A red to Pink variant that throws out bolts of electricity that explode into fire

Calm Lakitus: The Lakitu but asleep until you get near him.

Glam Lakitus: A Lakitu with a pink crown that's a stronger variant to the standard. They should be capable of any of the same feats

Lakitu Kings: An even stronger version of the Lakitu, they throw Golden Spinies and have a golden crown and shell.

Gold Lakitus: A golden variant of the Lakitu, who throws out gold coins and has a gold cloud.

Lakipeas: A bean variant of the The Lakitu that throw Sharpeas instead of spines.

Monty Moles

A species that is almost always seen underground. Being their motif, they do a lot of ground combat in various forms. From throwing rocks and bombs, jumping out of walls, growing wings , or operating massive machines such as tanks, drills, and more. Like many of the other minions, he has joined the mario cast in kart races, mario parties, and many of the sports games. This shows them able to use all kinds of power ups among the machines they already can operate. They usually are half marios size, but can vary to being several times bigger than him. Can run across spikes unhurt, and can be crushed and still keep fighting. They have a small variety in different species and types including 

Monty Moles: A mole who digs through the ground at incredible speeds. They will try to pop on from underground or inside of walls and throw rocks, wrenches, bombs, and other weapons at enemies.

Monty Cannon: A mole who operates a giant cannon shooting bullet and missile bills to track opponents, and throw Bob-Bombs to anyone too close. They also have a version that also fires Goop in large amounts.

Undergrunts: Another variant of Monty that throws rocks from underground. They also use large flying robot guns to shoot water or electricity.

Monty Tank: A tank driven by a Monty Mole. The Top half opens and it can stack up to 3 times to fire multiple Bullet Bills.

Monty Mole (Flower Fields): A different colored version of Monty Mole who has the same abilities.

Rocky Wrench: Moles that usually hide under manholes all over the place, often on ships. They throw wrenches 

Presenter: A golden version of the Monty Moles who carry and give out Gold Mushrooms and Super 1-Ups, among other random items.

Mega Mole: A much larger variant of the Mole. They share the same abilities, but are just much bigger, and can take hits from base Mario and his fire flower.

Morty Mole: Another Larger variant of the Monty Mole, they are stronger, and after taking a hit, get notably faster.

Golden Monty Mole:  Monthly Mole but made of Gold.

Monty Mole Patch: A Mole made of Yarn who is immune to beating eaten, but still can be beaten by Yoshi

Origami Monty Mole: A paper version of the Monty Moles. That's all.

Ragumo: Another Subspecies who are a bit weaker than a regular Monty Mole

Big Monty Mole: A large Yarn Monty Mole enhanced by Kamek. He is vastly more powerful due to this with the same abilities and capabilities of a regular Mole.

Ninjis

Ninjis are small black creatures with high skill in all things stealth and ninja like. They are athletic and likely trained fighters with ninja stars for weapons, smoke bombs, and various other weapons. They are capable of keeping up with some of the cast when it comes to combat or sports. There are a few of this species including

Ninjis: A standard Ninji, able to camouflage, throw Shurikens, smoke bombs, fly with balloons, use power ups, create clones, teleport, substitute damage to a log, are black belts, and ralley their army to power themselves up. 

Paper Ninjis: They are the Ninjis made of Paper.

Big Ninjis: A bigger variant who’s stronger.

Mini Ninjas: A tiny version of the Ninji’s that do the same thing but weaker.

Ghost Ninjis: Ninjis that appear in the background of wonder. They can’t be interacted with because they are ghosts.

Piranha Plants

The Piranha Plant is a dangerous plant species that grows around the Mushroom, Koopa, and other kingdoms. They can bite enemies with their sharp teeth. They usually come out of the ground or pipes, but whenever they sprout, they tend to reveal what unique variation they are.

Piranha Plant: The ordinary Piranha Plant variant.

Stalking Piranha Plant: A Piranha Plant that can walk on its stems to approach enemies. All types of Piranha Plants can be either stationary or stalking types.

Nipper Plant: Smaller mobile versions of Piranha Plant, that can shoot fire.

Piranha Pests: Small Piranha plants that shoot their tongue out long distances. 

Big Piranha Plant: A larger than average Piranha Plant.

Venus Fire Trap: A Piranha Plant that shoots fireballs at targets.

Venus Ice Trap: A Piranha Plant that shoots energy balls that freeze targets.

Frost Piranha: A Piranha Plant that blows gusts of super cold freezing wind at enemies.

Piranha Creeper: A Piranha Plant with a large stem that will use it to approach distant foes.

Trottin' Piranha Plants: Variants of the Piranha Plant that have legs and can walk around.

Bone Piranha Plant: A skeletal version of a Piranha Plant. It can rebuild itself after taking damage just like a Dry Bones no matter how much it’s broken apart.

Muncher: A small black plant which will bite at anything that touches it.

Naval Piranha: A large Piranha Plant with multiple vines that lives in water. Tiny Piranha Plants grow on its stems, and can also bite at enemies.

Cloud Piranha Plant: A large sentient cloud shaped sort of like a Piranha Plant that can devour Mario and his friends.

Inky Piranha Plant: A Piranha Plant that shoots ink at people.

Lava Piranha: A Piranha Plant that sits in lava.

Poison Piranha Plant: A Piranha Plant which shoots out balls of poison to cover terrain.

Melon Piranha Plant: A Piranha Plant which shoots seeds at enemies.

Megasmilix: A large Piranha Plant with two smaller Piranha Plants coming out of its sides.

River Piranha Plant: A Piranha Plant that floats on a lilypad over water who’ll suspend a spiky plant ball in the air by breathing at it. 

Spikey Piranha Plant: A large Piranha Plant whose head is covered in spikes who’ll try to smash enemies with its spike covered head.

Spiny Piranha Plant: A much larger variant that’s purple and has spikes all over its stem. 

Wild Ptooie Piranha: A grounded small species that shoots sets of Needmooses at enemies (spikey mini Pokeys). They can also trap smaller enemies in their mouth to try and swallow them.

Pokeys

Pokeys are creatures made of multiple spike-covered spheres. Their typical form of offense consists of slowly sliding over to enemies, either damaging them through contact with their spiky bodies, or headbutting them by bending towards them. Occasionally, they have also shown the ability to regenerate any destroyed spheres as long as their head remains intact. They also have multiple different variants.

Pokeys: The standard Pokey variant capable of everything listed above.

Pokey Heads: The head of pokeys who are green with a flower on their head. They pretend to be a flower so they can pop up on enemies who get too close.

Pokeyplant: A spineless maroon colored spike that swings at enemies.

Snow Pokeys: A snowy version of a Pokey that contrasts from the typical desert aesthetic. This happens to be the only real difference between versions, but hey this one has a carrot nose!

Blow Hards: A short cactus like Pokey from Yoshi’s Island which shoots Needle Noses at enemies.

Bramballs: A unique pokey that has long vine legs at the sides of its head rather than additional spheres, with suction feet at the end of each vine that lets it waddle around. The vines are covered in spines to damage enemies.

Poison Pokeys: A less spiky Pokey than normal (and also slightly hairy? Ew) that can inflict poison on any enemies that are hit by its headbutt attacks.

Shy Guys

A species having their face always covered by a mask. The shy guys are a large and very varied set of fighters. From the standard Shy guy, to ones that can shoot pellets out of its face, thieves able to steal items, able to shoot and control various elements, control the weather, fly with wings, drive vehicles, cause death, and much more. Their massive array of abilities comes from the many variants and subspecies they have such as

Shy Guy: The standard of the species. They are as capable as many in the series. They have been shown to use spears, power ups, swords, maces, shields, slingshots, cannons,  jetpacks, bows, and more. 

Fat Guy: A much larger and more durable version of the Shy Guy.

Snifit: A similar version of the shy guy who can shoot nightmare bullets and explosives out of their mask. They have some magical abilities such as shooting lightning, and causing blizzards. 

Zues Guy (The snifit): A Snifit variant who fires large walls of fire instead of pellets.

Melon Guy: A stretched Shy Guy which makes them taller.

Dancing Shy Guy: A dancing variant of the shy guy that can call in help, and leave enemies dizzy.

Apprentice Snifit: A Snifit able to shoot many electrical attacks such as static and bolts.

Spider Snifit: A spider version of a snifit. They likely share the same abilities, but are spiders as well.

Shy Guy Lion: A shy guy who’s also a lion.

Mock Up: A Fly Guy disguised as a 1 Up Balloon

Medi Guys: A medical shy guy that flies around in little ambulances and can restore their allies' health fully.

Toy Shy Guys: Toy variants of Shy Guys

Ghost Guy: A ghost variant of the toy Shy Guys who can fly around. As a ghost, they can’t be hit by conventional means.

Spy Guy: A camo version of the Shy Guy.

Pyro Guys: Shy Guys made of literal fire.

Shyster: Shy Guys who bounce on Pogosticks that are also swords.

Robo Shy Guy: A robotic Shy Guy

Greaper: A ghost variant of the Shy Guy who resembles Death. They harvest souls, and perfectly mimic opponents and their movements.

Glum Reapers: A fusion of the Greaper and Boo guys. They share the abilities of both, can cause automatic death with their Sickle, and have a large variety in spells.

Dancing Ghost Guy: A dancing ghost that has a mask that resembles Phanto.

Boo Guy: A white ghost variant of the Ghost Shy guys who can split into multiple ghosts

Ghoul Guy: A gray ghost variant of the Ghost Shy guys, who can both split into copies, and merge into enemies and increase their stats.

Captain Shy Guy: An Alien Shy Guy who has a several pieces of candy power ups and a space ship.

Lantern Shy Guys: Similar to shy guys, but are found in dark places due to not liking light.

Polterguys: Another ghost that can’t be physically attacked by mario by standard means.

Beezo: A Shy guy who uses a spear and flies around with wings.

Fly Guy: A variant that has a propeller sticking out of their head, allowing them to fly.

Chuck Guy: A purple variant who’s a bit stronger and uses a spear

Leaf Guy: A green variant who has a plant growing out of their head that lets them fly.

Flifit: A flower Snifit who is able to shoot at seeds as an attack.

Sneeds: These are seeds shot from a flifit that can attack after being shot out.

Spikey: Snifit: A cactus version of a snifit

Laser Snifit: A snifit with a giant laser gun in their face. They shoot out lasers from it.

Snufit: The ghosts of Snifits. They float and shoot bullets.

Gunner Guy: A Snifit with a giant gun attached to their mask that shoots projectiles such as  cannon balls.

Mini-Snifit: A smaller snifit variant with the same abilities.

Ice Snifit: An ice version that shoots out snow and ice. 

Flying Snifit: A snifit who has the same abilities, but also has a pair of wings to fly with

Snifit Patrol: An officer snifit driving in a floating space car.

Snifaro: A pair of snifit that reside inside a sarcophagus. It floats inside it and opens only to attack enemies, and will only come out if the sarcophagus is destroyed.

Bandit: A Subspecies of The shy guy who is always stealing from others. They are capable of stealing money from Mario, Baby Mario from Yoshi, Stars from the Sphinx, Candy power ups from passengers, and more. They sometimes use smoke bombs or cardboard cutouts with bombs attached when you attack them.

Zues Guy (The bandit): A bandit variant who is capable of firing balls of energy able to stun people. They need to be defeated with fire, ice, or a very powerful attack such as a POW block.

Big Bandit: A stronger version of the regular Bandit, able to steal coins and items from Mario. 

The Slugger: A Yellow Bandit who uses a bat to swing at eggs or nearby enemies.

The Green Glove: A green bandit who’s often throwing Yoshi Eggs around.

Spike

A green creature capable of spitting spike balls and wheel-like spike coated cylinders out of their mouth to toss at enemies. 

Spike: A regular version that can somehow spit out giant rocks with spikes. He also has thrown logs with spikes on them. They are often smaller than Mario, but have been shown to get dozens of times bigger than Mario. They also can participate in Mario Parties and use many of their abilities.

Snow Spike: A snow version of slime who throws large balls of snow instead.

Mad Spike: An Angry stronger version of Spike who jumps around along with throwing spike balls.

Stone Spike: A variant ofSpike that shoots stone rocks instead.

Clubba: A spike variant who carries a spiked mace. He fights up close with it.

Spinies

Whatever these things are!

Spiny: It’s what they are. They walk around after being thrown by a Lakitu. They have spikes on their back that can do damage.

Ice Spiny: An ice version of the spiny that has icicles sticking out of its back instead.

Oerlikon: A variant that can stand on two legs and shoot spikes at enemies.

Sad Spiny: A sad spiny that runs much faster.

Sharpea: A yellow variant of the spiny that is more bean shaped.

Sky-Blue Spiny: A much stronger version of the spiny that can charge up attacks. It can hide in its shell to drastically increase its defense.

Spike Blop: A slimy version of the spiny. They can stick to surfaces to drop onto enemies to attack.

Spikester: A variant that stands on two legs and charges into opponents to attack.

Spikey: An armored variant of the Spikester, they can curl up into balls and roll at enemies.

Spiny Egg: Eggs of spinies that do not hatch and instead roll around.

Spiny Hermit: A much more durable variant of spines that Mario is incapable of beating. They are cone shaped and stick to floors or ceilings.

Spiny Shroopa: A shroob variant of the Spiny. They have longer arms and legs and can poison targets.

Thorny: A dark green variant with the same abilities.

Now you know what they are.

Spirit Balls

Spirit Balls are a unique type of paranormal specimen that specialize in creating illusions and making havoc throughout haunted spots, generally those inhabited by Boos. While they are quite lacking in direct offensive capability, Spirit Balls are still known to be a serious problem, thanks to their power to cause paranormal illusions. When Spirit Balls choose to do so, they can use their powers on anything they please, turning it not only invisible, but also intangible and unable to be interacted with. Another type of Spirit Ball that comes in a purple shade can additionally possess objects, turning them alive and quite hostile regardless of what they originally were.

Finally, Boos possess the ability to create Spirit Balls at will and in good numbers, making it where an infestation of Spirit Balls can happen rapidly and without warning. Truly a problem for any potential ghost hunters.

Thwomps

Rectangular stone golems that aim to crush any foe who attempts to run underneath them, Thwomps have taken many forms (from their common spiked incarnations to flat blue cubes), but all serve to stop anyone who would dare anger it. While most Thwomps crush downwards, several others can come from different directions, and all are nearly invulnerable to the vast amount of Mario’s regular toolkit, often requiring invincibility items or other niches (Such as the Hammer Suit) to get destroyed.

Thwimps: A tiny version of a Thwomp that typically hops from left to right in an arc and back, rather than the more straightforward approach of its namesake.

Grindels: Mummified Thwomps that more freely move around while stomping on anything in their path.

Flomps: A thwomp that acts as a platform and will flip enemies off of it.

Shoops: A Baby Thwomp that slides left to right into enemies.

Spindels: A version of a Grindel that’s cylindrical, rolling along and squishing what it rolls into.

Tail Thwomps: A Thwomp with a tanuki tail that floats forward between every stomp.

Toy Box: Giant metal blocks that slide around the area. They have a hole at the bottom to prevent from being crushed on that side.

Rhomps: Rounded stone cylinders that roll around to crush enemies.

Wallops: Giant block stone creatures that walk around and slam into opponents.

Walleyes: A spiked variant of the Wallops that also have arms.

Konks: Metallic Thwomps with arrows carved into them, that either go down to crush what’s below them or fly upwards to do the opposite. When under a Wonder Flower’s effects, Wonder Konks become far larger and crush anything below them.

Shoomps: Baby Thwomps that are located in areas with tilting floors, which can be safely stood on but harm any who touches the spikes along their sides.

Spiny Tromps: Spherical Thwomps that roll down to attack any unsuspecting foes below it.

Whomps

Another high-leveled force in the Koopa Troop, Whomps are similar to Thwomps in that the primary threat against them is getting crushed flatter than a pancake, but these guys come with the added perk of having actual mobility. They are generally capable of no-selling just about any attack from the front, making conventional combat useless, and in some cases, they can outright one-shot Mario with a well-placed slam to the head. That said, they do have a rather serious weak spot on their back, so a sufficiently quick or cunning adversary can take advantage of that. Unlike many, they have no variants other than being Bigger.

Mario and his friends

They Totally Count. Promise.

Miscellaneous Allies


Among the many many MANY allies who have worked with Bowser, there has been a very large variety of species who don’t have a large variety in types. Many of these include

Ant Troopers: A two legged creature with a purple any shaped head that runs at enemies. They are capable of running on walls and roof, and can come in a size a bit smaller than Mario, a much larger version that mario's power ups can’t kill, and a spiked version

Biddybuds: Ladybug shaped creatures that walk around on two legs. They come in a large variety of colors, can grow wings, and vary in size.

Blocksteppers: A square shaped creature who marches in groups. Upon defeating one however, they will scatter.

Bone Dragons: A large three headed bone dragon that can shoot balls of fire.

Brolders: Living Boulders that roll around to move or attack enemies.

Burts: Round peach creatures that bounce around into enemies.

Conkdors: Large birds with very long necks that jab at enemies.

Draglets: Small dragon balls that fly around and shoot balls of fire.

Fizzlits: Purple globs that are able to turn into electrical puddles. 

Flopters: Bug-like creatures that fly around with four wings. 

Cobrats: Snakes that hide in pots and shoot black objects for damage. They can also use the cat bell to turn into Furn Spinners.

Flurries: A Snowman like creature that skates around into enemies.

Goobles: They are Jelly-like colored creatures that slide towards enemies and exploding into goo.

Goonies: A bunch of white birds with long wings that carry other enemies or explosives. 

Gushens: A purple squid creature that floats around in a giant water bubble. They shoot streams of water at enemies. If they fall out of the water, they slow down and turn gray.

Heave-Hos: Machines Mario can’t destroy, they fling anyone who steps on them, and roll around on wheels until out of power, then wind themselves up again and move.

Hoopsters: Little ladybug creatures that crawl around in vines.

Ka-thunks: Metal square frames with spikes that fall into enemies.

Little Mousers: Small purple mice who often are trying to steal items. They steal Yoshi's egg, or any items an enemy might be carrying. 

Mad Piano: The horrors that haunted kids' dreams from the Nintendo 64 days. This deity chases down enemies to attack. Run, there is no hope to defeat it. They come in different sizes, and sometimes carry magnets to help steal items.

Mandibugs: Large stag beetles that chase down and bite any nearby enemies. They sometimes fight as stacks and can carry Power Stars

Mattermouths: Skull balls shaped a bit like a dry bones. They eat the floor to drop enemies, or just bite them.

Mr. Blizzards: A Snowman that can throw snowballs at enemies. If snow is around, they will also respawn after being destroyed. They also can fall on enemies causing them to lose all their items.

Mr. I: A giant eye that looks at enemies and fires lasers at them. They are able to take physical hits from Mario without damage and often require strong weapons, or making them super dizzy in order to kill them.

Noknoks: Creatures that act like mimics, but instead pretend to be a door. They have sharp teeth to attack enemies.

Outmaways: Round white creatures with no arms and red boots. They kick shells and ice blocks at enmies

Ostros: Large flightless birds that often carry other enemies such as shy guys. 

Pidgits: Flightless small birds that ride around on magical flying carpets. However, sometimes they can fly. Depends how the game feels that day.

Plungelos: A round red ball with a parrot-like beak. They have plungers for feet to stay on shaky surfaces and charge at enemies.

Plurps: Large chicken enemies that fly around and drop goop and burning goop. They also carry 1 ups.

Pokios: Round shaped with spiked helmets and a sharp beak. They can block attacks with its beak, shatter much stronger bricks, and climb up walls.

Porcupos: A blue hedgehog who moves around and uses their spikes to hurt any enemies………..Wait, Blue Hedgehog??

Pupdozers: Dinosaur shaped creatures who charge into any enemies. Their top half is covered and made them a lot more durable.

Ravens: A group of black birds that can greatly vary in size and power. Some even can rival Yoshi in combat.

Roctos: Giant Gray Octoomba like creatures that shoot projectiles from a distance. They can shoot coconuts and fireballs, and hide in barrels surrounded by lava.

Skedaddlers: A strange ugly orange squirrel that runs away from enemies and shoots speed like projectiles at them from a distance. It’s face looks like it was already stomped on.

Scuttlebugs: Spider like creatures with gloves for close range boxing. They also shoot webs to hold enemies down, and can be dozens of times bigger than Mario.

Sherms: Living tank enemies that drive around and shoot missiles at enemies. They are very powerful, but can’t jump.

Skeeters: Spider-like creatures that move across the water. They chase enemies and can stand on water.

Skipsqueaks: Little mice that have no arms. They will jump in tandem with enemies to make it harder to get past them.

Slime: A slime that morphs into objects to disguise themselves. They are harder to kill but only really push enemies into spikes.

Slime Drops: Little drops of goo that slide into enemies.

Snailicorns: A snail-like enemy that carries a spike on its head. Their shell offers protection and charge into enemies.

Sparks: A small electrical ball that can emit pulses and bolts of electricity. 

Splorches: Balls of fire and lava that charge around at enemies. They leave trails of lava behind them and damages on touch

Stingbies: Bee creatures that are much larger than an average bee. They move in packs and sting opponents.

Swaphoppers: Two legend rounded creatures with a spiked head. They have a protected head and hop at enemies.

Swoops: A purple bat creature that flies at enemies. They can see in the dark, and carry mini stars. They also can steal items from enemies.

Tap-Taps: Metal spike ball with legs. They are resistant to damage, and roll into enemies. They have different color variants that vary in power, from standard, to being a min boss.

The Topmen: A league of robots shaped like a spinning top. They have a spike on their head and spin constantly, including into enemies. They vary in size and strength.

Urchins: Spiked underwater urchins that stay underwater. They can float around and expand into enemies to do damage. They vary in size greatly and can sometimes move towards enemies.

Wigglers: Long caterpillar-like creatures with a flower on their head. If their flower is destroyed, they growangry and a lot stronger. They can be dozens of times bigger than Mario, act as bosses, and have a variety of sub species like Fuzzy Wigglers. They also have a butterfly variant who is smaller, but can fly around.

Wubbas: A blob creature of various colors. Their bodies are jelly like and can slip through cracks.

Koopa Allies

Bowser Jr.


Bowser’s naturally born son and heir, Bowser Jr. is a rash yet incredibly capable Koopa capable of keeping up with his father and Mario in whatever the conflict of the week is. Jr. has the same Koopa physiology as his father, spike balls, hammers, spinies, cannon balls, wrenches, a cauldron that can bring his dad back from the dead, a ton of Green Koopa Shell projectiles, a brush to tickle people with to the point they drop crucial items, the ability to create a barrier that makes him immune to status effects, a special attack called Junior Smash which cuts the target’s HP in half, a move called Support which partially blinds attack options, and an attack called Refresh Attack which rearranges the victim’s inventory. He also has multiple unique forms and vehicles he can bring into battle.

Shadow Mario

In order to impersonate Mario and incriminate him, Bowser Jr. assumed the form of Shadow Mario. Shadow Mario naturally produces a toxic sludge that's damaging to both man and machine. This sludge can trap those caught within it under it, incapacitating them, or at the very least slowing down whatever is caught. It can also be used to create sludgy enemies and open portals to both nearby and distant areas, make explosive paint attacks, and can cover the sky to create floating hazards. Shadow Mario can also temporarily turn into a plethora of particles to dodge attacks and move quickly in bursts. He does have a notable weakness to water however, with it basically being Shadow Mario’s equivalent to Kryptonite.

Notably however, Jr. can still take advantage of the sludge related powers of the form without transforming through his Magic Paintbrush. A special device created by E.Gadd industries, the brush can mass produce Shadow Mario’s dangerous sludge and do anything that Shadow Mario does with the sludge. Additionally, Bowser Jr. can produce a dangerous black paint with the brush that will drive anyone covered by it to a mindless berserker like state (which is how Fury Bowser came to be). As a reminder, Bowser Jr. does not need the Shadow Mario form to use the Magic Paintbrush.

Various Mechs and Vehicles

Bowser Jr. has piloted a variety of mechanical menaces, all bearing different weapons and sizes.

Clown Car: Bowser Jr.’s own special Clown Car comes packed with long reach punching glove arms, giant mechanical legs for ground travel, a giant claw arm that can reach from its back, a cannon mouth packed with cannonballs, a propeller for flight, wheels for quick ground travel, a water mode for deep-sea combat (fit with torpedoes), a Mecha Koopa and Bob-omb supply for quick explosions, a drill for digging through foes, a bubble shield to protect its pilot, and it can even self-destruct for the sake of both blowing away enemies and giving Jr. some more height. If the car is damaged, he can also have it quickly repaired by some Monty Moles.

Large Clown Car: A larger and stronger version of the normal Clown Car that appeared in New Super Mario Bros Wii, it has all of its functions and can also drop large spike-covered bombs from its mouth. It can also have Jr.’s base Clown Car attached to it while it wields long arms with magnets attached at its ends he can use to pick up large hammers for enemy squashing.

Mecha-Bowser: Appearing in Super Mario Sunshine, this kaiju mecha can shoot bullet bills and bob-ombs at enemies, as well as breathe fire. Upon defeat, Jr. can eject via an air balloon being released at the top of the machine.

Miniature Airship: Jr. can pilot a small airship, fit with cannons that can fire explosive cannon balls and bullet bills on its two sides, and a Bowser shaped cannon on the front which fires flaming cannonballs. The ship is strong considering it’s powered by a Grand Star, but if it ever does take too much damage, Jr. can abort the ship via the seat in the middle and its attached propeller. 

Megahammer: A gigantic Grand Star powered mecha bearing Bullet Bill launchers on its chest and back, and two ginormous hammer arms capable of generating electric shockwaves upon smashing their target. Similarly to Jr.’s airship, the cockpit can detach and let Jr. abort the ship if Megahammer is ever too damaged.

Bowser Jr.’s Boomsday Machine: A Grand Star powered battle tower on top of a tank, Jr.’s Boomsday Machine is his ultimate vehicle of war. It comes packed with spiked wheels to discourage climbing or popping its wheels, spinning fire bars to burn anyone who tries to approach, cannons that shoot out balls of pure electricity to fry foes, and the machine can even coat itself in deadly levels of electricity for short periods of time to counter any would be boarders or attackers. It’s also the best boss fight in Galaxy 2, don’t @ me.

Papercraft Bowser Jr.: A large paper mache mecha Jr. can ride on top of while having it be carried by several Koopas. It mainly specializes in running away while releasing giant mache Green Koopa shell projectiles and large paper bombs out of its back.

Wonder Bowser Jr.

Just like his father, Bowser Jr. has his own wonder form. Although he can’t do everything that his dad can do, he still has a variety of abilities. These include being able to shrink or grow himself and his enemies, being able to turn the ground into honey or ice, shrouding the entire arena in darkness, and creating clones to fight alongside him.

The Koopalings

Bowser’s seven adopted Koopa kids serve as top generals in his army, being capable of going toe to toe with Mario. They all pack their own upgraded versions of the typical Koopa Kingdom Airship (each being marked by their faces), magikoopa wands, an eight person clown car with chargeable petrification vision, and their own special set of tendencies and preferences when it comes to how they wanna fight.

Larry: The youngest koopaling, Larry is essentially the base koopaling that all of his siblings build off of. He can jump in the air, go into his shell to charge at his enemies, fire energy blasts from his wand, and turn people into animals. All of these are things his siblings can also do.

Lemmy: The smallest koopaling with his iconic rainbow hair. Lemmy is different from his siblings in that he doesn’t use normal magic. Rather than simply shooting balls of magic at his foes, Lemmy will spawn bouncy balls that push his enemies into danger. However if he feels like doing a more lethal approach, Lemmy also carries bouncy bombs that explode after a couple of bounces.

Morton: Morton Koopa Jr, the most “brawns over brains” of the koopalings, has his own magic wand that can perform the same spells as his siblings, but he also owns a magic hammer that he can use to smack his enemies or send objects flying towards them.

Wendy: The female Koopaling, Wendy O Koopa uses completely different magic from her brothers. She conjures magic energy rings that bounce around the arena for either a set amount of time or until they hit her enemies.

Iggy: Iggy, the craziest Koopaling, has all the standard magic, but also relies on his giant pet chain chomp, who rides him into battle and attacks his enemies.

Roy: Roy, the one with the awesome sunglasses, can use all the standard magic (I think you get it by now), but also prefers to use some alternative weapons. The main one being his two sided bullet bill cannon that can launch bullet bills from both the front and the back.

Ludwig: The best oldest of the koopalings, Ludwig Von Koopa has a few more tricks up his sleeves compared to his siblings. Along with shooting out three energy balls at a time and the ability to clone himself, Ludwig has mastered Yoshi’s flutter jump and is able to use it himself. He also has battle cards that he can use to buff the stats of him and his allies.

Kamek

Bowser’s 2nd in command (and maybe his adoptive father), Kamek is a master of the mystic arts capable of so much more than the average Magikoopa. He has powered up basic minions to become strong enough to contend with the Mario Brothers and Yoshi, heal allies, seal enemies, nullify or steal powers and items, slow down his perception on time, create minions of varied power, restrain or remove enemies, teleport entire structures like Peach’s Castle, created a Bowser clone comparable to the original, and freely messes with most people in a huge variety of ways, and a lot more. Any power a minion has shown, he likely has, and a much larger variety outside of it. He naturally resists most power ups, and can even resist mute, an ability used to nullify others’ abilities. He is easily one of if not Bowser’s strongest allies thanks to an extreme variety in magic, extreme intelligence, and stats comparable to the Mario Brothers.

Kammy Koopa

One of Bowser’s higher-ranking Magikoopas, Kammy is an elderly woman with the typical Magikoopa powers, alongside being able to power the Power Platform. She should have all the powers Kamek does.

Dry Bowser

So as it turns out, Dry Bowser isn’t just a form Bowser can assume under specific fatal conditions. Sometimes, Dry Bowser is just a different guy who works for Bowser who just so happens to be a family friend. He should be capable of all basic Koopa abilities as well as any abilities Dry Bowser has shown throughout the franchise, whether he be Bowser himself or this completely separate guy.

Boom Boom

A notable red shell Koopa, Boom Boom can spin around like a tornado with his massive arms or like a disc by hiding inside his shell while it goes around the area in random directions. While spinning in his shell, he’s also capable of magically turning invisible with ninja skills. In addition, Boom Boom can create up to two clones of himself that can also go invisible with shadow clone jutsu.

Pom Pom

A Koopa Ninja, Pom Pom is able to throw cute shurikens or a boomerang at the enemy, jump while in her shell to bring her shell downwards onto enemies to crush them, and can make clones of herself that use blue shurikens to stand out. These clones vanish after being touched once, but pack just as much of a punch as Pom Pom herself. She can create up to 8 at a time.

Standout Soldiers

Fake Bowsers

No, that is NOT Solid Sn- I mean, not Bowser. Across the franchise, there have been several cases of Bowser’s minions serving as distracting stand-ins at his various castles. They aren’t as powerful or versatile as the Koopa King, but they do pack a mean bite all the same. The role has typically been taken by miscellaneous Goombas or Magikoopas. Fake Bowsers can sometimes be told apart due to certain visual features, such as a Tanooki Tail if the powerup is being utilized, though many appear identically.

The Angry Sun


It is a literal sun, and is very angry. He charges into enemies he sees and uses intense heat to kill. It’s strong enough to one shot most basic troops, and hurt Mario.

Paper Mache Crafted Bosses

Several paper crafted bosses made to look like a variety of enemies often piloted by the enemy it's made to be. They were strong enough that the Brothers needed their own PaperCraft Mario to contend with them. The variants include Goombas, Goomba Outlaw, Mummy Goomba, Piranha Plant, Snifit Outlaw, Spike outlaw, Stone Spike, Macho Pokey, Koopas, Blooper, Lava Bubble, Mecha Koopas, Dry Bones, Boos, Buzzy Beetles, Chain Chomps, Para Koopas, Spikes, Kamek, Bowser Junior, King Boo, and Bowser. They can crash into opponents, create shields, teleport, shoot magic, shoot spike balls, drop bombs, and fly. Despite being made of paper, it can take several hits from fire and not burn.

Anti Guy


Four black-clad Shy Guys that deal damage and tank hits far better than any normal Shy Guy should be warranted to, being optional foes spending their time guarding an item or the path towards the Koopa King. Truly an absolute unit, quite literally, fighting three at once gives them the title of Anti Guy Unit. They are strong enough to contend with Mario even at his max level.

General Guy


The general of the Shy guys, he is a genius tactician. He uses a large tank able to contend with higher tiers like Mario, and is always with other Shy Guys to command in battle.

King Bob-omb


The leader of the Bob-ombs, King Bob-omb is a powerful leader capable of grabbing and tossing enemies around no sweat as he commands his explosive comrades to… explode. When it comes to explosions however, he stands out the most by far, as his own self knocking out explosion is strong enough to one shot multiple opponents relative to him and Bowser, resulting in him having a powerful game winning move.

King Whomp

The frustrated leader of the Whomps, King Whomp can slam onto the ground with enough force to instantly crush Mario and shake the ground with such force that anyone on it will be shaken and stunned by intense vibrations. With each step he takes, he can also summons miniature Whomps called Whimps. Unfortunately, his back is a huge weak spot.

Goomboss

Leader of the Goombas, King Goomba is capable of slamming the ground hard enough to make it shake, run faster than Mario Karts, grow in size, create mushrooms, summon other goombas, and upon his defeat, explodes into a bunch of smaller goombas.

King Boo

Leader of the Boos and Luigi’s worst nightmare, King Boo uses his magical powers and crown to warp the environment around him to his own advantage. Alongside the typical benefits of being a Boo, King Boo possesses telekinesis, can duplicate himself, seal others into paintings, create illusions, spit out/shoot fireballs, summon other Boos and ghosts, intercept and steal data during its transfer, and shoot out lasers and lightning from his crown. King Boo also possesses a Bowser suit he can control to shoot out fire and spiked balls.
But arguably his most powerful technique is his ability to open paranormal portals to another dimension, in which the sheer amount of ghosts released causes an extremely high amount of paranormal activity that could cause the universe to collapse upon itself if it is not closed in time (See Before The Verdicts). King Boo is also capable of dragging others into said portal that leads into his own dimension, where he gains far more control over the surrounding area.

Petey Piranha

A giant piranha plant creature, Petey Piranha is one of the biggest powerhouses in Bowser's army. Petey can fly, spit out giant balls of mud, suck up bombs and spit them back out, throw out tornadoes by swinging his arms hard enough, charge at enemies, dig through the ground to attack his enemies from below, create blocks, let out a sonic scream, unleash waves of energy along the ground by slamming down on it, a second state where he becomes red and angrier, spit up flowers, gems, Piranha Pests, Goombas, and Dry Bones (don’t ask why he has them), and of course bite his enemies like your average man eating plant. However he does have a very noticeable weak spot in his belly button.

Chief Chilly


Chief Chilly is the leader of the Bullies with the most power among them all. He wields far, FAR more strength than normal Bullies, and his icy body lets his power thrive in frozen environments. Also his moustache is fucking awesome.

The Elite Trio

Spelunky FYI: Modding > Spelunky 2 > Mod > Elite Trio

Consisting of a team of Corporal Paraplonk, Sergeant Guy, and Private Goomp, the Elite Trio serves as Bowser’s Honor Guard. As goofy as they may seem, they’re actually incredibly capable warriors. Paraplonk’s flight, quick shell attacks, and supply of healing mushrooms make a great speedy support. Guy’s giant Banzai Bill Cannon, giant Bob-Ombs, and ability to disguise allies as himself (though they don’t get his Honor Guard Bowser Flag, making him stand out) lets him serve as a potent trickster with massive finishing power. Lastly, Goomp’s tenacity and portable endless army of Goombas lets him serve as the Trio’s primary offensive piece who’s command lets the Trio stall when needed. Additionally, as long as they aren’t fully dead, any member of the Trio can knock another member back into fighting shape with one good smack, meaning that to take them out, you’d have to take them all out with one big hit.

Captain Goomba


A standout from the typical mushroom head, Captain Goomba is a commander capable of leading multiple troops into battle with his tactical genius. He doesn’t have any special abilities, but his strength both by himself and with the boost of numbers does let him stick out. If the big red flag wasn’t enough anyhow.

Captain Shy Guy


A stand out Shy Guy who is capable of leading his minions into battle with enough capability to contend with The Koopa Kids. He’s one of four minions having this capability, and his little red flag.

Captain Koopa


Another captain who shares the same tactical capability as the others.

Captain Boo


The final Captain of The Bowser Minions crew. As a boo, he shares all their abilities, with the capability as well to lead large groups of minions into combat.

NEW and Improved

Mummipokey


An older Pokey with a mummified appearance. It can spit out bandage balls from a distance and burrow under the sand to sneak attack the enemy from behind.

Cheepskipper

An extra large Cheep Cheep who can splash on land for a period of time while biting at foes with its extra large teeth.

Lakithunder

A larger than average Lakiteu, Lakithunder can shoot thunder from his cloud and toss spinies from above.

Reznor(s)

A triceratops-like enemy, Reznor can shoot fireballs at enemies, and typically fights Mario in hordes while on spinning platforms.

Galactic Conquerors

UFO

In Super Mario Galaxy, a UFO is part of Bowser’s army. We have no idea who pilots it or when Bowser recruited/made it, but it’s still potent and useful regardless. It can fly around space at high speeds, and shoot out lasers strong enough to carve Peach’s Castle out of the ground.

King Kalienta

A large squid-like monster that was part of Bowser’s galactic army. The beast typically sits in a large pool of lava from where it will shoot fireballs and melons at enemies. It can also splash the lava it sits in around, creating sentient blue fire balls that can hop towards enemies to burn them.

Megaleg

A giant multi-legged robotic beast that resides on a small planetoid. It will attempt to step on enemies to crush them, and has bullet bill cannons cross its entire body ready to blast boarding intruders. It’s notably powered by a Grand Star. Shattering the glass dome containing the Grand Star will destroy it.

Kamella

A large Magikoopa that powers her wand with a Power Star. She can shoot fireballs and Koopa shells from her wand, summon Magikoopas to help her out, and create magic barriers to contain enemies in specific spaces.

Bouldergeist

A black ghost-like creature that’ll surround itself in stone to both empower and defend itself. It can smash enemies with its large stone hands, summon large spikes of stone, and telekinetically shoot rocks that may or may not contain coins or Bomb Boos.

Heavy Metal Mecha-Bowser

A giant toy like Bowser robot that invaded the Toy-Time Galaxy, it is held together by a plethora of screws. It is boarded by several minions, including Mecha-Koopas, Magikoopas, and bats. It has built in fire defenses, can crush enemies under its wheel legs, and can trap captured foes inside its mouth.


Giga Lakitu


An extra large Lakitu riding a super charged thunder storm cloud. He can smack it to make it shoot lightning at enemies, and will throw spinies towards enemies while riding the cloud up in the air, staying at a safe distance.

Digga Leg


A Power Star powered machine that sticks to a circular planetoid. It can crush foes with its metal feet, and can send drill enemies called Diggas out of its head. Shattering the glass containing its Power Star will destroy it.

Gobblegut

A large serpent-like dragon capable of digging through the ground and sky to try and charge at enemies, with them packing a temper that’ll speed them up if they’re heavily damaged. Despite their strength, the six bulges across their body serve as destructible weak spots. They do have a fire focused version however, where they’ll leave flames wherever they dig and are able to coat their body in fire to both burn targets and defend their weak spots with a wall of flame.

Prince Pikante

A squid like prince riding a chariot into battle, Pikante can shoot flaming rocks out of his cannon and mouth (or a melon sometimes), make those rocks drop from the sky so it literally rains hellfire, or run over foes with his spike covered two wheel chariot.

Sprixie Kingdom Invaders

Hisstocrat & Queen Hisstocrat

A king and queen duo, these giant snake-like creatures can shoot fireballs in all directions, summon smaller members of their snake species to rise from the ground and bite away at enemies, and can dig themselves to land their own from below surprise attacks. Their heads serve as sensitive weak spots.

Boss Brolder

A boss made of red hot stone, Brolder can summon similar members of his species to have them punch away at and roll over enemies. He himself can spin around for a crushing attack, and can shoot out magma coated boulders to crush enemies.

King Ka-Thunk


King Ka-Thunk specializes in using his large spiky body to try and crush foes, preferring to fight on limited terrain to limit enemy mobility. Ka-Thunk notably has a weak spot on the back of his head though.

Prince Bully


A silver Bully recruited by Bowser, this prince packs a mean charge and unbreakable steel skin. He can be beaten by being squeezed or burned by lava though, like other Bullies. He can use a Cat Bell to increase his stats, though the increase doesn’t seem too impressive.

Motley Bossblob


What may seem like an ordinary jester is actually a powerful magician, as Motley Bossblob can summon a large amount of sentient sludge balls to form a larger ginormous version of himself that can crush enemies with shockwave creating stomps. The large body is very liquid though, and can break apart if Motley makes it do too much. Upon breaking apart, Motley will run around to buy time to recharge his giant form’s creation as the sentient sludge balls defend him.

Wedding Associates

Broodals


The Broodals are a group of brutal wedding planners hired by Bowser to both set up his celebration and keep Mario at bay. Each member has their own unique bag of tricks.

Topper: The leader in green, Topper uses his spiked hat to stab into enemies. He can make up to 18 at once (and can always magically replenish his supply), and can use them for a tower long spinning headbutt, dangerous spinning projectiles, or he can toss them all out and have them bounce around the arena as he hides in one of the many hazardous hats going around.

Harriet: The beauty in purple, Harriet can use her long braids to pick up explosive spikey bombs out of nowhere and toss them at the enemy. She can also use her spiked hat as a shield, and zoom around while inside of it like a UFO, all while dropping bombs onto the enemy.

Rango: The bouncer in orange, Rango can extend blades on the top and sides of his hat to turn it (and the secondary hat he pulls out of nowhere as a bonus) into a dangerous slicing projectile. He can hide in his hat and hop around while its blades deter any attackers, and he also has a flower bounce inside of his hat that he can use to gain incredible height.

Spewart: The maniac in blue, Spewart can take the air he breathes in and spew it back out as a toxic poison that’ll cover the ground. He can also hide in his hat and propel himself around the place with his poison spewing, which of course leaves said poison around the ground.

All of their individual arsenals pale in comparison to when they work together and pilot the Mecha Broodal. A large wooden machine with metal plating on its legs for defense (plating that will restore itself a short while after being broken), the Mecha Broodal can shoot bombs out of its primary cannon, as well as lit firework threads in all directions to gain battlefield control. Its big weakness is that the glass pods containing each Broodal are visible and when destroyed, will knock the respective Broodal inside of it outside of the Mecha. Fortunately, the machine can still be controlled with only a single Broodal remaining regardless.

Madame Broode


This ugly beautiful wedding manager was one of the Broodals employed by Bowser to help plan his wedding, and she can certainly keep unwanted guests away from it with that face all right. She fights primarily by using her Golden Chain Chomp, having it bite away at enemies with its gigantic jaws when it either jumps towards enemies or was used as a mace.

Torkdrift

A saucer-like robot, Torkdrift’s goal was to vacuum up flowers for Bowser’s wedding day. It can shoot lasers from the bottom of its body, and spread out bulbs which will encase themselves in a brick defense as they provide Torkdrift with an energy shield.

Mollusque-Lancer


A large elegant octopus man, he was charged with getting fresh water for Bowser’s wedding. Lancer’s main form of attack is levitating and shooting spike balls at the enemy from his mouth, while his lava covering keeps his sensitive head safe.

Mecha Wiggler


A giant mechanical insect that terrorized New Donk City. Mecha Wiggler can shoot out homing balls of electric energy, electrify its body to make itself invincible, and create portals to travel through. However if all of its glowing segments are hit, then it will power down for a few seconds and leave itself vulnerable.

Lord of Lightning

Capable of going into a full battle with Mario, the destroyer of the Ruined Kingdom boasts impressive electrical powers, alongside the classic arsenal of any classical fantasy dragon of mythos and lore. Enormous wings, an electric breath that will guarantee your certain demise, claws that can cleave through stone, and a crown protecting the one and only weak spot it has on its head are just some of the incredible powers that it brings to the table.

Eggman

Badniks

Ball Hogs

Ball Hogs are pig-like Badniks that, while not very mobile, make up for that lack of mobility by firing bombs from the compartment embedded in their chest. No relation to a certain other hog known for turning into a ball.

Butons: Butons are a grey-colored variant of Ball Hogs that do not fire bombs and instead attack by slowly leaping towards their foes.

Hell Tontons: Hell Tontons, like Butons, do not fire bombs from their chest but instead attack by leaping from the background and attempting to crush their enemies underfoot. They’re large and heavy enough to shatter large stone blocks by jumping.

Gold Tontons: Gold Tontons are much larger and presumably much more valuable than regular Ball Hogs. They also stand still and fire bombs at enemies, but are significantly tougher, as they can only be defeated by reflecting their own bombs back at them.

Batbrains


Batbrains are a common type of flying Badnik that most often hang from the ceiling using their sharp talons, before dropping onto their foes from above. Their flight also doubles as a useful transportation method for land-based Badniks.

Bombs


Bombs are walking bombs that self-destruct when they come near an enemy. Did you expect them to do anything else?

Bigboms: I’ll give you one guess what this guy does.

Bomblins: Bomblins are a slight variation on normal bombs, as they only move when spotting an enemy.

Matryoshka-Boms: As the name suggests, these Bombs will release a smaller version of themself, which then releases an even smaller Bomb, all of which begin detonating after being released.

Burrobots

This mole-like Badnik does more or less exactly what you would expect it to do, hide in the ground and then pop out the second Sonic comes to close. Of course, their drill noses do stick out of the ground a little, so an attentive player can pretty easily avoid this enemy, and they’re also rather slow. But if somebody isn’t keeping a close eye out for them, they can be a serious problem.

Buzz Bombers

Buzz Bombers are Badniks constructed to resemble a bee or hornet of some kind, substituting the stinger for a laser cannon powerful enough to destroy sandstone blocks in a single shot. They can also fly, making them mildly more annoying to take down than other Badniks.

Buzzers: Buzzers are a slight upgrade compared to Buzz Bombers, as their energy cannons fire slightly faster than that of their predecessors. They’re typically depicted without wings, carrying jet boosters in their place.

Poh-Bees: Poh-Bees come in two variants, one bearing the laser cannon common among regular Buzz Bombers, and the other carrying a powerful mace attached to a chain which can be extended and retracted at will.

Battleship Variant: These Buzz Bombers are the size of small towns, and while they don’t fight directly, they can act as dropships to summon dozens upon dozens of other Badniks from above.

Crabmeats

Crabmeats are slow, crab-like Badniks that attack by charging up an energy blast before extending their claws and firing. Later iterations of Crabmeats come equipped with homing missiles instead, though their pincers are still perfectly capable of pinching anyone who comes too close.

Tarabans: Tarabans are half red and half blue, and that’s all they have going for them

GamiGamis: GamiGamis are also strikingly similar to regular Crabmeats, though they are considerably more aggressive and move slightly faster.

Missile Ganiganis: Missile Ganiganis can fire missiles like some other Crabmeat variants, though they’re considerably harder to defeat, as they’ll punch away would-be attackers with their giant claws, and must be toppled over and rendered vulnerable first.

Dr. Crabulous: Dr. Crabulous is an utterly gargantuan Crabmeat made of balloons. He attacks by slamming his claws into the ground to create large shockwaves, though they’ll often get stuck afterwards, rendering them susceptible to deflation. After both claws are deflated, he’ll switch to using his body as a weapon instead.

Choppers

Lurking beneath bridges and waterways, Choppers are piranha-like Badniks that attack by leaping up from beneath the water to take a bite out of any unsuspecting passerby.

Flying Choppers: You’ll never guess what these guys do.

Mashers: Mashers are a later model of the Chopper, although they have no major differences to make them stand out.

Mega Choppers: Despite the name, these variants are quite a bit smaller than the standard Chopper model, though they make up for this by latching onto their target, slowing their movement and draining their health for as long as they remain attached.

Giant Choppers: As you’d expect, Giant Choppers are much, much larger than ordinary Choppers. They can easily rip apart metal railings just by swimming into them, and can create waves big enough for boats to jump off of just by leaping out of the water.

Bone Batabatas: A more skeletal variant of the Chopper, Bone Batabatas are distinguished only by their appearance and Sonic’s inability to harm them directly.

Death Egg Robots (Mass-Produced)


A variant of Eggman’s very own Death Egg Robot, these gigantic Badniks were mass-produced during the events of Sonic Forces. Easily towering over entire buildings, their drill-like arms can pulverize their enemies, and they come equipped with laser eyes that can vaporize massive amounts of stone in mere moments. They’re incredibly tough to handle individually, casually shrugging off artillery fire and proving troublesome even for Sonic, and with so many at his disposal, it’s no wonder Eggman came so close to conquering the world.

Egg Pawns

Probably Eggman’s most used army grunts, acting as a sort of military for the Badniks. Some regular Egg Pawns are equipped with different weapons: The Egg Spears, which are exactly what they say they are, the Egg Bazookas, single-shot recoilless rifles, and the Egg Guns, which are automatic blasters. The Egg Pawns in Sonic Colors can use different weapons and even regular objects, such as welcome signs, giant whisks, trumpet blasters, pickaxes, katanas, and spiked mace clubs. If that wasn’t enough, the Egg Pawns can even come in different variants for even more abilities and weapons.

Egg Bishop: A spellcaster variant that can levitate, replenish health of its surrounding robots and itself, and fire small energy pulses.

Egg Magician: Flipped over Egg Bishops that drain rings from the target.

Egg Hammer: Bigger and stronger Egg Magicians with massive hammers.

Egg Knight: Wield Egg Spears and shields, and lead normal Egg Pawns in battle.

Flapper: Aerial variants.

Bomb Flapper: Periodically drops bombs.

Cannon Flapper: Equipped with a cannon.

Gun Flapper: Equipped with a machine gun.

Laser Flapper: Equipped with a laser cannon.

Needle Flapper: Has spikes that pop out.

Search Flapper: Equipped with a searchlight. When it spots an enemy, it will summon several Egg Pawns to fight them off.

Solid Flapper: Equipped with any of the weapons of the previous variants (or none at all), and can only be destroyed either by Power Types (Knuckles, Omega, Big, and Vector) or by Fly Types using Thunder Shoot (Tails, Rouge, Cream, and Charmy).

Battle Flapper: Flies around like a bat.

Sea Pawn: Equipped for underwater operations.

Solid Pawn: Wields a shield and is much more durable than regular Egg Pawns.

Egg Bommer: A bomb-armed variant that balance on large balls that will explode when they’re defeated, and can throw bombs at their enemies.

Egg Pierrot: A clown-based variant which also balance on large exploding balls, but instead of throwing bombs, they throw pins.

Jack Bommer: Balances on a pumpkin-based ball, but they mainly juggle flaming balls that they throw at opponents.

Egg Pawn Bunny: Uses pogo sticks to bounce around.

Egg Pawn Manager (gun): Equipped with large bazookas.

Egg Pawn Manager (SF gun): Equipped with handheld laser guns.

Knight Pawn: Modeled after medieval knights and wield spears in battle.

Gold Pawn: Gold colored Egg Pawns.

Super Egg Pawn: More durable than typical Egg Pawns, as it takes no less than someone with super strength to take them down.

Eggsplosive Eggpawn: Drops Black Bombs when destroyed.

Hard-boiled Eggpawn: More durable than the average Egg Pawn.

Melee Eggpawn: Utilize Pink Spikes indefinitely.

Flamer

Flamers are small, spherical Badniks that float through the air and are orbited by four flamethrowers. Whenever someone dwells too closely, they’ll be incinerated in a ring of fire. This fire can also ignite oily surfaces, creating waves of fire to immolate anyone stupid enough to stand in a puddle of oil next to a flamethrower.

Fullboar

Fullboars are boar-like Badniks that roll around on four wheels. Much like Moto Bugs, Fullboars only attack by ramming into their enemies upon spotting them, though they’re likely a tad bit more dangerous thanks to the sharp tusks they come equipped with.

Moto Bugs

One of the first Badniks to ever face off against the Blue Blur, Moto Bugs are a staple of Eggman’s army. They’re built to resemble a ladybug and come equipped with sharp mandibles and a wheel for rolling around on. Lacking in more conventional firepower, the most they can really do is roll towards their enemies and hope for the best.

Akatentos: Akatentos are nearly identical to traditional Moto Bugs, with the only major difference being their lack of arms.

Aotentos: Aotentos bear an armless design similar to that of the Akatento, but to make up for this they also possess the ability to fly.

Black Moto Bugs: Instead of being red with black spots like traditional Moto Bugs, Black Moto Bugs are black with red spots. I guess Eggman wasn’t feeling very inventive when he created these guys.

Boing-o-Bots: Boing-o-bots carry a spring atop their back, sending any would-be attackers from above flying and forcing them to attack from the sides to defeat this variant.

Lady Bug Boss: The Lady Bug Boss is a much larger and tougher version of the Boing-o-Bot, requiring Sonic to spin dash into its head several times in order to take this Badnik down.

Ladybuggys: Ladybuggys are similar to regular Moto Bugs, although they apparently have enough skill to pilot Spin Coasters, a special type of mine cart that can only be moved by Sonic’s spin dashes.

New Motoras: New Motoras are an upgraded version of Moto Bugs, possessing greater speed and a propensity for charging towards their enemies on sight.

Tank Moto Bugs: A more militarized version of the Moto Bugs, these variants tower over other Badniks or even entire buildings, and can come equipped with gatling guns powerful enough to shred through metal in place of antennae.

Sandworm

Swimming through the desert sands is the monstrous Sandworm, an enormous variant of the Caterkiller Badnik. They can easily swim through quicksand, leaping out from below to crush their foes with their spiky bodies. They’re far tougher than regular Badniks, as Sonic can’t destroy these things through conventional means.

Scarabesque

Perching themselves atop high ledges, Scarabesques are scarab-esque Badniks that roll spherical bombs onto their enemies from above. These bombs will eventually explode even if not touched, and Scarabesques seem to have a limitless supply at their disposal.

Snowy

Built for harsh snowy environments, the Snowy is a towering Badnik based upon a polar bear. Their attack patterns are simple, consisting of trying to crush their opposition with their massive paws, but they make up for this in sheer toughness, taking multiple hits from Sonic to take down and giving Amy Rose a fair bit of trouble.

Steelion

Unlike some of Eggman’s other aquatic troops, the Steelion prefers to stay underwater. They attack by emitting a frosty breath attack that can freeze the water around them solid, not only damaging those in the vicinity but likely blocking off underwater passageways and shortcuts as well.

Zoomer

Zoomers are kingfisher-like Badniks that fly through the air and attack by divebombing foes with their razor-sharp beaks. Also really into Skibidi Toilet for some reason.

Misc. Badniks

Even besides the big ones, Eggman has a host of other various Badniks he’s used throughout the series. We’ll be listing them here.

Aero-Cannon - Hover in the air and fire energy shots at targets in range.

Admiral Jelly - the Boss of Aquarium Park, This Boss owns a ship that can launch crewmates and tracking missiles at the target.

Aero-Chaser - Using jet packs to fly, they use lasers, missiles, and electrical traps to attack foes.

Am-Bush - Levitates and are able to protrude metal spikes from their bodies to protect themselves.

Amenbo - Walk on water surfaces and shoot energy projectiles.

Antlion - Found in deserts, they block off underground routes and will charge at opponents. Their tails are sturdy and will knock foes back. Their head is their weakpoint.

Antlion Mother - A larger variant of the Antlion, it uses laser cannons to attack foes. It shares a weakpoint with the regular versions.

Anton - Self-detonate.

Ape - Monkeys that hop from tree/pillar to tree/pillar and drop bombs on nearby foes.

Aquis - Float and move in the air and shoots small black oil projectiles at foes.

Aroro - Sniper bird archers (though immobile).

Asteron - Levitates in midair and self-detonates themselves, causing them to release deadly spikes in five different directions.

Asteroid Coaster Sub-Boss - Giant robotic red eye with three fiery red and orange shields, set against a purple gravitational field and light and dark gray body with cyan lines.

Balkiry - Flying at various speeds, and can drop bombs.

Balloon - A flying octopus bot that spits shots (surprisingly not just an average balloon).

Barrier Angler - Excellent swimmers and can generate harmful energy balls around their fin rays, though they can’t fire them.

Bata-Pyon - Jump real high with springs.

Bat - Flies around.

Batbot - Flies around its target in circles.

Beat - Manually self-detonates.

Beatal - Equipped with a spiked club that it can swing vertically.

Bee - Flies around.

Bell - They can’t attack normally yet placed in such a way that you always end up bumping into them.

Beroro - Tiny bots with lashing tongues.

BFB - A larger variant of the Blowfish transporter equipped with homing missiles and can create shockwaves by hitting the ground.

Big Chaser - Giant Hermit Crab based Badnik that punches nearby targets and shoot lasers

Big Dragonfly - Bigger variants of the Dragonfly that fly around and shoot lasers below them.

Big Gola - A larger variant of the Gola that has similar functions.

Big Icedus - Can fly, and surround itself with snow blocks and throw them as projectiles.

Big Nal - A giant variant of the Caterkiller, it burrows underground and rises back up to charge into enemies.

Big Shaker - Has thruster missiles which function as a shield, and can create whirlpools with a turbine pole.

Bladed Spinner - Flies through the air and spins their bladed wings like propellers.

Blaster - Equipped with forehead-mounted guns that can load and fire either energy blasts or honey.

Blastoid - Fires orange projectiles at a 40 degree angle.

Blitz - Rapidly fires homing missiles in bursts of six and locks on to their targets.

Bloominator - Fires mine-like projectiles.

Blowfish Transporter - Large fish badniks that act as mass transport for other Badniks like Jaws, it can also jut out spikes from its body.

Boa-Boa - Float through the air and spouts flames from their sides.

Bombaberry - insect-like Badniks with a pink propeller attached to their heads. Underneath their body, they carry a large bomb with yellow spikes which they attempt to drop onto their foes.

Bombbearer - Flies around, and carries bombs.

Bomblur - They ricochet around and damage you by bashing.

Bomb Ghost - Fly in midair, turn invisible, and can generate bombs to throw at enemies.

Bomb Hawk - Can teleport, fly, and drop bombs on the opponent.

Bowling Spin - Flies through the air, can electrify the center to make it impervious to physical attacks, and can detach the spinning spiked top and launch it with enough force to destroy bricks.

Bubbles - Can fly through the air, and have spikes hidden in their bodies.

Bu-bu - Piggy banks that move back and forth.

Bug - They have no attack capabilities besides bumping into someone.

Bugernaut - Can fly through the air.

Bunny - Can make high jumps with their pogo sticks.

Burboom - Levitates and self-destructs.

Butterdroid - Flies around in groups of 2 or 3, and will attempt to spiral into foes when they get close.

Bushbubble - Under the night or sunset, these are constantly electrified, but otherwise are pretty harmless.

Buyoon - Inflates their bodies and bounces around.

Cameron - Big turtle badniks with large cannon on top of them, can only be harmed if flipped.

Cart Kiki - Runs people over with their carts.

Catalurcher - Moves by extending and retracting their body, but aren’t really made for combat.

Caterkiller - Can only be destroyed if attacking one segment. If attacked anywhere else, not only will the attacker be hurt, but the segments will detach and scurry around the area, causing even more damage.

Catakiller, Jr. - Flies around, and can segment their bodies and release electric waves.

Captain Jelly - The Boss of Sweet Mountain that uses jelly projectiles and can summon smaller enemies to assist in battle and shoots canons from his Pirate Ship.

Centipede - Floats around and cannot be hurt by Sonic, Mighty, or Ray’s standard attacks.

Chainspike - Hovers in a stationary position, and extends their spike spears in a certain direction.

Chop Chop - Fast swimmers and lethal biters.

Chopper - Jump out from below bridges to bite foes.

Circus - A ball-juggling jerk (well that was mean on Encyclopedia’s end). Basically monkeys that throw balls.

Clam - A clam with a cannon hidden inside of it.

Clamer - Fire projectiles using retractable cannons.

Cluckbirds - Flies around.

Clucker - Can fire projectiles from turrets, which seem to utilize rotating egg-shaped bullets, energy projectiles, or gray bullets.

Cluckoid - Blows powerful gusts of wind to blow away foes.

Coconuts - Can climb on palm trees, and can throw an endless supply of explosive coconuts.

Condor - Flying falcon bots that drop bombs while charging forward.

Cop Speeder - Levitates in the air and moves at speeds nearing Sonic’s.

Corkey - Fires deadly laser beams below their bodies, and can slide on rails or stick to ceilings with equipped hooks.

Crawl - Defend themselves with their shields, which can bounce back their attacker as if they’re hitting a Bumper. Basically invulnerable from the front.

Crawlton - Efficient burrowers that can dig through sand. Have flexible bodies that lets them launch surprise attacks over long distances, and a lethal bite attack.

Crock - They move around and injure anyone who touches them

Crystal Head - Levitates in midair.

Dango - Roll over opponents similar to Sonic’s Spin Dash. They are indestructible in this state.

Death Ball - A spherical robot that can drop mines, and has yellow bumpers around it as a shield to prevent any physical threats.

Desert Ruins Badnik - An Orbinaut based Badnik surrounded by a generated sand tornado.

Dive Bat - Flies around and fires fireballs from a cannon.

Dragfly - Flies around.

Dragogo - As the name implies, this dragon looking bot is capable of spitting fireballs from their mouths. 

Dragonfly - Flies around and skewers foes with their spikes.

Dribbler - Equipped with double Bumper balls that they dribble across the ground in order to bounce away their foes.

Drillinator - the Boss of Planet Wisp for the DS, this boss will stab its drills into the surface to try and stab its opponents. When the drill is stuck in the surface, attack the drill to deal damage.

Drisame - These robo-fishes have drills on their noses allowing them to drill through walls for unexpected attacks.

Dung Beetle - Beetle Badniks that push stacks of blocks around and charge at enemies.

E-1000 - These are pretty much mass produced but a lot less effective E-series bots that shoot lasers from their two cannon hands.

E-2000 - Another advanced E series bot, which have laser arm on one hand (which shoots pretty big laser beams) and shield on the other.

E-2000R - Basically a buffed version of E-2000.

E-10000 - During wacky flying skateboard races, Eggman partially also did participate, via bots he designed just for that. They are made specifically for Extreme Gear racing, and do not appear to possess any combat abilities.

Eeliote - They are water exclusive bots who can electrically charge their segments to deter intruders. However, their head isn't electrically charged, making them vulnerable from there.

Egg Armor - advanced forms of Egg Bombers (see below) encased in a thicker shell that protects them from enemy attack. These robots can transform between its crab-like shape and a sphere, for increased mobility.

Egg Beetle - These robotic flying beetles detect foes from afar, deploying several floating drones resembling Eggman's face, which can shoot deadly lasers. 

Egg Blizzard - Fan-shaped badniks that blow cold air at enemies that freezes them solid.

Egg Bomber - Small, crab-like robots that can scurry both horizontal and vertical surfaces and have an appendage built specifically for throwing bombs at targets.

Egg Bommer - Basically an Egg Pawn that juggles bombs while being on spike ball. Using said bombs as projectiles.

Egg Burst - Tiny Badnik parasites that attach to enemies and hamper their movement for a few seconds before exploding.

Egg Buster - Flying badniks that can also turn invisible, as well as equipped with twin missile launchers

Egg Buster (Egg Gunner) - A  variant of the more common Egg Gunner robot (see below), painted yellow instead of white. This model is equipped with a homing missile launcher on each arm, along with a propulsion unit mounted on its back, as well as it is a lot more durable compared to its original counterpart.

Egg Cannon - A two leg walking bot that has several abilities, among which are launching homing missiles and flying. It also has a Vulcan Cannon, and is equipped with lasers on its arms.

Egg Chaser - This robot is designed for speed, and its single-wheel design allows it to rotate when at rest. It cannot adjust its path once in motion, but it can achieve solid speeds when moving in a straight line. Its chassis is fastened with two horns which it can use to skewer its foes. The Egg Chaser is also equipped with small shield plates that it can use to deflect frontal attacks and can deploy electrical bombs.

Egg Commander - These bots usually command a nearby group of bots, by itself though it acts like an Egg Rounder (see below)

Egg Fighter - Eggman’s main model line during the awakening of Dark Gaia, they come in multiple variants with their own weapons, like swords and shields. The sword itself is a chainsaw blade, while variants of the shields include a regular steel shield, an electrified shield, and a bumper shield. The hands are capable of splitting off and continuing to fight after the main body is destroyed.

Egg Flame - A natural counterpart to the Egg Blizzard, it blows hot pillars of flame at enemies.

Egg Flyer - These are flying bots that shoot bullets and missiles at their foes, often appearing in groups

Egg Golem - A giant stone egyptian golem that protects Eggman’s hidden base in the desert, it has its weakpoint on the head but aside from that it is pretty hard to beat, given that Sonic required to exploit that weakpoint and afterwards Eggman had to finish it off.

Egg Guardian - These bots are normally big brawlers as they are big and use their hands to attack foes

Egg Gunner - Pretty versatile gunners as they possess a propulsion system on their backs and jet modules on their legs which allow them to hover and fly through midair at speeds that rival Sonic's running speed. They have a Vulcan Cannon machine gun for their left hand that lets them fire fast, albeit weak, shots. For their right hand, they have a missile launcher that launches more powerful, but slower missiles. However, they lack sufficient armor and are therefore quite fragile.

Egg Hunter - These are excellent robots gifted with flight capabilities, some of which were given the ability to turn invisible similar to the Egg Sweepers. They also have additional artillery in the form of six pod units, which hover around them at all times (until destroyed). For armaments, they can shoot bullets from their Vulcan Cannons.

Egg Keeper - Levitates in the air,  can also detach their heads and send them flying through midair and their heads can emit a tractor beam-like field that can paralyze anyone who enters it.

Egg Lancer - Like the Egg Gunner, the Egg Lancers possess a propulsion system on their backs and jet modules on their legs, which allow them to hover and fly through the air. They are also equipped with an energy cannon along with the regular Vulcan cannon.

Egg Launcher - Big Badniks that launch up to 4 guided missiles at enemies. These missiles respawn after a given time, and they can also spin to damage foes at close range.

Egg Liner - In its functionality it is identical to Egg Chaser with the main function being ramming into foes with its 2 horns

Egg Rounder - It is a short and bulky floating robot with two arms that they can use to tackle its enemies. It also has defense plates, which it can put up to deflect attacks. 

Egg Pierrot - Similar to Egg Bommer, except instead of bombs pins and instead of spike-ball more average ball.

Egg Pogo - Basically bots with pogo sticks.

Egg Saucer - Flying bots that immediately ram into enemies they see.

Egg Searcher - These bots can fly and have additional artillery in the form of three pod units, which hover around them at all times. For armaments, they can shoot missiles from their body. They also have the ability to launch a barrage of bombs which release a minor energy attack that freezes targets and weakens them.

Egg Sentry - Flying sentries that shoot at nearby foes.

Egg Shackle - Tiny tick-based Badniks that latch onto enemies and drain rings from them.

Egg Shooter - A special variant of the Egg Fighter that swaps out its hands for custom rapid fire long distance cannons.

Egg Stinger - An upgraded version of Egg Gunner.

Egg Sweeper - An upgraded version of Egg Bomber.

Egg Typhoon - A fan-based badnik that blows fierce winds at enemies.

Egg Walker - Very fast runners equipped with missile launchers.

Egg-Cerebus - The Egg Cerberus is very fast for his giant size (given its design being akin to mythological Cerebus), capable of running at speeds nearing Sonic's. The Egg Cerberus can jump very high and can impact the ground with enough force to create shockwaves over a wide area. His antenna on his head can be used to receive orders from Eggman.

Egg-Genesis - A titanic battle station that carries multiple mech battalions in its four massive arms. The metal monstrosity is loaded with multiple offensive weapons, including missile launchers on each arm and a homing laser that erupts from its under- carriage, the Egg Genesis' weak spot.

Eleki Angler - Basically the Barrier Angler except they can fire their energy balls.

Falco - Flies around, sometimes armed with weapons, and can carry Egg Pawns into battle

Ferron - Flies through the air with their jetpacks.

Fighter Aircrafts  - Flies around and fires green bullets.

Fire Breath - Launch missiles strong enough to set the entirety of Angel Island Zone on fire and comes equipped with a flamethrower.

Firefly - Flies around.

Fireworm - Flies around and spews fire from their bodies.

Fish - Levitates and protrudes spikes from their bodies.

Flasher - Fly around and generate a completely impenetrable electrical force-field, which can block attacks and electrocute those that make contact with it.

Flickey - A bird bot that is trailed by mines.

Floatsam - Hover in straight lines…and that’s it.

Flowawa - This flower looking bot have the ability to generate and release harmful mechanized spores from their buds.

Flybot767 - Flies around and dive-bombs opponents.

Foot Kokeko - Chicken Badniks that drive mechs with spikes on their bottom.

Frogger - no not the frog that is crossing the road, still jumping is its game, as its legs are spring loaded from below and above making it able to both jump high and make it usable for jumping high.

Ga - Flies around in a zigzag pattern.

Gabubu - Piranniah looking bots that jump out of water to bite you.

Game Game - These are basically “turtles” who are capable of flight by hiding their limbs, replacing them with spikes, and flying up into the air whilst spinning. This makes them dangerous in groups, although their shells provide no protection.

Gaikoko - Basically Eggman designed a ghost-like robot who is invulnerable to normal attacks, as well as it can shoot beams in 3 directions.

Galaga Bee - They fly around at high speeds to ram into enemies.

Gaogao - Mechanical lions with a face that can bounce back from attacks.

Gapsule - Can disguise itself as a capsule, and has extendable arms equipped with spiked balls for hands.

Geji-Geji - Patrolling centipede bats that are able to defend themselves with their spike-covered bodies.

Gekogeko - Frog bots that jump back and forth and shoot their tongue once they see foes.

Ginpe - Penguins that shoot energy blasts from their top hats.

Globotron - The Boss of Tropical Resort on Sonic Colors DS, This Badnik that can absorb Wisps' powers, using energy blasts and transformations to attack.

Gohla - Levitates with fireballs orbiting around them, which can act as a shield and can be launched at foes.

Gold Cameron - Buffed version of a Cameron.

Gotcha - Grabs foes and surrounds them in a ball that will suck away their Rings, one per second.

Gut Buster - Generates bombs and launches them vertically.

Grabber - Hang from ceilings using incredibly strong and durable wires. They catch their prey and self-destruct.

Guards - Bots that marge back and forth and shoot from their trumpets.

Guruguru - Flying caterpillars.

Gustav Turtle - A badnik turtle with a cannon on its back. It can fire the cannon and also create shockwaves with its jumps.

Hammerhead - Basically hammerhead shark “hammer” part of which can be used as a harmless platform.

Hanabii - A rolling, firework-spitting lizard bot.

Hariisen - Sporcupine fish badnik that reveals and shoots its 6 spikes.

Heat Arms - A pair of mechanical arms strong enough to cause short earthquakes when it hits the ground. Its tendrils are also equipped with cannons that can fire small energy projectiles.

Hey Ho - Flies around and cuts down trees with its golden axe, which it can then lob at foes.

Hotaru - Flies around at speeds rivaling Sonic’s, fire electrical lasers.

Hoverby Mk. II - They fly around. And that’s it.

Hunter - Has spiked balls orbiting them for both offense and defense.

Ice Ball - Freezes foes by releasing puffs of cold air.

Icecap’s aircraft - Flies around and throws bombs.

Interceptor - A one of a kind badnik that can fire lasers, create shockwaves through ground pounds, and rollers on its hands that shred anything they make contact with.

Iwamodoki - Disguises themselves as rocks, and then self-destructs to attack the enemy.

Jack Bommer - Same as Egg Bommer, instead of bombs pumpkin balls as well as uses pumpkin ball for transportation.

Jaws - Swim underwater and bite foes.

Jawz - Can fly and swim with a turbine engine, and can self-destruct.

Jousun - A swordfish badnik that charges into its foes from water.

Juggling - Jugglers who juggle their pings which in turn can damage foes.

Kabasira - Flies around and produces duplicates of themselves which they can use as projectiles.

Kabutoto - Basically horseshoe crab looking badnik with unpredictable pattern.

Kaizoku Bomb - Equipped with explosive barrels that they can throw.

Kaizoku Glider - Equipped with red hang gliders which allow them to fly.

Kaizoku Gun - Equipped with a cannon-like gun that can fire cannon ball-grade bullets.

Kaizoku Hogan - Incredibly strong and equipped with a ball and chain.

Kaizoku Hover Bomb - Flies around and can spawn spiked bombs which they toss at foes.

Kaizoku Hover Gunner - Fly using jetpacks and come equipped with handguns that shoots out electric bullets.

Kaizoku Skeleton - Float in midair and generate an endless supply of bones to throw at enemies.

Kaizoku Snowball - Fire energy balls from their torsos. They’re also able to equip themselves with a shell of snow that serves as temporary protection.

Kaizoku Sword - Equipped with short broadswords.

Kama-Kama - Detach their claws and throw them as projectiles.

Kamaki - Mantis bots which throws its claws in both directions.

Kanabun - Flies around.

Kani Pearl - a crab-like badnik that is protected from upside but is vulnerable if flipped down.

Kemusi - Equipped with deadly spikes that can skewer their opponents.

KeroKero - A small frog bot that hops a bit when not standing in place.

Kibaba - immobile turrets that fire missiles in eight directions to attack intruders.

Kiki - Throws explosives, which they can control the size of.

Klagen - Captures enemy teammates with a tractor beam and drops bombs. There are two subversion. The Gold Klagen, where if the teammate isn’t rescued in time, it will warp away and take the teammate with them. There is also the Electric Klagen, which generates an electric force field.

Koura - Turtle bots with defensive springs.

Krondor - Capable of flight and hovering.

Kubinaga - Serpentine badniks that shoot fire.

Kumo-Kumo - Jump real high with springs, and produce spider webs that can immobilize foes.

Kura-Kura - Flying, fire-flailing jellyfish bot.

Kuraa - These jellyfish bots are water exclusive bots who generate electrical fields as means of protection.

Kyacchaa - Spiders that drop onto its foes from ceiling.

Kyura - Swift, laser-firing bot shaped like wings.

Larva - Mass–produced Badniks created to enslave Enslave and Guard Wisp

Laser Grabber - The superior variants of Grabbers that can emit laser beams.

Leon - Turns invisible to avoid detection, and possess a long and powerful tongue and tail.

Little Fighter - The split off hands of Egg Fighters, they can autonomously attack by jumping at enemies.

Madillo - Armadillo badnik that rolls around to attack.

Madmole - Uses bouncy mushrooms as projectiles.

Magma Worms - Can dig through solid rock, and have sharp teeth.

Manbou - Fish Badniks that drop sea mines.

Manta - Manta ray Badniks that fly and drop fire bombs.

Mantis - Enhanced agility and wall-crawling skills.

Marun - Pillbug bots which form into balls and roll into their foes.

Marve-Shupopolous-Gou - Basically a literal train that  can launch spiky bombs from the back of its head.

Master Robots - These robots are a set of bosses that are superior than the ones you fight in the stage. There is also a high number of subversions.

Balance Master - based on a sea lion, it skillfully used a red ball in battle.

Bead Worm Boss - a towering Caterkiller-like robot that throws its body segments at you.

Bouncy Boss Robot - as the name implies it basically bounces around, while shooting gunfire at you, with the only way to dealing major damage being targeting its head.

Charge Master - Based on a Wild Boar, Attacks by charging straight ahead until hitting its target.

Crystal Egg Zone Boss - Controlled by Dr Robotnik that shoots flower shaped bolts.

Dohyo Master -  based on a Sumo Pig, attacks by rolling into a lethal ball.

Hiyoko Master - based on a Bird, Scatters the clouds with some Mecha Hiyoko.

Lady Bug Boss - Based off a Ladybug, protected from aerial strikes by a built-in spring.

Laser Walker - a bot that also appears like Eggman’s Eggwalker with the eye at center, capable of unleashing a barrage of scattershot and ricocheting lasers.

Pit Master - Robotic antlion larva with giant mandibles.

Sphere-o-Bot Boss - Launches Mecha Hiyoko and shoots projectiles at its foe.

Tree Crawler Boss -Climbs on trees while firing bullets on its target.

Mecha-Bu - Equipped with a buzz-saw on their horns that can cut foes from close range or throw it towards them like a boomerang.

Mecha Gorilla - As the name implies, mechanical gorilla, who can send forearms to wander around the board, though it leaves it open to other attacks.

Mecha Hiyoko - They're chick based bots who can jump high and turn into missiles.

Mechanical fish - They are indeed mechanical fish.

Metal-o-Turtle - Despite its name it looks more like Japanese rhinoceros beetles, and are capable of basic movement using the wheels on their undersides. Other than that, they are highly vulnerable. 

Minimole - Moles that unexpectedly attack from their holes.

Minomusi - Shoots spider webs that they can use to lower themselves up and down. They can also protrude spikes from their bodies.

Mirror - Flying badniks that fire energy shots once they open their casing.

Mogu - These badniks are moles that suddenly attack from underground.

Mole - Mass Produced Mole-based Badnik that dig inside the ground. They come in both Blue and Pink Variations. 

Mole Cannon - Stationary turret badniks that shoot fireballs from afar but hide underground when enemies are near.

Mon - Monkey Badniks.

Monkey Dude - Climb up trees and throw coconuts at their foes.

Motorspike - Levitates and are equipped with sharp spikes.

Mouse - Makes the effort to drive into the opponent, basically ramming into them.

Mukaka - A set of triplets badniks who erratically dash around.

Muukaden - Flying centipede with spikes in both up and down sides of it.

Mushmeanie - Bounces around on springs and are equipped with  mushroom-cap helmets that can block an attack.

Nebula - Flies around and can deploy spiked balls or bombs from a cannon on their underside.

Needle Man - A robot with a large spiked shield, though it has no protection on its back.

Needlenose - Flies around and can skewer foes with its namesake. Later models can shoot energy-based projectiles upon striking the ground.

Newtron - Camouflage themselves, spit balls of energy, and fly like a chameleon-shaped rocket

Nibbles - Excellent swimmers and have a dangerous bite.

Noro-Noro - Can skewer foes with spikes on their shells.

Nyororo - Snake badniks that increase in speed and target enemies as soon as they are nearby.

Oct - Basically flying turrets.

Octopus - Functions as rotating turrets that can fire blue projectiles.

Other type of Octopus - Yup there are 2 Octopuses. This one mostly swims and flies tho.

Octus - Flies and shoots small, yellow energy projectiles from their snout.

Orbinaut - A special bot with two different versions. The Unidasu throw their spiked balls at an enemy, and later models have spiked balls that explode. The Uni Uni keep their spiked balls around themselves for defensive purposes.

Ototo - Flying sharks.

Pata-Bata - Flies around.

Pen  - Penguin badnik that shoots projectiles and charges at foes.

Pengo - Waddles back and forth…and that’s it.

Penguinator - Charge toward their targets with belly sliding.

Penguin Bomber - As a name implies, they are penguins and they are bombs.

Peppepe - Glue shooting badnik on wheels, said glue can temporarily immobilize Sonic.

Pierrot - A well-balanced clown bot who just wants to juggle. Said balls repel physical strikes.

Piko-Piko - A clown bot that uses a hammer like Amy Rose.

Piranha - Flies around and spits out small mines that explode after landing on the ground.

Pirate - Cuts foes up with thin swords.

Pointdexter - Adapt swimmers and can protrude metal spikes from their bodies.

Poptank - These things f**king suck.

Ptera - Flies around.

Puyoyo - You played Puyo Puyo? You know these gray puyos that just fill up space? That’s them, yup, straight out of a mean bean machine…

Rabibin - They basically one foot rabbits who hop around though with cooldowns.

Rapid Crab - Possess sharp claws.

Refreshinator - The Boss of Planet Wisp, a Ferris Wheel type Boss that has sharp claws for hands and can protect his face with a drill-like Shield.

Rexon - Resistant to extreme temperatures, and can dive their bodies in lava. Can shoot energy projectiles from their mouths.

Rexxon - Possesses extraordinary jaw strength, resisting Sonic’s own physical strength.

RhinoBot - Fast enough to match Sonic, Tails, and Knuckles, and can skewer their foes with their two horns.

Rhino Cannon - Teleports and attacks by ramming. Equipped with Springs that can repel physical aerial attacks.

Rhinoliner - Basically tanky rhino bots who ride on rails with spikes and a cannon on its back.

Rhinotank - Skewers opponents with their horns.

Ribot - When carrying two weights, they can pound the ground from above or sweep the ground with both weights. When carrying one weight, they’ll swing it through the air in a circular arc.

Ridal Tap - they mostly are turrets with 2 cannons.

Ringleader - Slowly hovers back and forth, and throws their heli-legs like a boomerang.

Robohead - Can float through the air and vomit lava.

Roboiler - A hot boiler with four moving Roboheads inside.

Robototo - Basically cannon fodder badniks that fly into you out of nowhere.

Rotatatron - The Boss Tropical Resort. This Badnik is a Giant Ferris wheel-based Badnik with Sharp Claws on its hands and can launch pink energy disks.

Rock’n - Disguises themselves as rocks, and pushes foes into harm’s way.

Roller - Curl into a ball and travel at high speeds, similar to the Spin Attack.

Sandoom - Basically spike traps hidden within sand.

Sandworm - Digs through the ground with ease and bites foes.

Sasori - Equipped with laser guns on their tails.

Satellite - Hovers in mid-air and freezes foes almost instantly.

Scarab - Can grab and throw foes, and pick up Super Ring monitors. Can only be defeated by being attacked from above.

Scorpius - Has a stinger than can excrete a green liquid.

Scorpy - They suck. They have scorpion tails, but they don’t use them.

Scouter - Flies around.

SCR-GP - White and Black Robot that Curls up In a Wheel

SCR-HD - Same feature as the SCR-GP but can transform into the Master Core: ABIS

Sea Snake - Undulates in water to hit their target.

Semi - Flies around and drops bombs on foes.

Senbon - Basically a pufferfish.

Shell - These things are pretty quick, but that’s it.

Shellcracker - Possesses a large pincher claw that packs a serious punch and can extend. Strong enough to knock down Sonic if well timed.

Shisaku-gata Dump - Equipped with steam cannons that they can use to blow opponents away.

Shisaku-gata Jet - Flies around with their jetpacks.

Shisaku-gata Spanner - Spins their upper bodies around at high speed, while carrying a spanner in its right hand.

Skorp - Attacks with the mace on its tail.

Skull Fire - Levitates and can produce a blue fire aura.

Sky Deck’s jet fighter - Flies around and fires missiles.

Sky Moon - Levitates and can fire energy beams.

Slicer - Equipped with sickle-like front claws that they can detach and throw at opponents. They can also crawl on walls and vertical ceilings. Later models can also self-detonate or regenerate their claws after they’ve been thrown.

Slot - Bat bots that swoop by and drop energy bombs.

Snail Blaster - Slowly grovels on walls, and are equipped with two laser cannons inside their shells, which they can also hide in for protection.

Snake - Burrows through the ground and skewers opponents with their spikes.

Snowman - Equipped with cannons that can fire dangerous snowballs.

Snowy - Slow, but possess great power and durability.

Spidal Tap - does nothing (no seriously).

Spider - They have spikes, but that’s about it.

Spikebonker - Hovers slowly, and sends their mace towards opponents, which will fly back like a boomerang.

Spiker - Equipped with large spiky cones on top of their head. They can fire their spiky cones through mid-air at foes, and are excellent climbers.

Spiker (this one’s from Sonic 3) - Appears as normal spikes, but can reveal their true selves to shoot bullets at the sides.

Spikes - Equipped with a shell covered in spikes that can skewer opponents coming in from above

Spiketower - Fires harpoons straight upwards like grappling hooks to wedge themselves to the ceiling, and then winch themselves upwards, allowing them to swing back and forth to attack foes

Spinner - Mass Produced Bat-based Badnik that has blades protecting its sides like propellers to slash their targets.

Spiny - Can shoot arcing projectiles and/or bombs from the top of their heads and can crawl on surfaces with their grippers, which are so strong, they can stick to any surface, walls, and ceilings without hampering their speed or attack.

Springshell - Turtles with springs on their shells protecting from jumps (quite a common thing in Game Gear/Master System Sonic games thinking about it).

Sprinkler - Orange Pots with spikes on the bottom, They Shoot out various objects such as Spike Balls or Rings.

Star - Orb protected by spinning barbs.

Star Pointer - Orbinaut variants, as such, can levitate. They also come with spiked ice balls which orbit around them, which acts as both a shield and throwing weapons.

Straw - Bird badniks that dive-bomb into foes.

Sweeper - Skim across water surfaces and skewers opponents with their sharp nose.

Taga-Taga - Fast swimmers and can fire the spikes on their backs as projectiles.

Tamabboh - Shoots two small projectiles from the cannons on their back.

Takkon - A flying octopus that shoots ink.

Takoko - Octopus like badniks that drop oil slicks and sparks, they are near indestructible.

Tart Turtle - A turtle with jet-propellers.

TechoSqueek - Stick to virtually any surface and travel on it with ease.

Tentou - Flies around and drop mines on foes.

Thunder Ball - Spherical Badniks that hover around and discharge electricity around them, electrocuting enemies.

Thunder Spinner - The same as Bladed Spinners, but they can also discharge electricity from their bodies to protect themselves and electrocute foes.

Ticktock - Levitates and can use their pendulum bobs as spiked maces.

Tonbo - Flies around.

Toriri - Rocket powered penguins. That’s right, penguins on a rocket let’s goooooooooo!!!

Torococco - A Clucker variant that man minecarts armed with cannons.

Toxomister - Blows out poisonous smoke.

Triceratank - Possess sharp horns that they can use to skewer enemies.

Triclod - These things f**king suck.

Trundull - Can achieve high speeds, but will break down if certain individuals pass directly over or under them.

Tunnelbot - Capable of flight thanks to two hidden rockets, and can drill through stone.

Turbo Spiker - Launch spiky missiles upwards.

Turtloids - Larger Turtloids can fly by using their hind legs as rocket engines and can shoot energy balls from their mouths. Smaller Turtloids can control the larger ones. If the smaller turtle is destroyed, the larger one is completely harmless.

Twin Hammer - Capable of flight and can extend their “arms” and rotate them.

Utsubo - A giant moray badnik who lashes out at enemies.

Uutsubo - Eel bots that jump out of holes inside water parts for a surprise attack.

Veg-o-Bot - These bots are pretty simple as they do not have proactive offenses given they simply drive inexorably forward and jump occasionally.

Walker - Fires projectiles from any of four cannons.

Wamu - Basically flying caterpillar-bots.

Whirl - Flies around.

Whisp - They fly….yup.

Wood Buttarundorf - Similarly to the Caterkiller Badnik, the Wood Buttarundorf separates its body segments upon their defeat. Should it reside high above its enemy when that happens, it will turn into deadly projectiles.

Yadokaka - crab badniks with shell on its back.

Yado - Sniper that hides under its shell.

Yadokk - A badnik with claws and drill shaped shell which it’ll shoot upwards once the enemy is close.

Yago - Swims around and rams into foes at high speeds.

Yukigasen - Stationary snowmen that shoot snowballs.

Yukimaru - A crawling, snowball-launching snowman.

Zaririns - These badniks basically are crayfishes that swim back and forth, not much to add.

Super Badniks

While not Doctor Eggman’s most powerful forces, Super Badniks are a class of robots that are definitely more dangerous than your average, garden variety fodder like Motobugs or Egg Pawns. These machines are packing a lot more power, enough to make Sonic and his friends treat them a bit more seriously in a scrap.

Death Crab: A massive, multi-legged monstrosity that makes up for its lack of direct weaponry with astonishing speed and strength. It can rush straight through mountains, cause tremors with a stomp, and is somehow agile enough to run fast enough to pursue the Avatar character and clear remarkable distances with a single jump.

Egg Hammer: More or less your classic Super Badnik, Egg Hammers are pretty much massive Egg Pawns that are generally coming into the fight with humongous hammers. Shocking, we know. This gives them plenty of blunt force power that should be avoided at all costs, and they can also wield other weapons, such as flails. It also has a variant called the Heavy Egg Hammer, which is basically the same as the Egg Hammer except also protected by a helmet.

Quasi-Badniks

The Quasi-Badniks were newly invented types of Badniks that Eggman created in the IDW Comics. They are fusions of two or more Badniks combined into one. We have not seen a lot of them, but a few, during Eggman’s maze chapters.

Buzzkillers: A combination of a Buzz Bomber and a Caterkiller.

Motochop: A combination of a Motobug and a Chomper.

Crabber: A combination of a Crabmeat and a Spina.

Unnamed Quasi-Badnik 1: A combination of a Caterkiller and a Crabmeat.

Unnamed Quasi-Badnik 2: A combination of a Coconuts and a Grabber.

Unnamed Quasi-Badnik 3: A combination of a Slicer, a Bubbles, and a Caterkiller.

E-100 Series

A group of advanced robots that acted kinda like Eggman’s military. Each are named after Greek letters, and each are powerful in their own right.

E-100 Zero - Made to capture Amy Rose and her newfound Flicky, which contained a Chaos Emerald. It’s equipped with a body tough enough that Amy’s hammer could only knock it down for a few seconds, propulsion systems that lets it levitate, extendable arms that give it more range in its punches, the ability to make energy shockwaves by hitting the ground hard enough, and the ability to generate electricity through its arms. 

E-101 Beta - The first proper E-Series soldier, though one that didn’t get much time in the field before being beaten by its brother Gamma. This defeat made Eggman disassemble it, and upgrade it to its Mk. II form. E-101 Beta Mk. II is capable of flight, super speed that lets it create afterimages and dodge missiles, and is equipped with guided missile launchers, energy cannons that causes massive explosions on impact, and a Rainbow Shield that can deflect projectiles and can be used to ram foes. On top of all that, it can backhand away projectiles that come its way.

E-102 Gamma - A sibling bot to Beta, and one with its own history. Of all the E-Series bots, Gamma initially might’ve been the most successful. Not only did it defeat Beta in a sparring match, something that even Eggman didn’t expect, but it also found Froggy when its fellow brothers failed to do so. However, their failure caused them to meet a similar fate as Beta, and that, mixed with seeing how Amy treated her Flicky friend, caused it to defect from Eggman, so it’s not gonna help Eggman here.

E-103 Delta - A pretty simple bot with not a lot of story. After failing to capture Froggy, Delta was upgraded with new weapons, including twin missile launchers and the Jet Booster, which enables it to hover in the air.

E-104 Epsilon - Basically the same as Delta, including weapons.

E-105 Zeta - While initially the same as Delta and Epsilon, it was instead upgraded to a giant weapon system equipped with missile launchers.

E-106 Eta - Hovers using built-in propulsion units. No, that’s it.

E-121 Phi - Grayed out Emerl copies powered by the shards of a Chaos Emerald. Eggman produced at least 14, and all of them possess the ability to copy the moveset of a single lifeform

Chaos Gamma: A copy of Gamma Eggman built during the events of Sonic Battle, with all the same functions as the original.

Orbot & Cubot


While Doctor Eggman is without a doubt a genius capable of making the impossible quite possible, it still pays to have assistance on hand when you’re trying to get work done. To that end, Doctor Eggman has Orbot & Cubot, two assistance robots that can aid the not-so-good doctor with his experiments and work. While the two have no combat potential at all, the two are capable of analyzing situations or helping their master with his work, giving him four more hands that can be used getting things done all the faster and usually more efficiently. As long as Cubot doesn’t bungle things.

SA-55


The predecessor to Orbot and Cubot, SA-55 was Eggman’s aid during the events of Sonic Unleashed. He primarily serves to give Eggman advice, and also bully him. Relentlessly.

Sonic

This totally was counted in the verdict, we promise. promise. Promise.

Egg-Robos

One of the most important of Eggman’s fleet are his armies of Egg-Robos. They wield laser pistols and are designed to have minimal air-resistance, giving them speed to match even Metal Sonic, even if they can’t match his power. However, these robots are generally smarter than most of Eggman’s Badniks, being able to pilot his mechs for themselves, as shown in Sonic 3 & Knuckles, giving Eggman a lot of flexibility in terms of being able to use many of his mechs at once in a pinch.

Metal Copies

Shadow Androids

The Shadow Androids are mass-produced robots created by Dr. Eggman, designed to be identical to and nearly as powerful as Shadow the Hedgehog. These androids come in various appearances, ranging from a perfect replica of Shadow to versions with different colors replacing the iconic red along their quills and shoes. Some models also feature arm attachments that allow them to fire regular bullets or explosive shells. Highly advanced and formidable, the androids are equipped with tracer missiles, homing attacks, and the spindash, and they can move at speeds that nearly match Shadow's own. Additionally, these androids are capable of speech and can even mimic some of the abilities that Shadow himself uses, like Chaos Spears and even Chaos Control.

Hero Mode: Hero Shadow Androids is a transformation when its mind is fueled by thoughts of justice. In this state, the Shadow Android is temporarily invincible and can perform large scale uses of Chaos Control. However, this form only lasts for a short period of time.

Dark Mode: Dark Shadow Androids is a transformation when its mind is fueled by thoughts of evil. In this state, the Shadow Android is temporarily invincible and can perform large scale uses of Chaos Blast. Like the Hero Shadow Android transformation, this form only lasts for a short period of time.

Just like Shadow himself, the Shadow Androids are capable of obtaining weapons that Shadow has used during his time in the Black Arms invasion.

Guns

These weapons all possess auto targeting for targets in range.

Egg Gun

A standard issue laser handgun primarily wielded by Egg Pawns, it has 20 rounds of low damage output with a medium range.

Flash Shot


An alien weapon wielded by the Black Arms, it carries 20 rounds of low damage output with a short range.

Gatling Gun

A gatling gun created by G.U.N, it can fire up to 40 rounds of high damage output with a far range.

Heavy Machine Gun


A long barreled G.U.N weapon that holds 30 rounds with high damage output and a long range.

Heavy Shot

A Black Arms weapon with a medium damage output and 30 rounds with middling range.

Light Shot

A weapon used by the Black Arms, it holds 20 rounds and possesses a low damage output with a medium range.

Pistol

A G.U.N manufactured weapon, it holds 10 rounds and fires at a low range with a small damage output.

Ring Shot


A Black Arms weapon that fires ring-shaped pulses of energy with medium damage output, long range, and 20 shots. 

Semi-Auto Rifle

A G.U.N developed weapon, it holds 30 shots with a middling damage output and a medium range.

Submachine Gun

A G.U.N weapon, it can fire 20 shots with a short range and low damage output.


Close Combat

As weapons built for close range, all of these naturally have low reach.

Black Sword

A Black Arms loosely based on a talwar sword, it holds 6 swings before it breaks, with a medium damage output.

Dark Hammer

A giant Black Arms hammer, it holds 6 charges with high damage output, and large enough to block gunfire.

Egg Spear

An Eggman Empire long spear, it holds 6 uses before breaking with a low damage output.

Environmental Objects

Just ordinary tools lying around, usually a shovel with 6 charges and low damage output.

Survival Knife

A standard issue G.U.N short knife, it carries 6 charges with a low damage output.

Cannons

Large weapons that fire off explosives, which must be manually aimed. All of them possess a short range.

Bazooka

A G.U.N owned weapon with high damage output and 6 rounds.

Big Barrel

A medium ranged Black Arms weapon with middling damage output and 8 rounds.

Black Barrel

A shorter ranged version of Big Barrel, it possesses no functional differences otherwise.

Egg Bazooka

An Eggman Empire weapon with 6 rounds of yellow energy blasts with a medium damage output.

Grenade Launcher

A G.U.N manufactured weapon with medium damage output and 6 rounds.

Tank Cannon

A high damage output G.U.N weapon with 4 rounds.


Lasers

Laser shooting weapons with properties that allow its projectiles to bounce off surfaces and doesn’t dissipate on the first hit to damage more enemies. All of them possess the same parameters of medium damage output and range with 20 rounds.

Laser Rifle

A G.U.N made weapon.

Refractor

A Black Arms weapon.

Splitter

A Black Arms weapon.

Lock-On

Missile weapons with a manual lock in feature, that fires multiple missiles when triggered on multiple enemies. They all have high damage output, and with the exception of the Wide Worm Shooter which has low range, they all possess high range.

4-Shot RPG

A rocket launcher made by G.U.N that can fire up to 4 shots at once and holds 12 shots total.

8-Shot RPG

A G.U.N shoulder mounted missile launcher that holds 24 shots total and can fire up to 8 at once.

Big Worm Shooter

A Black Arms weapon that fires out explosive worms that carries 6 rounds.

RPG

A G.U.N rocket launcher with 6 shots.

Wide Worm Shooter

A Black Arms weapon with 18 rounds that fires explosive worms.

Worm Shooter

A weapon formed by Black Arms that can shoot up to 6 explosive worms.


Vacuum

Vacuum based weapons that suck up and spit out objects as projectiles.

Vacuum Pod

A special Black Arms weapon that sucks up objects and fires them back.

Special

Unique weapons with varying attributes. All of these will be detailed at their level 2 state, except the Shadow Rifle which has only one state.

Egg Vacuum

With high damage output, 30 rounds, and a low range, this Eggman Empire weapon sucks in all kinds of objects, each one making the egg at the weapon’s base larger. If allowed to fill up and burst, it grants 3 extra lives to its user. Otherwise, it can fire out objects as projectiles, and even be used to hover in mid air if there’s nothing to vacuum nearby.

Heal Cannon

While its main purpose is to restore health when fired at targets, it can also be used for mild brainwashing, causing any affected opponents to become neutral towards the user, though this only lasts a few minutes if not reapplied. It has 20 rounds of use and a medium range.

Omochao Gun

A strange Omochao head shaped gun that fires projectiles that look just like it, it holds up to 20 rounds with a high damage output and long range.

Samurai Blade

A long silver odachi with 8 charges, high damage output, and a short range physically. However when swung without an opponent in reach, it releases a shockwave that uses no charges.

Satellite Gun

A laser with lock on properties that calls down giant sky lasers on a target, which can even destroy vehicles. It has 8 charges and deals high damage, with a medium range.

Shadow Rifle

A weapon with incredibly high damage output, 20 rounds, and a long range.


Mecha Sonic Model No. 29 (Rocket Metal)

A robot similar to Metal Sonic, with the capability of turning into a rocket like a Transformer. We do not care that he had only 3 seconds of screen time, Rocket Metal’s the GOAT.

Metal Knuckles

A robotic copy of Knuckles, in the same vein as Metal Sonic being a robotic copy of Sonic, initially created by Eggman to steal the Chaos Emeralds from Sonic during the World Grand Prix. Since Metal Knuckles uses the same power unit as Metal Sonic, he too boasts accelerated speed and strength, rivaling Knuckles’s power. And much like his organic counterpart, Metal Knuckles can glide long distances.

Metal Knuckles is so impressive, when he, EggRobo, Metal Sonic, and Tails Doll raced Sonic in the World Grand Prix, Sonic resorted to his Super form to win.

Tails Doll

Also made to steal the Chaos Emeralds from Sonic during the World Grand Prix, Tails Doll is a stuffed toy copy with a power chip in its head. Its purpose was to lure Sonic off guard and attack him. Not super helpful in a fight, but Tails Doll still proved fast enough to keep up with Sonic’s super-fast speeds. In IDW, Tails Doll also presents the function of staying hidden and serving as some kind of camera so Eggman can spy on his enemies.

Metal Tails

One of Eggman’s Metal Fighter machines, based off of Tails, which you were probably able to piece together yourself. As a last resort, the machine can be made to grow larger, increasing its power.

Metal Amy

Another one of Eggman’s Metal Fighters, this time inspired by Amy Rose and complete with a green dress. Like the other Metal Fighters, it can be made to grow larger to increase its potency.

Metal Trip

The last of the Metal Fighters, this one is based off of Trip the Sungazer, albeit without her helmet. As with any Metal Fighter, it can be made much larger when in a pinch.

Mecha Sonic MK I

A silver copy of Sonic, though much slower and bulkier. Still, this silver Sonic has some cool features that assist it in battle. They have active quills which can protect it from attacks from behind; Sonic’s Spin Attack, Spin Dash, and Spin Jump; the ability to fire small spike projectiles while in mid-air; and they can fly and dash into foes with rocket boosters.

Silver Sonic


(Yes it’s also called Silver Sonic.) It can roll and spin like the hedgehog it’s based on, including other abilities like the Spin Attack, Spin Jump, and Spin Dash. It uses the rockets on its body to move at high speeds, and can slash with its retractable claws.

Mecha Sonic MK II

A mechanical version of Sonic.This bot can pilot the Egg Mobile, even using upgraded forms like the Egg Wrecker and Egg Bouncer. On top of that, not only does it have the strength and durability to fight off Team Sonic(not at once), but it also possesses many of the same powers as Sonic. On top of the super speed, Mecha Sonic can perform the Spin Attack, Spin Dash, and Spin Jump, similar to Sonic. If that wasn’t enough, Mecha Sonic can tap into the power of the Emeralds, giving him his own Super form, which makes him faster, and capable of firing massive energy balls from his chest or rings around itself. However, Mecha Sonic can’t maintain this form for long, and will revert back to normal pretty quickly, leaving himself vulnerable to attacks.

Wouldn't be as popular if it wasn't for SMBZ. Just sayin’. (Isn’t that technically Metal-)

Metal Sonic

During the Little Planet incident, Eggman created his very first robotic copy of Sonic, one that would prove to be the doctor’s magnum opus. Metal Sonic has a frame composed of monocoque titanium, a 250cc main engine with a maximum power of 55ps/6800 rpm, and a secondary Tesla power coil electromagnetic engine with a maximum power of 256 Kw. Metal Sonic was specifically designed to match Sonic’s speed, and was a complete success. According to his bio in Sonic Generations, Metal Sonic is perhaps one of Sonic’s few rivals who has come the closest to defeating him. However, there was a time when Metal was disobedient to his master, betraying him to become the true ruler of the universe, and become what he thinks is the REAL Sonic. Luckily for the doctor, after the events of Sonic Heroes, Eggman would remove the disobedient personality, making him completely loyal to the Eggman Empire. 

In battle, Metal can perform many unique abilities, including flight using the rocket booster on his back, and specific techniques:

Black Shield: Metal Sonic is able to activate an unbreakable shield that protects him from any oncoming attacks and projectiles

Ring Spark Field: Metal Sonic creates an energy shield around him (and will damage anyone it comes into contact with), though does slow him down

V. Maximum Overdrive: Metal Sonic creates a golden aura around him and allows him to move forward quickly in a horizontal direction

CopyCat: Metal Sonic is able to copy the ability of anyone who faces. This extends to abilities like the basic Boost, Espio’s invisibility and intangibility, Silver’s psychokinesis, and even Shadow’s Chaos Spears and Chaos Control.

Bio-Data Copy: A more advanced version of Copycat, Metal Sonic can copy the bio-data of others, obtaining not only their innate abilities but also their techniques and even their intelligence. This also extends to resistances from copied abilities, as Metal Overlord was unaffected by Chaos Control by neutralizing it with his copied data. Though this is somewhat debatable, given how Chaos Control has been shown to be able to counter opposing Chaos Control.

Steal: In Sonic Forces: Speed Battle, Metal Sonic is capable of stealing one power-up from other players.

Speed Zap: In Sonic Speed Simulator, Metal Sonic can zap your speed, nullifying any speed boosts that the player may have.

Shapeshifting: Metal Sonic is capable of shifting to a puddle or other forms. Not even characters like Omega could identify Metal Sonic’s hidden identity.

On top of the abilities, Metal Sonic has many forms:

Kai Forms

Metal Sonic Kai - Upgraded by the Dark Ring, this form has enhanced strength and durability, and can fire energy beams, including the Plasma Pulse Attack, a charged up energy attack from his chest.

Giga Metal - A form granted through the Phantom Ruby that’s similar in design to Kai, granting Metal increased strength while gaining a laser cannon by his neck and timed explosives, at the cost of slower speed.

Super/Neo Forms

“Super” Metal Sonic - When Metal channels the energy of the Chaos Emeralds, he gains an aura similar to that of a super form and gets supercharged, allowing him to 1v4 Classic Sonic, Tails, Mighty and Ray simultaneously. It is - in fact - NOT a Super form, though.

Neo Metal Sonic - Metal Sonic assumed this form to take on Sonic by himself, even betraying Eggman to achieve this goal. In this form, Metal possesses a degree of liquid shapeshifting, turning himself into a puddle of liquid metal and reforming, either as his regular form, or even robotic replicas of Eggman himself. On top of that, Neo Metal can channel lightning, which has enough energy to obliterate a giant tower perched on the Final Fortress. Thanks to copying Eggman’s bio-data, this version of Metal possesses the doctor’s own intelligence for himself. Neo Metal is strong enough to fight Sonic to a standstill and - to a degree - even Super Sonic, though this is less consistent for obvious reasons.

Super Neo Metal Sonic - By powering himself up with the Master Emerald, Neo Metal powered up like your typical Super form. In this state, all his physical attributes are improved immensely, taking down both Sonic and Shadow with little effort, and is also able to fire energy blasts. Once, he was even able to access the form at will - without any Chaos Emeralds - and still managed to go toe to toe with Super Sonic.

Overlord Forms

Metal Madness - By copying data from Sonic and his friends, Metal Sonic gained enough information and power to transform into a giant dragon-like creature. In this form, Metal is able to fire the spines on his back as missiles, launch fire from his right hand and crystal traps from his left, and swipe his massive tail around. Madness is so tough that the combined power of Team Rose, Chaotix, and Dark could only slow it down.

Metal Overlord - After being stalled long enough, Metal Madness went ahead and installed wings onto his body, allowing him to fly through the air. On top of all the other weapons that Madness had, Metal Overlord is strong enough to throw Eggman’s armada ships, and perform Chaos Control, temporarily freezing time. Metal Overlord is so powerful, it took the combined power of Super Sonic and his force-fielded teammates (despite both of them having canon super forms, thanks a lot Sega) to take him down, with Tails in particular wondering if Overlord was invincible. 

Master Overlord - Using data from Sonic and Shadow, as well as the aforementioned Master Emerald boost, Super Neo Metal transformed into a new variation of his previous Metal Overlord form. This one appears to possess many of the same abilities and arsenal, although loses Super form levels of power. It took basically the entire Resistance to take him down, with Knuckles even having to target his weak spot as the others served as mere distractions.

Standouts

Fang’s Gang


Consisting of Fang, Bark, and Bean, Fang’s Gang is a group of criminal mercenaries that have been hired by Eggman on a few occasions.


Fang the Sniper: Also known as Fang the Sniper (or Nack the Weasel), this jerboa is a master marksman with his popgun, helping make up for his relative lack of physical strength. On top of that, he’s a mechanical genius, engineering and upgrading his own airbike - the Marvelous Queen. It’s a quick and easy getaway vehicle that can also seat his two criminal accomplices, but it’s equally effective in combat as well, coming equipped with springs, drills, oil slicks, missiles, harpoons, energy blasts, lasers, and barriers. Most notably is a suction device that can suck up the Chaos Emeralds, a fitting tool for a thief.


Bark the Polar Bear: Despite his rough exterior, this polar bear is actually a kind and gentle soul at heart. Don’t let that fool you, though - He’s still got the physical strength befitting a polar bear, letting him cause landslides just by hitting the ground, and he can easily trade blows with the likes of Sonic and Knuckles. He’s a grappler first and foremost, preferring to physically restrain his foes with brute strength.


Bean the Dynamite: As you might expect from the name, Bean is an expert in the use of explosives, overwhelming his foes with a seemingly endless supply of various bombs. When he needs to get up close and personal, his sharp beak makes for an excellent makeshift weapon. The obvious downside of working with so many explosives is that there’s a good chance they could backfire and blow him to pieces.

Hard Boiled Heavies

When Eggman sent out some Egg-Robos to find the Phantom Ruby, he never could have expected what the Phantom Ruby would do to them. Namely, it transformed them into the Hard-Boiled Heavies - specialized Egg-Robos with their own various powers to command. The Heavy King has vast telekinetic power and energy absorption at his command, the Heavy Gunner is a brilliant marksman with a rocket launcher, the Heavy Magician can shapeshift into others (copying their abilities, teleporting, summoning Badniks, and she can even rebuild her compatriots with the power of the Ruby), the Heavy Rider is a skilled biker and flail user, and finally the Heavy Shinobi can freeze opponents with his sword and throw shurikens.

However, this is not the end of their power, for with the power of the Phantom Ruby absorbed even more, they were upgraded into Phantom forms, giving them increased power - notably, the Phantom King could even hurt Super Sonic and fly, the Phantom Gunner had even more missiles he could launch, the Phantom Magician could shoot lasers, the Phantom Rider had an even faster motorcycle, and the Phantom Shinobi was turned into a flying shuriken, making him even more deadly.

While they did once rebel against Eggman, they ultimately came back as some of his most valuable allies, and are a force reckoned with.

Super Erazor Djinn


Remember Erazor Djinn from Sonic & the Secret Rings? At some point in Sonic Runners, his body was split into 1000 Erazor Djinns. Eggman would go to merge 100 Erazor Djinns into one to create a “Super Djinn” that served him. Despite being weaker than the real Erazor Djinn, these Erazor Djinns are still capable of granting wishes. Super Erazor Djinn is also tough enough to no-sell attacks from the likes of Sonic and Knuckles.

Infinite

Before obtaining the Phantom Ruby, Infinite the Jackal was the leader of a mercenary group called 'The Jackal Squad.' He was hired by Dr. Robotnik to be his 'Forces Leader.' After being defeated by Shadow the Hedgehog, he obtained the Phantom Ruby and set out to assist Eggman in taking over the world. Infinite has a wide variety of powers thanks to the Phantom Ruby, including illusion creation, cloning, reality warping, battlefield removal to Null Space, and much more. He proved to be one of Eggman's greatest allies due to his overwhelming power to hold off not only the Resistance but also to defeat Sonic the Hedgehog in their first two encounters.

Sage

Did you know Eggman never actually knew his cousin Maria? All he knew was what everyone said about her, and that he held some disdain for her given she got all the attention when he was right there. Yet, he too mourned her death, and perhaps it was for this reason that he, maybe subconsciously, based arguably his greatest creation around her. Introducing Sage, an artificial intelligence developed by the Doctor with the purpose of protecting him from the dangers and hacking into the data of the Starfall Islands. She is unique, capable of impressive abilities to significantly aid Eggman in battle - or just in general.

To be more specific, Sage is a half-AI, half-Cyber Space hybrid; a combination between Eggman's base coding and fully integrating into Cyber Space. She was exposed to Cyber Space as an AI, which led to her becoming Digitized. She can phase through walls and is referred to as a "ghost girl" by Sonic. Sage should have the ability to understand all languages, as a Digitized Amy understood in real time the language of the Kocos, which was foreign to her. Digitized beings seem to exist both inside and outside of Cyber Space, with Sage stating they are drifting between Cyber Space and the real world, supported by Tails stating that he has memories, thoughts, and consciousness, but no physical adaptability, feeling like everything is just out of reach. When the Ancients uploaded their hopes, dreams, memories, they were uploading "their very essences", and "everything that made them who they were", and as an AI mixed with Cyber Space, Sage should be retained within the realm alongside them. Even more to this, Sage refers to Cyber Space as a space where countless pieces of information become one, with Dr. Eggman stating he "is the world itself, and the world is me". Due to existing as part of Cyber Space's information, her's should be retained there. Additionally, she can also interact with the Digitized forms of Amy, Knuckles and Tails, something even Sonic with his Cyber Corruption couldn’t

On top of her wacky physiology, she can hear the mysterious voice guiding Sonic that not even Digitized Knuckles could, she can fly, use telekinesis to destroy multiple GUN helicopters at once, create and fire energy blasts, directly summon Titans, teleport around, create barriers strong and fast enough to stop The End in Supreme’s body (a being stronger than Super Sonic), and is capable of an impressive information analysis of targets; she knew Sonic's age, biometrics, and weaknesses, on top of detecting the rate at which Sonic's cyber corruption is affecting him. She is capable of running different calculations and simulations; she's able to run - exactly - 1,700,050 simulations in an extremely short timeframe and had run millions of them to see the best way to keep Eggman alive. After all, that’s her general strategy: searching always for the outcome with the best possible chance of survival. Sonic even noted that she is constantly deferring to odds and simulations while being quick to leap at a scenario that leads to victory.

Perhaps, however, Sage’s most deadly ability is creating Cyber Cages to seal people onto Cyber Space. She creates these digital-looking portals that sucks everyone into Cyber Space, imprisoning them and locking them on the cages. These Cyber Cages are described to make the imprisoned unable to see or hear, or drown in terrible visions and emotions. The cages are guarded by Cyber Corruption that will release and begin to worsen the longer an individual is afflicted by it. It’s an extremely powerful corruption that enters the body of those who enter in contact, and its most basic effects include losing your senses to the point you can’t feel your body and losing your memories to the point of eventually forgetting your name. It’s also noted that Cyber Corruption makes your body harder to move as time passes. An individual being overcome with Cyber Corruption will result in them becoming stuck between realities, holding the victims’ soul prisoner.

On top of that, Sage appears to have some small measure of control over the Titans, giant robots constructed by the Ancients. These things are so strong that base form Sonic stood absolutely no chance against any of them, and needed to rely on Super Sonic to destroy them. To be clear, she can’t control them fully, but she is able to set their rage on a given foe. Though in the original ending of Sonic Frontiers, once The End was driven out of Supreme, she was able to possess it and control it fully.

Titans

GIGANTO


Designed after the tribe of Ancients with big and powerful bodies, Giganto is…well, big and powerful. Strong enough to send several giant rocks flying by stomping the ground, yeet Sonic through a few stone structures and knock him out cold, or even send Super Sonic flying with its signature Spin Attack or claw swipes. On top of its size and strength, Giganto has multiple laser-based weapons: Multiple defensive laser ring generators on its body, which is useful against anybody trying to climb it, laser beams that shoot from its back, and a massive laser beam from its mouth. It also has multiple layers of teeth, perfect for eating foes.

WYVERN

Designed after a tribe of Ancients that developed a tail instead if legs, Wyvern is the perfect Titan for aerial combat. And while it's flying, it can generate a tangible trail behind it…because sure. But this trail can generate rotating laser drones and energy balls, so that’s kinda cool? Other than its flight, it can launch a barrage of missiles strong enough to knock back Super Sonic, or laser rings for extra defense. It also can swing its incredibly large claws for close-quarters combat, and can even fly downwards like a meteor. Just imagine the destruction something that big moving that fast would cause.

KNIGHT

Designed after a tribe of Ancients that walked on 4 legs, Knight is extremely fast and extremely powerful. When its not flying, Knight travels by rolling on the ground using its wheel feet. And when it does, it generates large spikes wherever it goes. In terms of combat, it can extend its arms for long ranged hits, and is equipped with missile launchers, laser blasters on its back, and its signature weapons: An extending long sword that it pulls out of its head(I mean, where do you keep your extending long swords?), and a shield that doubles as a buzzsaw projectile.

SUPREME

Designed after a winged tribe of Ancients, Supreme is arguably the strongest Titan of them all, hence the name, and as mentioned earlier, is the only one Sage has ever actually controlled. Built with a similar body-type as Giganto, it also possesses Giganto’s immense strength, but it also has multiple projectile-based weapons: Several small satellite drones that shoot energy balls and large ones that shoot lasers strong enough to push back Super Sonic, energy beams from its head, and of course it’s giant cannon that it wields like a rifle. If that wasn’t enough, Supreme can generate giant laser wings that let it hover around. Supreme is so strong, when Sage piloted it in the original Frontiers ending, it was instrumental in the battle against The End, possibly one of the strongest foes Sonic’s ever faced.

Phantom Ruby/Lightman Summons

Shadow the Hedgehog 

Shadow the Hedgehog can be summoned by the power of the Phantom Ruby to aid in battle. His agility and power were noted to be capable of wiping out sizable chunks of the Resistance with ease, only stopping when the real Shadow put the brakes on his faker for good. He comes with numerous techniques, like the devastating Chaos Spears to attack opponents with paralyzing projectiles, Chaos Boost to increase his power, incredible hand to hand combat skills, the Chaos Control technique, and many more.

Chaos

While he didn’t even get a boss fight (drat it Forces), Chaos was another one of Eggman’s most prominent replications from the Phantom Ruby. With the Phantom Ruby prototype specifically, Chaos 0 comes into play, blessed with great control over water and hydrokinetic abilities. But far more dangerous still is Lightman’s bringing in Perfect Chaos, the ultimate form of this aquatic fighter. In this form, while his mobility is reduced, the bane of Station Square is at his most powerful, easily flooding entire cities and more with great ease and controlling massive sections of the battlefield with enormous storms and attacks.

Zavok

While the real master of the Zeti is actually one of the most significant and dangerous enemies of Doctor Eggman, the Phantom Ruby is capable of creating a duplicate of the absurdly powerful warrior, Zavok. While the phantom of Zavok appears to be less powerful and skilled compared to the nightmarishly potent real deal, this phony of Zavok is still full of potential, even being Sonic’s warden for six full months. He is likely most feared for his remarkable control over electronics and technology, as Zeti have an innate power to manipulate magnetic fields, allowing them to take command over just about any technological threat or item they please.

Nega-Mother Wisp

Another product of the Phantom Ruby. While the Mother Wisp was not capable of being controlled or contained back during the events of Sonic Colors, Doctor Eggman was still capable of utilizing her to his own devices with the Lightman form. The Nega Mother Wisp is an absurdly powerful force, easily the mightiest of all the Wisps, capable of battling with Super Sonic for an extended period of time. She should also be capable of utilizing the power of Hyper-Go-On energy, an exceedingly powerful energy natural to Wisps that can be used for a variety of impressive feats and powers.

Dark Gaia

After Eggman lured Super Sonic into his trap and extracted energy from the Chaos Emeralds, he released an incarnation of darkness that was hidden in the core of the Earth - Dark Gaia. As a being with limitless energy, it is one of the most powerful beings in the Sonic universe, as at its peak it is one of the few beings capable of directly hurting Super Sonic with its sheer force alone. It took effort not only from Sonic but also from Chip to make good progress in defeating such a devastating creature. His influence of evil was spread across the entire planet, not only covering it in darkness but also making him control every single human while being at it. Plus it can shoot beams from its mouth, shoot various orb projectiles and protect itself by a force field that not even Super Sonic could penetrate without hitting specifically the weak spots. He is overall a big menace that was considered to be a part of one of the Eggman’s massive schemes for a reason.

Part 3: Comparisons and Verdicts

Art by MORØ

Before The Verdicts

“Special” images by Blue Igneous, Buttersamuri, and ishi_yuki.

Bowser

Cosmic Mario Arguments

The Mario series boasts a large multitude of arguments to reach universal levels of power or beyond. A lot of the feats and arguments have been called into question as time has gone on however, so it is important to go over all the ones that come to mind in order to reach a conclusion on where the Mario series should place in stats.

Super Mario RPG: Culex

In Super Mario RPG Remake, the player can have a rematch with Culex. Upon meeting him for the second time, Culex will assume a third-dimensional form compared to his previous sprite form, and states, “I am matter and antimatter. I am past, present, and future. I will consume all time and space!”. The argument for universal Mario here is taking this statement literally and assuming Culex will in fact consume all of time and space. So, is this argument legit?

Unfortunately, no. While Culex’s statement is impressive, he doesn’t state how he’ll be consuming all of time and space. We do not know if it would be some sort of overtime process, and therefore cannot immediately call it universal. To add on to this, the statement about consuming time and space is not even in the original Japanese text. Heck, the entire statement about matter and the past and space isn’t in the Japanese text in the first place. Overall, the statement itself is vague enough, but the translations put it all in the dirt.

Super Mario Galaxy: Bowser’s Galaxy Reactor

After Bowser’s defeat in Super Mario Galaxy, he laments his loss as one of the planets in his artificially created Galaxy begins to erupt due to the Grand Star that sustained his Galaxy being taken. It swells up, and then explodes into a super large black hole which is grabbed by the Lumas. They wrestle with it for a bit until it properly explodes in a flash of yellow and white before we cut to Mario in this weird wormhole-like space. Rosalina meets him here, tells him about the cycle of life, and then the screen fades to white. Mario wakes up back on Earth, with denizens of the many galaxies he visited all over the place. After everyone wakes up, he looks up to the sky, Rosalina tells him about everyone carrying the essence of the stars, and Mario says “Welcome! Welcome new Galaxy!” before the credits roll. The argument here is that the Reactor’s ended the entire universe, leading to a new one being brought into existence. So, is this argument legit?

Starting with the feat itself, yes, the universe ended. We know that the consequences of the ending reached far beyond the center of the universe (which is where the Reactor was located), as several galaxies and characters Mario has met throughout space across the events of the game are present on the new version of Earth. Honey Queen, Dino Piranha, and land from both Good Egg and Gusty Garden Galaxy can be spotted during this cutscene. Later in Galaxy 2, we also see characters from the first game in drastically distant locations compared to Galaxy 1, like how Honey Queen is in Honeyhop Galaxy in Galaxy 2 instead of her original Galaxy 1 location. 

If we were to assume that every galaxy Mario explored in the first game was altered, then this would include the Trial Galaxies which are stated to be at the edges of the universe. Destroying them would mean the Reactor’s consequences reached all the way from the center of the universe to the edges of the universe. The conclusive evidence here about the entire universe reset lies in a statement about World 2 in Galaxy 2. The statement in original Japanese is “A New Universe”, and it is likely not referring to World 2 at all. Considering the ending of Galaxy 1 and other evidence we have mentioned, it is most certainly referring to the fact that we are exploring the newly created universe during the ending of Galaxy 2. Granted, there is no absolute confirmation that the Galaxy 2 universe is the new one, and this is admittedly head canon. However, the information about World 2 still serves as good supporting evidence for the evidence existing in Galaxy 1.

So with all of this evidence in mind, we can solidly say that the Black Hole and following Big Bang seen at the end of Super Mario Galaxy are universal in scope. But how can we scale characters to it? From what we see, the main cast couldn’t do anything; it was the Lumas from the Observatory who saved the day in the end, sacrificing themselves. However, an interesting detail here is that we know Lumas can turn into Power Stars. This is important because we know Mario and Bowser can fight evenly even when Mario is empowered by up to 150 Power Stars. We know during the events of Super Mario 64 that Mario is getting stronger thanks to the Power Stars he collects, and to add on to this, Mario can fight and damage Bowser while he is empowered by Grand Stars, which are stronger Power Stars. Not to mention all the Power Stars that Bowser has gotten over the years that he could use to amplify both himself and his allies. We see a lot of Lumas on the Observatory during the story of Galaxy 1, but never up to 150. Even if there are more Lumas on the Observatory than that, Bowser can fight a 150 Power Star amplified Mario without using any of his several own.

To add on to this argument, it is also implied that Rosalina survived the entire ordeal without the interference of the Lumas. Hence why she was present in the cutscene with Mario in that weird teal wormhole thing. This is important considering other characters keep up with her fine in Super Mario 3D World, with her showing no signs of being on a superior level whatsoever (you can also use the miscellaneous spin offs for this point but the actual mainline game is obviously more clear about things). It is not like Rosalina is meant to be some cosmically superior being no one compares to anyways, as if she was, then something like Bowser being able to capture and hold down the Comet Observatory in Galaxy 2 would not have happened.

In conclusion, the destruction of the universe at the end of Super Mario Galaxy clearly happened. It was stopped by an abundance of Lumas and survived by Rosalina, both of which are details which allow Bowser to obtain scaling to his cosmic mishap. There are other arguments like the Reactor previously being sustained by a Grand Star, though that does not connect to the destruction itself, and scaling through the Lumas and Rosalina are safer methods anyways.

Super Paper Mario: The Chaos Heart

The main plot of Super Paper Mario revolves around the Chaos Heart and the impending threat it provides in the form of the destruction of all of existence. At the end of the game, Bowser and co. battle against a Chaos Heart powered Dimentio and come out on top, with Tippi and Bleck then combining their love with the Pure Hearts to destroy the Chaos Heart for good. So, is this argument legit?

Yes, and quite blatantly so. The void created by the Chaos Heart is stated to be capable of being a hole in the fabric of space that is capable of ending all worlds and dimensions, and there is no sugar coating this. There are multiple statements about the Chaos Heart being able to end all worlds, would it be from Dimentio or Bleck (multiple times), and we are additionally shown the void destroying all worlds during the battle with Super Dimentio. The Chaos Heart clearly scales to all the worlds we are shown in Super Paper Mario, of which there are 10 (the dimension with the Mushroom Kingdom, the 7 other dimensions we travel through during the events of the game, Count Bleck’s personal world, and Flip/Flopside which is the space between worlds).

Now, what about scaling? This is also pretty clear. While the main Mario team is unable to compete with Chaos Heart amplified characters like Super Dimentio, they can keep up with him after being empowered by the Pure Hearts. While one may argue that all the Pure Hearts did is nerf Super Dimentio to the point where the main cast could hurt him, it is directly stated by Tippi that the Pure Hearts gave the main Mario team power. So in the end, Bowser with the amplification of the Pure Hearts would be low multiversal.

However, destroying the 9 dimensions and Flipside is not the limit of the Chaos Heart, maybe. We know other worlds exist in the wider Mario cosmology, though they vary in size. But one clear cosmic world would be the Parallel World introduced in Paper Mario Color Splash, which would be universal in size by default due to being an alternate version of the main Mario world. This would increase our universe count from 10 to 11, though including it is debatable as you’d have to determine whether or not the statements about the Chaos Heart destroying all dimensions would include it. This also extends to dream cosmology discourse, where we know there is at least one universal dream with Future Dream. This would raise the potential count up to 12, based again on whether you want to count more than just the Super Paper Mario cosmology.

Wario World: The Black Jewel

In Wario World, the Black Jewel is a dangerous object that turns the desires of people into power. Upon being put into Wario’s treasure vault, it unleashed its power and turned his castle into a new realm, which it sustained until its defeat at the end of the game, resulting in the realm becoming an empty white void. The argument here is that this realm was the size of a universe. So, is this a legit argument?

Unfortunately, no. We do not have enough context within the game itself to say this realm is a full universe, despite seeing a plethora of stars inside of it. Granted, there is a statement from the Nintendo of Europe website that states the Black Jewel’s world is a parallel universe, but this statement does not come from the game or one of the game’s writers or developers. Thus, it’s impossible to say it’s factual about the Black Jewel’s world.

Luigi’s Mansion 2 Dark Moon: King Boo’s Paranormal Overload

At one point during the story of Luigi’s Mansion 2: Dark Moon, King Boo opens a portal to the ghost dimension, letting so many ghosts into the real world that E.Gadd ends up telling Luigi that the paranormality overload was so high that if not reduced soon, their dimension would collapse upon itself. He emphasizes this again and again and again later on even after Luigi captures some ghosts, with a timer appearing the third time he says it, implying demise is nigh. So, is this argument legit?

Unfortunately not. For starters, this feat takes place after countless Boos have swarmed into reality over a period of time, and isn’t directly attributable to any individual’s own power. Thus, it’s hard to scale back to a single Boo or even King Boo himself. There’s also the fact that this collapse seemingly kills Luigi, given you get a game over if time runs out. However, the final nail in the coffin is that this feat doesn’t even appear in the original Japanese text, so… yeah it’s dead in the water. 

Mario & Luigi Dream Team: The Dream World(s?)

In Mario & Luigi: Dream Team, the final boss of the game is Bowser while empowered by the Dream Stone’s entirety. The Dream Stone is powered by Dreams, and during the game’s story is continuously fed more and more dreams. Additionally, Peach and Starlow can break the Dream Stone implying the main cast is relative to it, which is consistent with Mario & Luigi being able to win the 2V1 against the Dream Stone amplified Bowser. This is important considering dreams in Dream Team are whole worlds, along with other info mentioned during the cosmology section. The argument for cosmic scaling here would be that these dream worlds are either universal in scope or all add up to form one large universe. So, is this argument legit?

…kind of? Future Dream itself has enough evidence to prove it is universal in size, but the issue is that it is made up of multiple dreams. We are not told how many dreams make it up, so it could range from tens to millions of dreams. Covering this also goes into the discussion about how, if multiple dreams make up a universe, then are there multiple universes made of several dreams each? There is also the issue that the Dream Stone destroyed in Dream Team that is powered by the energy of dreams is vague in terms of how many dreams are actually powering it when it is utilized to amplify Bowser, or when it is broken. 

In the end, we’re left with a bunch of hypotheticals about how far dream scaling can go. It is unclear if the Dream Stone would scale to the quantity of dreams that made Future Dream, but maybe it should? It is unclear how many dreams it is being powered by, but maybe not enough to match Future Dream? What if it took the power of millions of dreams, where would that get? Dream cosmology and scaling discussion is bound to result in questions like this that just boil down to an endless race to either drive dream scaling to absurd highs or bring it down to absurd lows. Thus, it is being dismissed, due to too many vague factors holding back a better understanding of what it entails. 

That all being said, you would still have to address dream cosmology when it comes to the Chaos Heart. Though of course, that was mentioned before.

Super Mario Wonder: Wonder Bowser’s Endgame Plan

At the end of Super Mario Brothers Wonder, Bowser states that his Big Wonder will “echo across the universe”, later going on to say “This finale will make the entire universe my captive audience!”. The theoretical implication here being that Bowser’s big end of game Wonder move would cover the whole universe. So, is this a legitimate argument?

Not really. While there’s not much going against the idea that the Big Wonder would encompass the universe, there are a couple factors that’d prevent it from being a universal feat. For starters, the exact method Bowser was going to use isn’t really elaborated on, but given the musical theming of the whole affair, the safest assumption would be that he would spread sound waves across the universe - Impressive, sure, but that level of power is still far below universal (such a feat only gets up to multi-solar system level). Additionally, Bowser required a substantial amount of time to charge up this event, as we see him begin charging at the end of world 1 and it’s only ready to be unleashed at the very end of the game. That’s a timeframe of several hours, making it unlikely this feat would be useful in a combat scenario regardless of its scale.

Conclusion

While several arguments for cosmic Mario fall flat, he still has a good claim to universal power anyways. Considering the finale of Super Mario Galaxy, Bowser can clearly scale to cosmic levels of power that reach Universal levels of strength. Throw the Pure Hearts into the mix, and Bowser will be packing Low Multiversal strength, to the point of being roughly 10 to 12 times Universal.

High-End Speed Mario Arguments

While not contested anywhere nearly as much as its AP, the Mario series’ speed has also served as a source of discourse. Disagreements over just how fast someone like Bowser actually is are plentiful, so going over specific feats would be best.

Super Mario Galaxy: The Trial Galaxies


(Original art by @eunaoseibrother)

The motion controls are fine btw shut up

One of the most notable speed feats in Mario would have to be his return from the Trial Galaxies. These Galaxies are stated to be on the edge of the universe, and Mario can return from them via a Power Star taking him back to the observatory. Power Stars can be converted to energy and power, and there have been statements of Bowser being able to catch them during their cosmic flight. Figuring out distance from this information is debatable, but considering the Trial Galaxies seem to be further from the Comet Observatory than Bowser’s center of the universe base, using universe radius seems fair. 

The only question after that is figuring out a timeframe for the feat. If we want to go by how much time passes between the screen cutting to black after Mario gets the star, and Mario reappearing at the Comet Observatory, then our timeframe is roughly a little less than 2, to 3 seconds. Depending on if you use the loading time from the Wii or Switch versions of Super Mario Galaxy. The issue is that this is an obviously generous assumption, as we are not shown Mario’s actual travel during the loading screen. We can be safe and use a minute timeframe, but that’s definitely a lowball. So, we have to figure out some sort of usable end in the middle.

Interestingly enough, you can see a blue cosmic trail behind Mario whenever he arrives back at the comet observatory via Power Star. This is the same cosmic trail we see whenever a launch star is used. We know that Mario uses Launch Stars to get to various galaxies in short time frames, and logically it takes as much time for Mario to get back to a Galaxy as it does to get there given how Power Stars and Launch Stars seem to produce similar travel speeds (both are the products of Lumas transforming, so this adds up). With this idea in mind, we can take the timeframe for Mario arriving to galaxies via Launch Stars, and then apply it to the travel speed for Mario returning from galaxies via Power Stars.

With this in mind, we have two different solid time frames to use based on the timeframe for Mario arriving to galaxies via Launch Stars: 22 seconds, or 13 seconds if you take the level selection screen out of the equation. Reaching 66.65 and 112.8 Quadrillion C respectively. Giving us a good number for Bowser’s speed. Though, there are some other arguments to go over.

Super Paper Mario: The Chaos Heart (Speed Edition)

The Chaos Heart is obviously powerful, but notably, the void it creates is also fast. Being able to wipe out multiple dimensions in only a few days. This is impressive, though compared to other calculations, this may not seem too noteworthy… until the statements describing World 4 / Outer Space as infinite come up. There is a large multitude of these statements, which would lead one to believe that since the Chaos Heart’s Void can overtake Outer Space, the void must be infinite speed, which yes, it would be. The issue however is scaling to the Chaos Heart in speed specifically.

The Chaos Heart clearly amplifies strength, as both Bleck and Dimentio used it to power up. But there is no showing or statement confirming it amplifies speed in the same way. Additionally, no one reacts to the void’s expansion specifically. On that note, it is also weird how Outer Space does not take significantly longer than the other worlds to be destroyed, which leads into the idea that the void destroys worlds due to its nature as a tear in the fabric of space rather than its expansion. Regardless of possibilities like this, it is clear that the main cast should not scale in speed to the Chaos Heart. This same logic applies to the Pure Hearts, as while the Pure Hearts themselves are able to restore the cosmology in seconds, they are not shown to amplify speed.

Super Mario Galaxy 2: The Green Comet

At the beginning of the post-game of Super Mario Galaxy 2, the legendary Green Comet can be seen blazing past the world map. Given that said world map is a cosmic distance, and the short crossing timeframe, this leads into discussion regarding how good of a speed feat the comet scene really is… or if it can even be scaled to in the first place. But, let’s focus on that first part first. There are a couple different calculation methods, with the most reasonable end using galaxy cluster size for each individual world. Using that distance, we get a speed result of 735.8 trillion times light speed. Obviously fast, though also not the limit. 

It can be argued that the distance of all 7 Worlds in Super Mario Galaxy 2 put together are equivalent to the universe’s radius, because of the rings we see across the World Map that each galaxy cluster lies upon. This is used to argue the feat reaches 488.8 quadrillion times light speed. Other arguments go even further, arguing that because of the original translation statement about World 2, that each World is a universe. The issue with these two high ends however is lack of evidence, alongside misinterpretation for the World 2 argument. 

There is no confirmation that all 7 Worlds are the length of the universe’s radius, and this is contradicted considering us still being able to see stars far away from all of the Worlds. Additionally, the ring argument has no true backing, leading to an argument that lacks the legs needed to stand. As for the World 2 statement, as brought up before when discussing the end of Galaxy 1, it is likely just referring to how the universe we explore in Galaxy 2 is a new one created after Galaxy 1’s events. As for scaling to the comet, the arguments are debatable (you can push something like Rosalina’s observatory originally being a comet, and it can be caught up to), but there are better feats than the 735.8 trillion C end anyways. Thus, there is little merit in discussing the Green Comet further.

Conclusion

No, our BTV Image budget isn’t low. What are you talking about?

Anyone who scales to Mario himself would be scaling to the Trial Galaxies feat, which would logically range between 66.65 and 112.8 Quadrillion C. Higher arguments like infinite speed Chaos Heart or quadrillions to quintillions C Green Comet face notable issues, and thus are not usable. There are additional debatable feats we could have talked about, like the universe crossing taxi from WarioWare Gold, but results for feats like that get below the range for the Trial Galaxy travel anyways. So to conclude, base Mario tiers would be between 66.65 and 112.8 Quadrillion times the speed of light.

Where does most of Bowser's Army scale?

When it comes to where Bowser’s army is being scaled, we need to separate it into distinct tiers: the peaks, who are being empowered by the Pure Hearts; the high ranking characters, who would scale to Bowser’s natural base; and the miscellaneous members, who wouldn’t scale to anything super significant. That first tier is pretty easy to separate, it’s including whoever is being empowered by the Pure Hearts. This would include Bowser himself and two other members of his army, as during the finale of Super Paper Mario, there were three characters amplified by the Pure Hearts. Being Mario, Peach, and obviously, Bowser. Bowser and two lucky troops would scale to low Multiversal.

Next up are the high ranking characters. The characters in this tier would include characters comparable to Bowser himself, and anyone in this tier would be considered to be universal and quadrillions of times the speed of light. Considering the standard of characters in this tier, who would get in is pretty subjective due to the nature of Mario bosses throughout the series. Thus, each individual boss character would have to be analyzed to determine whether or not they’re comparable to the Koopa King following the events of the series that come after Super Mario Galaxy (as that is where legitimate universal scaling comes from). Of course, how bosses compare is a very subjective topic due to how their fights with someone like Mario are treated. For the sake of being safe about things (and showing just how many characters safely scale to Mario and Bowser anyways), we’ll be conservative about who scales.

Let’s start with the obvious ones. Bowser Jr., regardless of form, is able to consistently be a notable boss that can go even with Mario in fights. Being able to evenly match both Mario brothers in games like Mario & Luigi: Dream Team as a bonus boss. This scaling would extend to his various Grand Star powered machines, which include his miniature airship from Galaxy, the Megahammer, and his Boomsday Machine, all of which can be piloted by other Koopa Troop members. His mecha from Super Mario Sunshine however is before Super Mario Galaxy, so we’ll exclude it. Kamek additionally scales due to similar logic compared to Jr., and Kamella is Kamek’s equal. Additionally, all seven Koopalings are on Jr. 's level, so they would also scale.

There are multiple Fake Bowsers in Bowser’s army that can be just as tough of fights as Bowser himself occasionally to the point of overwhelming Mario in raw strength. In Super Mario 3D Land, we saw a Goomba and a Magikoopa each take the role of being fake Bowsers, so we’ll be conservative and assume there’s only two Fake Bowsers at play here. Dry Bowser additionally should have Bowser’s talents and well, is basically just him, so he also counts here. Recurring army top tiers who reappear even in recent games like King Bob-Omb, King Boo (literally Luigi’s personal villain for all three of his unique games), and Petey Piranha (all of them were in Paper Jam, which was in 2015) are dangerous boss fights for the main Mario group. Thus, scaling for them is obvious. The Elite Trio of Paraplonk, Guy, and Goomp are Bowser’s elite guard and can be a challenging boss fight for an amplified dream world Mario, so they also scale.

At this point, we get into miscellaneous boss fights from post Galaxy 1 games. Gobblegut is a Grand Star powered monster that Mario specifically had to hit weak points to damage, King and Queen Histocrat each could hold their own against a team of four base Mario tier characters in 3D World to the point their weak spots needed to be hit, Motley Bossblob needed to be hit in his weaker form, Mecha Wiggler could knock Mario off a tower and is superior to typical boss fight level Wigglers, the Lord of Lightning is a gigantic dragon that needed to be hit on its cracked head by Mario to be hurt, and the Broodals’ mecha required Mario to aim for weak points to take down. Other cases can be argued for, but these are the solid ones.

So, let’s do a count. Bowser Jr., Jr.’s airship, Megahammer, Boomsday Machine, Kamek, Kammy, seven Koopalings, two Fake Bowsers, Dry Bowser, King Bob-Omb, King Boo, Petey Piranha, all three Elite Trio members, Gobblegut, King and Queen Histocrat, Motley Bossblob, Mecha Wiggler, Lord of Lightning, and the Broodal’s mech. That makes 29 base Bowser tiers, and thus, 29 Universal and Quadrillion C members of his army. From here, Bowser’s miscellaneous troops have miscellaneous arguments for stats, but none of them are too important. It is notable however how Kamek has been shown to amplify some basic troops to the extent they can fight Mario, and that there can be more fake Bowsers, so that is something else to consider in terms of quantity.

 Minions using Power Ups/Items?

It is very odd to see, but minions have shown many times to be able to use many of the power ups across the mario series. Koopas have used superstars, Goombas have used cat bells and Tanooki tails, many named characters able to use any rpg or other items, and many playable minions such as Boos, Shy Guys, Koopas, and more have been playable in Mario Party, Kart, and more. All being able to utilize any powerup they come across. While we don’t have an example of every minion using every power up such as 1 ups or mushrooms, we have a large variety between them all showing they are capable of using them, and have no reason to believe they couldn’t use most any of them. They are simply power ups, and most don’t show to be person or species exclusive.

Canon Revival Items?

Across the series, there have been multiple methods through which characters like Mario and Bowser have been argued to be able to cheat death. The four methods in question would be the Life-Shroom, Earlier Times, Retry Clocks, and the iconic 1-Up Mushroom. We’ll start with the first three due to them being pretty straight forward. In Super Paper Mario, the Lifeshroom will restore 5HP whenever Bowser is reduced to 0. It is questionable as to whether or not Bowser could regenerate from things as bad as his full body being destroyed, but any traditional injuries would definitely be taken care of. Earlier Times is not really a revival item at all, as its battle restarting effect only applies on command. Retry Clocks however do activate passively upon defeat, making them a very potent item for retrying winning moves.

This just leaves discussion regarding one thing: the 1-Up Mushroom. How many of them can be held? What are the limits to their restoration? Are they even automatic in the first place? The big question however would be if they even exist in the first place, as they never seem to be completely acknowledged… except they are. In multiple games, they can be bought by shops or be seen being used in battle to recover fallen allies. However, these are mainly in the RPGs, where 1-Ups have to be manually utilized, so even if 1-Ups do exist they seem to be more limited than expected. 

Luckily, the Super Mario Galaxy games are a game where 1-Ups are both automatic and a natural item. During the games, Peach will send multiple letters to Mario containing 1-Ups to help him on his quest. This is the same game where Mario can die from being 100% obliterated by Dark Matter, so 1-Ups both being canon and capable of full body restoration is supported. As for a limit, most games tend to have a 99 1-Up limit, so using that is acceptable. One may argue that Bowser is shown having an infinite amount of lives in Thousand Year Door, though this is never really addressed, it’s unlikely Bowser acquired literal infinite lives, and he is still at threat of permanent death in later scenes anyways.

There is also debate about whether 1-Ups can regenerate entire souls, though that discussion will not be touched upon as it isn’t actually relevant to this debate.

Eggman

Cosmic Sonic Arguments

Much like the Mario series, the Sonic series has a lot of show and tell of being able to reach universal levels of power and more. While Mario’s has been recently more questioned and Sonic’s arguments have been generally agreed, it’s still important to understand the many arguments across the series that have shown universal levels of power and beyond and come to a conclusion.

Sonic the Hedgehog 06: Solaris

When Mephiles was able to obtain the seven Chaos Emeralds, he and Iblis were able to fuse together to absorb the emeralds' power to resurrect the Sun god “Solaris”. After resurrecting, they spread a bright light across the entire universe, and expand beyond what we could see. At the end of the world, Eggman looks up to the sky and explains that Solaris would consume all existing timelines and annihilate the very meaning of time itself, turning everything into nothing. So, is this legit? Did they affect all of the Sonic cosmology - like it’s implied?

Yes, they did. To start it off, it’s mentioned in the Sonic Encyclospeedia that Solaris was consuming all of space-time. It’s pretty straightforward. Even if this isn’t enough, Doctor Eggman also mentions how they can eat dimensions for lunch, which - in the japanese version - is elaborated even more impressively, as now Eggman says that their body had already absorbed various dimensions. So, overall, it is pretty safe to say Solaris was affecting the entire Sonic multiverse - or at least had the capacity to, if he wasn’t stopped.

Speaking of stopping them, how would the characters scale? Solaris scaling is infamous around the community when Sonic debates come into question. Can they really scale to them? The answer is also yes. Not only is Sonic strong enough to shatter Solaris’ armor, but he’s also strong enough to damage Solaris’ core and take hits from them as well. While some may argue that Solaris’ core is a “weak spot,” nothing in the game or guides ever says that. If anything, it should be anything but that because Elise states that she could feel something powerful coming from its core. One notable occurrence that kept happening during the Solaris boss fight was Super Sonic and Super Shadow constantly mocking Solaris, implying they weren't that difficult of a threat to be dealt with (which is obviously untrue but supports that this wasn’t some unbeatable god or anything). Additionally, the fact that Super Sonic needed Super Shadow and Super Silver to beat Solaris was because of his temporal omnipresence. To kill Solaris, each hedgehog had to kill Solaris at each point in time; each one was fighting a different Solaris at a respective time period. All the characters can tank their attacks anyways, so scaling here is definitely real.

Sonic Rush Adventure: Egg Wizard

The Egg Wizard is the true, secret final boss in Sonic Rush Adventure. This wizard themed mech is controlled by both Dr. Eggman and Eggman Nega, who together harness The Power of the Stars through the Jeweled Scepter which plays a crucial role in maintaining the existence of parallel dimensions. It is this energy that allows the Sonic universe and the Sol Dimension to coexist. In the game's final battle, Super Sonic and Burning Blaze join together to defeat the Egg Wizard. This suggests that the mech is far more powerful than anything the heroes have faced before, as the combined powers of both Super Sonic and Burning Blaze are required to overcome it. Thanks to The Power of the Stars, Wizard has the ability to separate and sustain parallel dimensions. Given this, it can be inferred that the Egg Wizard, by harnessing this power through the Jeweled Scepter to create a new parallel dimension called “Eggmanland”. So is this argument legit?

Yep, pretty much. There is no definitive counter to this, we imagine. It’s simple as it looks: Egg Wizard has the power to sustain parallel universes and merge Sonic’s universe with the Sol Dimension that Blaze came from. Super Sonic and Super Blaze together manage to defeat the Egg Wizard and tank its attacks. What you could more so argue is to what extent this could go, since sustaining parallel dimensions and being capable of merging universes might lead to Egg Wizard possibly being capable of affecting cosmology, but we don’t have much information to elaborate on that idea. Nevertheless, it still is affecting two universes.

Sonic Generations: Time Eater

“No, I did not make this image. Get out of my house.” -Blue Igneous

“Tee hee” -ishi_yuki

At the very start of Sonic Generations, we get to meet Eggman’s newest invention (or experiment, actually?), the Time Eater, which didn’t waste any of its time (ha) and immediately began to suck all of Sonic’s friends into little portals and knock the blue blur out. After a while, he then proceeded to wipe out the entire universe into White Space, erasing all of time and space. So, is this argument legit?

Yes, it is. It’s pretty clear he wiped out the entire universe and beyond, and numerous outside sources like Sonic Encyclospeedia give this idea. The range - however - is where the debate really lies within. Did the Time Eater affect just a single timeline, or did he affect multiple timelines - or even the cosmology? More on that will be discussed in the speed scaling section of the Time Eater.

Sonic Channel: Other Worldly Comedy


(Lightman Eggman render made by @SilverFan101)

In Act 12 of Otherworld Comedy, Eggman can create multiple Otherworlds and the Egg Field in his Lightman Eggman form. Sonic’s official Twitter account posted this tweet promoting the story. Translated into english, the post reads as:

“The final battle between Super Sonic and Eggman? Are the two in the ‘Egg Field (Station Square)’ that was turned into an infinite super other-dimensional space? or is that ‘Egg Space (Special Stage)’?”

So, what does this mean - exactly? Basically, the Egg Field can create an infinite space, so naturally, Lightman Eggman, who can replicate such Egg Fields and create Otherworlds, can logically warp all of it into whatever he desires. When thinking about it, such logic isn’t too far-fetched. After all, the form and the Egg Field are generated by the power of the Phantom Ruby, and the Phantom Ruby is capable of creating dimensions said to be endless - like Null Space. Generally, “endless” doesn’t exactly mean “infinite” - but when connected to the pieces, this makes sense here. In the end, having infinite-range reality warping, then, is fair game to say Lightman Eggman is capable of.

Sonic Prime: The Paradox Prism

In Sonic Prime, we are introduced to a new gem called the Paradox Prism. Eggman was in a constant search for it, and eventually, managed to find it. Sonic and his friends immediately go and try to beat him for it, but what Sonic doesn’t expect is that, when he spin-dashed to hit Eggman, he accidentally spin-dashed on the Prism itself. Result? The universe crunched and afterwards created an explosion that generated 5 different universes; the Shatterverse. While it’s not fairly complicated to say Super Sonic level characters would definitely scale to the feat - either because of the Chaos Emeralds’ power and transformations likely being superior lore-wise or scaling to characters like Solaris -, the question here lies for the base forms. When Sonic hit the Paradox Prism and shattered the universe, we can see that he was sent flying, but still managed to tank the explosion. So, is this argument legit?

Debatable. First, let’s start with the elephant in the room: Sonic was unaffected, sure, but that wasn’t the case to everyone else that got caught and shattered between the many Shatterverses. It’s also implied that if Shadow didn’t escape from the blast with a well-timed Chaos Control, he would’ve been affected as well. For that, however, comes the fact Sonic absorbed a small amount of prism energy when hit by the explosion. We know that, besides the explosion, the Paradox Prism is a powerful reality warping gem; it’s more likely that the gang got affected by the warping effects of the Prism - which split them all into different characters in different Shatterverses -, then the explosion itself. That leads into the question of if it was really Sonic who took or if it was the prism energy that he absorbed that helped, but that’s easily answered by multiple characters throughout the episodes managing to beat the shit out of him - like Shadow (he’s just that guy). So, to summarize, the Paradox Prism’s explosion was clearly shown to be an explosive outburst, but it is also a reality warping/space-time manipulation artifact that affected everyone else but Sonic, while he managed to tank the explosion point blank and be immune to its effects thanks to prism energy.

There’s a catch, though. When sent flying back, Sonic seems to enter an unconscious state for a short amount of time, which could mean he didn’t really fully take the explosion. This is a fair point. You can technically also argue he wasn’t unconscious, as he was just flying around on Shatterverse and when he gets teleported to New Yoke, he’s very much fine, but it’s still a notable detail that might downgrade Sonic’s actual strength in base forms. There are other arguments you can make against the feat. Considering Sonic’s warping for instance, you can say he was never hit by the explosion at all. You can also argue that the Prism’s destruction isn’t really a feat at all, and that the Prism’s universal destruction is attributed to its reality warping powers. However, as a counter, this would be actually somewhat consistent. Later on in the timeline, Sonic - in Secret Rings - fights Erazor Djinn, who could absorb half of the Arabian Nights; a full universe (it didn’t get its own section due to the scaling only being ½ universal). If you want to argue Sonic doesn’t fully scale to the Paradox Prism’s explosion, you can still link a downscale to Sonic beating up a villain empowered by half of a universe no matter what. So, around a multi-galaxy range should be fine.

Sonic Shuffle: The Dream World(s?)

In Sonic Shuffle, we are introduced to Void, the game’s main villain, and one half of the goddess responsible for the creation of Maginaryworld, Illumina. In the game, he shatters the Precioustone - the crystallized essence of everyone's dreams - into pieces. And his darkness, overtime, would destroy all of Maginaryworld and its dreams. In the Sonic Shuffle manual, it is also implied that dreams and reality co-exist. There is no doubt that Void is destroying Maginaryworld and its many dream worlds here, but the bigger question is what does this exactly mean. Is that universal or in some range of multiversal?

Let’s start with the dreams worlds themselves. Unfortunately, we don’t really have exact mentions of all dreams in the Sonic multiverse being a universe each. In all dreams, we can see many things around: stars and nebulaes, gigantic celestial bodies, even galaxies and beyond. While you could say that maybe it is around the multi-solar system to galaxy (or multi-galaxy) range, it is still not enough to prove all dreams are all universes, especially considering Ian Flynn’s words that imply it depends; some dreams can, but not all of them. At the very least, we know that a few dreams can be universes, but that likely couldn’t be applied to all of them.

But then, we have a more impressive statement coming from a Dreamcast magazine that says Maginaryworld’s Fourth Dimension Space is an infinite 4-dimensional space. We already addressed that the manual isn’t exactly the best source - but the point more so is that it only backs up the idea that the name “Fourth Dimension Space” is what it is saying. All other boards are seen flat compared to Fourth Dimension Space, and additionally, later in IDW, Eggman seems to construct tesseracts inside his maze, which are natural four-dimensional objects. Obviously, considering the image is from a non-moving comic page, you can say that Eggman didn’t actually make a fully accurate tesseract design, especially when the design itself isn’t commented on by anyone or anything. Well, he’s personally been in Maginaryworld alongside Sonic and friends, so Maginaryworld being a fourth dimensional space would actually back up the idea, and considering he’s experienced enough to comprehend the physiology of Solaris - a being who extends across all time and is referred to as a “super-dimensional being” (or extra-dimensional, in japanese) - and had the power of manipulating and messing with those same powerhouses and dimensions before, it definitely helps on the argument’s case (granted, it might sound more theoretical, but it helps).

Regardless, we know Maginaryworld as a whole is one big universe. While dream worlds can have a few universes, it probably shouldn’t apply to all of them, as it is too vague of an assumption. Fourth Dimension Space has arguments to being an actual four-dimensional space, and even without the magazine, it has merit. However, it is not a perfect argument due to a lack of context within the series when it comes to something like dimensional tiering as a whole. Things such as the tesseract and statements about Solaris are notable, but by no means confirmation. While more could be said about all this, it will be kept for the verdicts, and keep in mind that higher end sizes for Maginaryworld will not be used as a winning argument for Eggman.

Conclusion

We can safely say that universal levels of power are solid and consistent for Sonic characters. You can even say that base forms would reach that level of power - though, each team holds different thoughts on it, and will be expanded on the Verdicts. Nevertheless, with base forms out of the way, Super forms 100% scale to these levels of power, and considering they beat threats that can wipe out their entire cosmology, this would make Super tiers at least 13 times Universal, which is Low Multiversal. Arguably, it can be even higher. Eggman, who can fight equally with the verse’s peaks, should obviously scale.

High-End Speed Sonic Arguments

While Sonic AP is its own mess that is not too heavily questioned, speed is a totally different series. The series bears a notable range of finite speed feats, but also potential infinite speed arguments. Thus, going over each high-end speed argument in the series is important for understanding just how fast the blue blur actually is.

Sonic the Hedgehog 06: Solaris (Speed Edition)

In Sonic ‘06, Solaris - upon being reborn - spreads their light across the universe in a short amount of time. Quantifiably, this feat can get to a good 77 quadrillion times the speed of light, but it can also go higher. Solaris’ light, as we know, affected not just their universe, but overtime kept expanding through all of time and space. Assuming you buy places in the Sonic cosmology being infinite in size, this debatably can serve as a good feat to get up there. Super Sonic, Super Shadow and Super Silver can all dodge and react to Solaris’ attack, and Super Sonic can even attack Solaris faster than the latter could block.

For infinite/immeasurable arguments from Solaris themselves, however… it’s not that great. Solaris is an omnipresent being across all points in time, but we don’t have a lot of backing to if his attacks are launched through all points in time at once. There is an argument for it; we see Solaris' attacks even when you switch to a character that's within a different time period. You can see Solaris' attacks still flying out to where Silver is. Another example is when Shadow switches with Silver, you can see Solaris still in the position it was in when fighting Shadow. This would mean Solaris isn't attacking at merely just one point in time. They’re attacking throughout all of them, correct? Maybe, but more likely than not. Sonic ‘06 is a bad game, and with that, comes awful designing and programming. What may seem like the attacks being launched through points in time and Solaris looking back at you is more like a game feature, and Solaris’ character may just be locking back to where the player is. Additionally, it would not make sense lore-wise, as they specifically needed to defeat Solaris at each point in time.

Sonic and the Secret Rings: Endless Arabian Nights

In a guidebook, there is a statement that the Night Palace is an infinite space, and Sonic crosses all of it. The issue is this statement comes from a Prima Guide, which is not a Sega instructed source. Thus, it doesn’t really mean much. Additionally, you can argue that Sonic didn’t really cross it, as he leaves by a door at the end of the level. Well that was an easy break compared to the last argument. Hopefully the next one will be easy to-

Sonic Generations: Time Eater (Speed Edition)


“No, I did not make this image. GET OUT OF MY HOUSE.” -Blue Igneous

Let’s go back to when we brought up the Time Eater affecting the entire universe. Considering he did the feat in just a few seconds, this gets decently high into quadrillions; specifically, 122 to 183 quadrillion times the speed of light. This, however, does not include the multiple timelines that the Time Eater affected, which can make the range go all the way to the quintillions - if not higher. But there’s a debate if the Time Eater really affected the cosmology all at once, that was questioned even more due to recent changes to the dialogue in Sonic X Shadow Generations, which can imply that he only affected one universe. Another thing that may affect the “cosmology wipe” arguments even more is the fact that in the beginning of Sonic Generations, we open up to the Time Eater appearing on Classic Sonic’s timeline, initiating the erasure, and a few minutes later in the game’s cutscenes showing up to the modern timeline and knocking out Sonic and trapping his friends, and then erasing the timeline moments later.

However, there’s more to it than that. First of all, it’s clear that Time Eater affected the entire cosmology. This is implied in multiple other sources outside of Sonic Generations. The 3DS version says it destroyed space and time; Tails - in TailsTube - mentioned that he messed with all space-time; and the Encyclospeedia itself mentions how it affected all space-time and it reduced all of reality into White Space. But what about the game with the rewritten dialogue? Well, luckily, it still holds up. In multiple parts of Shadow’s campaign (a few even in Sonic’s) it is mentioned that the Time Eater annihilated all of time and space. Even in interviews with developers and Takashi Iizuma himself, it was said the exact same things. Additionally, in the The Black Jet Hedgehog: Shadow the Hedgehog manga, White Space is referred to as “a placed where time and space had lost their meanings”. While the canon status of the manga is unknown, it’s more than enough supplementary source.

But what about the Classic Sonic part? That could imply that yes, the Time Eater affected all of the cosmology, but one by one and not all at the same time. However, that’s a bit more headcanon. In White Space, you can see places from the future that wouldn’t make sense to be there; Crisis City, Sunset Heights and Chaos Island are notable examples. And it’s not like the Time Eater affected the future first, as nothing can really back up that claim. Alternate timelines like Stardust Speedway’s Bad Future are present, too. Even without all of those, one thing catches an eye more than anything. Time Eater - as seen in the cutscenes of both Classic Sonic and Shadow - wipes out the timeline in the exact same way. Given we don’t know if Time Eater’s visit to the past timeline was before his arrival at the Modern timeline, it would make sense that the Time Eater was likely wiping out all of reality by creating a space-time rift between timelines, and affecting everything all at once. This would be consistent with its abilities to rip space apart by traveling through time.

However, the argument about Time Eater affecting the entire cosmology is not a perfect argument, and you can make points against it. For starters, during the events of Generations, we only see locations in White Space from Sonic’s own universe. There are no stages from the Sol Dimension or other miscellaneous dimensions (there are Special Stages, but passage ways to them already existed in the main universe, additionally they’re only in the 3DS version of Generations) to give some examples. While stages from Sonic 06 and Stardust Speedway’s Bad Future exist, which could imply Time Eater reaching alternative timelines, Gerald Robotnik does offer a solid explanation for this. To quote him, “You say you encountered a foe you don't remember? The damage done to the time stream may be stirring up echoes of past alterations. Hmm? Oh, I've studied time manipulation, but I am no expert on it. All I can offer are my educated guesses.”. 

Despite his lack of confidence in his guess, this would make sense as an explanation for altered timelines appearing in White Space, as they used to be part of the timeline but have long since been erased. Additionally, while many statements about Time Eater say it destroyed space-time, they do not elaborate on if this space and time extends to other dimensions or worlds across the Sonic cosmology. With other cases like Solaris, Eggman brings up it destroying alternative dimensions and timelines, but that same point is not acknowledged for Time Eater. This can be seen as nitpicky of course, which is understandable. That is why we are listing points both in favor and against the argument of Time Eater’s initial time wiping attack affecting the entire cosmology. Decisive stands will be elaborated on further in the verdicts.

Speaking of which - let’s get into the immeasurable arguments. Already getting rid of the first one, no, his “traveling through time” instances are not enough to prove that level of speed, especially when - in the cutscenes - we see the Time Eater going through time opening portals. It isn’t by speed alone. However, we don’t stop here, and there’s actually a not so bad argument for immeasurable speed. The Encyclospeedia mentions that in the final battle, the two Super Sonics and the Time Eater were flying through “the end of time” in a different dimension separated from the others. This feat was discarded because of its vague implication. “The end of time” does not necessarily relate to time itself, so the Super Sonics and the Time Eater flying through it doesn’t translate to immeasurable speed. That was until Sonic X Shadow Generations, where Eggman refers to said dimension where the Time Eater travels through as “the dimension of time”. This would make sense as the whole dimension seems to be a timestream. Physically moving through the dimension of time itself could imply immeasurable speed. 

The issue here is, could. Flying through a dimension of time sounds impressive, but the issue is you cannot really quantify it. Typically, feats like time traveling or crossing dimensions through sheer speed can earn some sort of immeasurable argument, but traveling through a dimension of time, well… Why would it be immeasurable? They are traveling through a dimension made of time, that doesn’t mean they were time traveling or dimension traveling. You and I are moving through a dimension of time right now as time exists all around us. You could say Sonic’s case is different considering it's specifically a dimension made of time, but that does not prove anything solid. It’s a cool statement, sure, but it would be weird to pull much out of it. There are more solid arguments for infinite/immeasurable speed mentioned both before or after this section, so while this is definitely an intriguing argument for immeasurable speed, it shouldn’t hold more weight than the other arguments present.

Sonic Shuffle: The Dream World(s?) (Speed Edition)

Assuming you go with Fourth Dimension Space being infinite, there are a few arguments you can make in favor of infinite speed Sonic. Namely, characters like Solaris or Time Eater, if you go with ‘em. It relies a bit on what you buy for the Fourth Dimension Space arguments presented above, because it will mostly come down to the magazine statement yet again. If you buy it, then yeah, characters could scale to infinite speed pretty solidly, but obviously, there are the arguments against it. It might sound repetitive, but it’s really just dependent on whatever you feel like the things we brought up before.

Sonic Prime: The Paradox Prism (Speed Edition) Ft. Prism Sonic 

In Sonic Prime, the Paradox Prism crunched the entire universe into nothing, and then expanded to create the Shatterverse. These are two speed feats; one for the initial crunch, getting to almost 1.5 quintillion times the speed of light, and the expansion of the Shatterverse, which is almost 10 quintillion times the speed of light. This is a notable jump from the usual speed feats we see in the Sonic series, and definitely an impressive one. But, is it legit?

It’s debatable. The feats themselves are fine, but the issue is scaling. Nobody reacted to the blast, making it difficult for any base form to scale. The only character you could make a case for is Shadow. When the shattering happened, Shadow used Chaos Control in time to evade the effects of the Paradox Prism. He didn’t really react to it, though. It was a lucky move when he was trying to teleport to the Prism to stop Sonic, and he seemed pretty confused after the results of the shattering happened. It definitely doesn’t help the case. So, what could possibly help the scaling here?

It’s definitely not out of question to address the superiority of the Chaos Emeralds in comparison to the Paradox Prism. While not exactly confirmed (yet), they’re constantly shown to be the peak of power in the series, only surpassed by the likes of the Power of the Stars. That can not necessarily relate to speed, but it’s pretty clear that prism energy also amplifies the user’s speed, alongside power. It allowed robots to keep up with Sonic, allowed Sonic to become even faster, et cetera. Heck, even more dangerous threats like the Time Eater - as a result of affecting the entire universe - erased some Chaos Emeralds that Sonic had to restore. Meanwhile, in Sonic Prime, they were only lost in the endless space that is the Void. Shadow lost his after being struck by the many random rubbles flying around, and the series itself didn’t really explore the concept of the Void (it sucks, tbh). Also notably, with the power of the Emeralds, Solaris began spreading light and destroying multiple universes at once. To say that the Paradox Prism is faster than, say, characters like Super Sonic, is a bit weird considering multiple times in the series, base forms can keep up with an almost completed Paradox Prism amping hoards of robots at once (excluding the bit of prism energy that Sonic had).

At the same time however, the problem still stands that we have not directly seen how the Chaos Emeralds compare to the Prism’s energy in terms of being a speed amp. While it would be odd for someone like Solaris to be below something like the Paradox Prism in terms of speed, it would not be the first time a random object or character showed up out of nowhere and kept up with or surpassed existing peaks of the series, like with The End being comparable if not above Super Sonic tier power despite being locked to a set of islands up until the events of Sonic Frontiers. While the Prism energy can serve as an amplification method that goes on to amplify speed to a degree that base characters can still match, it is worth acknowledging that this speed amplifying energy still was spread around multiple robots, and still was coming from an incomplete Paradox Prism. While it may seem strange, it would not be completely random for the random jewel that is the Paradox Prism and its unique reality warping powers to be faster than other power sources in the series. More elaboration on our disagreements in the Verdicts.

However, there’s a different speed feat in Sonic Prime worth addressing while we’re here.

During the fight with the Chaos Council, Nine gives Sonic a boost from the Paradox Prism that enhances his powers due to his connection to the Prism. In this form, Sonic is stronger and faster than before. Thanks to his new speed, he's able to create afterimages—at least that's what we think. When Sonic was saving Shadow from Dr. Deep and Dr. Babble, he was moving so fast that he was able to high-five himself and produce a sound effect, potentially implying that he was going so fast that the images weren't actually afterimages but rather instances of him appearing in two places at once using speed alone. So, is this argument legit?

The big issue here is that when you really try to sit down and think about what’s happening here, this scene just makes no sense. The feat was performed when Sonic was jumping back between Deep and Babble, repeatedly striking both. For Sonic to have given himself a high-five, he would have had to stop attacking them, position himself for a high-five while simultaneously getting in position to high-five himself, without jumping because the positions we see him in are mid-air, and… you see the issue? If you think about the scene for a minute it all falls apart. For a more objective problem, go to 1:20 in the video linked above and turn on 0.25 time speed and go frame by frame. Eventually you’ll see Sonic position himself for a high-five, he exits the pose he was just in and turns back, and then high fives himself. We do not see any effect for him going back and forth, and the Sonic stuck in the high-five pose is slowly fading away. The implication here is that he was just high-fiving an afterimage. The sound effect was just added because well, admittedly, it makes the scene more fun.

  • However, this argument falls apart once you realize that these 'afterimages' have a physical presence. While Sonic positions himself for a high five, the sound he makes suggests that he is physically there, even though the ‘afterimages’ eventually fade away. While it does add fun to the scene, while also emphasizing that Sonic is so fast he can be in multiple places at once, even if only for a brief moment. One might compare this Goku's 'Multi Form' technique, but you can possibly compare this to Popeyes shadow boxing feat. Overall while there can be an argument for this to get Characters such as Super Sonic to upscale this, It doesn't leave this feat out of the question but more to be discussed.

Conclusion

To put it short, Super forms should scale to most of the feats presented. Solaris’ is pretty clear; reacting to its attacks definitely helps the case. So 77 Quadrillion C. The Time Eater, while range can be debatable, has at very least a solid range of around 120 to 180 Quadrillion C, to possibly higher. The Paradox Prism speeds are as well debatable, but not impossible. Some disagreements can be made here and there, so at the end, the peak of Sonic’s speed feats ranges from 122 Quadrillion C to 9.89 Quintillion C. But that’s finite wise; although, the infinite/immeasurable - for the most part - all seem to have issues. You can make cases for a few, so the infinite ends are not out of question. Each side’s opinions will be addressed in Verdicts.

Where does most of Eggman’s army scale?

Throughout the years, Eggman has added new editions to his army that are very powerful. However here we want to figure out where exactly each big player in his army truly scales to in terms of power and speed. Let’s start with the most powerful ones. Can Eggman’s troops get around the same level of power as Super forms? Actually, yes. Eggman has plenty of things capable of contending with Super Sonic. Let’s go through these things and explain why they should scale or downscale from Super Sonic.

1) Mecha Sonic: He has a super form. Pretty straight forward. 

2) Egg Salamander: Not only is this mech powered by the Sol Emeralds, which are equal in power to the Chaos Emeralds, but the mech is capable of harming super forms.

3) Egg Wizard: The Power of the Stars is believed to be more powerful than the Chaos Emeralds. Super Sonic and Burning Blaze needed to work together in order to take it down.

4) Time Eater: It required two super forms to take out the Time Eater.

5) Phantom King: Phantom King is capable of harming Super Sonic.

6) Metal Sonic: It took the combined might of Super Sonic, Tails, and Knuckles to bring Overlord down. Not only did Eggman believe that the emeralds chances of beating Overlord were slim, but Knuckles considered the fight to be a hard one as well. While this was Heroes era Super Sonic, games like Sonic Generations had Classic Super Sonic fight alongside Modern Super Sonic. While it is true that Sonic grows stronger throughout the games, this would suggest that the power gap between Super Sonic in Heroes and Super Sonic in Generations isn’t that, meaning that Overlord, at worst, can downscale from essentially all the feats that matter. If that isn’t enough to convince you though, he has a super form of his own in the form of Super Neo Metal Sonic. And Neo Metal on his own - if you include Speed Simulator - can fight with Super Sonic.

7) The Titans: Supreme - the one Sage shows to be capable of controlling -  is the strongest Titan. Not only did it fight Super Sonic, but weaker Titans like Giganto and Knight are capable of outright killing Super Sonic. All of them should easily scale.

8) Sage: While Sage herself obviously doesn’t scale to Super Sonic in power, her shields are capable of withstanding attacks from The End in Supreme’s body, who can hurt Super Sonic and his evolved form, Starfall Super Sonic; and Sage herself can react to its attacks.

9) Lightman Eggman: Lightman Eggman’s power is said to be comparable to Super Sonic’s.

10) Lightman Eggman’s summons: Lightman Eggman can summon multiple bosses from Sonic’s past adventures; Perfect Chaos, Nega Mother-Wisp and Dark Gaia were the ones he has shown, but it’s likely he can make others as well. Regardless, they are at those levels of power, only being defeated by Super Sonic’s power of Otherworldification.

11) Klepto Mobile: It kept up with Super Sonic during their fight in the Egg Reverie Zone.

12) Final Weapon: While not directly hurting Super Sonic, it can push him down with hoards of missiles and is fast enough to keep up with even Hyper Sonic in speed.

13) Super Egg Robot: A similar case to the Final Weapon, where it can’t directly hurt Super Sonic, but can push him back.

14) True Area 53 Boss: It keeps up with Super Sonic, and can vacuum the form and its energy.

Overall, we have a solid list of at least 14 Super tiers on Eggman’s side - ranging to even more: Mecha Sonic, Metal Sonic, Egg Salamander, Egg Wizard, Final Weapon, Klepto Mobile, Super Egg Robot, True Area 53 Boss, Phantom King, The Titans (Giganto, Wyvern, Knight and Supreme), Sage, Lightman Eggman and his summon, and obviously, the Time Eater.

Now let’s go a little bit lower, the base form tiers. Many of Eggman’s creations can be kept in tandem with base Sonic. Starting with the Super Badniks, that can harm and react to his attacks, and they usually need multiple hits from base forms to be actually defeated, giving us a clear indication that they are around those levels of power. Next up is Infinite, and this should be  a simple one - he no-diffed Modern Sonic in their first and second encounters, and while later on Sonic manages to deal with him, he still keeps up with Modern Sonic and the Avatar at the same time. Then, we have several different Metal clones. It's fairly simple that they all scale to base Sonic as they constantly match him in power by every Battle; similarly, the Metal Fighters are designed for that as well. Then, there's the E-100 series robots, who can all compare themselves in some way to Sonic. Additionally, a heck ton of battleships have powerful enough to incapacitate Sonic, and many superweapons (like the Final Egg Blaster) would kill everyone if not stopped.

We wrap it up with at least 11 different base form troops, with a few of them being classes that have a lot more robots in it, like Metal Fighters, Super Badniks and E-100 series robots. To top it off, his battleships and superweapons are as strong if not much more.


Art

To no one's surprise, because of Bowser VS Eggman being so popular and so iconic, many talented artists made incredible pieces to share their excitement and creative ideas. This is a section to admire the byproducts of the fans, so take a look before the end of the blog!

“I’ll have uhhh, Dreamy Bowser VS Lightman Eggman climax! With extra minions!”

By @Model692_

By @NON21848128

By @KJ_Art_Blog

By Ax’Pire (Collab Art)
(Lofty, Adam天, BluBlader, BigIronYoshi, CadenDaMonkay, Trashy, ManiBhai, ishi_yuki, NinjaMonkey3904, YUNG, Yuix, Mau, and Electrik)

“Daring today aren’t we?”

By Brobuscus

Verdicts

Koopa Troop (Team Bowser)

Stats


The Mario series has ranged in stats considerably over the past couple years, with feats ranging from building to galaxy level, so we’ll just cut to the good stuff. During the events of Super Mario Galaxy, the destruction of Bowser’s Galaxy Reactor results in a universe ending black hole, which is converted into a big bang of sorts by the lumas. Bowser has a few ways to scale to this, either through being comparable to an abundance of Power Stars or to Rosalina. Being conservative about who would scale to Bowser after the events of this game, we have a total of 29 characters. Standouts include Kamek, Bowser Jr., King Boo, and both the set of Fake Bowsers and Dry Bowser as they basically are mirrors of Bowser wielding similar magic powers.

As for the top tiers of Bowser’s army, that would include the characters amplified by the Pure Hearts. The Pure Hearts were able to empower Mario, Bowser, and Peach to the point of being able to defeat Dimentio when he was empowered by the Chaos Heart himself. This is notable as the Chaos Heart was stated to be able to create a void that could destroy all dimensions. Within Super Paper Mario specifically, we are introduced to 8 unique dimensions existing apart from the Mushroom Kingdom, as well as Flip/Flopside, which is the space between dimensions. This would make the Chaos Heart’s power, and thus the Pure Hearts’, equal to at least 10 different universes. If you think that this destruction would extend to the other dimensions existing in Mario canon (the ones of confirmed universal size), then the result would be 12 different universal spaces. 

The remaining question is who in Bowser’s army would be chosen to get the Pure Hearts increase alongside King Koopa himself. This would likely include Kamek and Jr., considering they are the two members of his army closest to him. Optimally it would be Kamek and King Boo, but more on that later. Despite this AP tier gap though, speed around the star 30 troops is generally the same. All can keep up with the main Mario cast in a post Super Mario Galaxy era, who can react to Launch and Power Star level speeds. As discussed in Before The Verdicts, Power Stars are fast enough to take Mario from the Trial Galaxy back to the Comet Observatory in seconds, a speed ranging from about 66.65 to 112.8 Quadrillion times the speed of light.

But how does the Eggman Empire compare to all this? Starting with the base Sonic tier troops, scaling to Sonic should make them comparable to a variety of feats. This includes the Egg Mobile surviving a moon sized explosion, various falls from orbit, Silver stopping the Death Egg with telekinesis, etc. Most notably however, they would scale to Sonic surviving the destruction of the Paradox Prism, and to Sonic defeating Erazor Djinn. While the former feat is debatable due to various factors within the scene and Sonic Prime as a whole, downscaling from it should be fine. Downscaling would also be consistent with Erazor Djinn scaling, as Sonic was able to defeat him when he had consumed half of the Arabian Nights, which was a full universe. As for speed, there are a variety of light timing feats to pull from, though skipping to the good stuff we have the Final Egg Blaster reaching distant stars in seconds, a result which gets up to 56 Billion times the speed of light. 

You can maybe critique scaling to stuff like the Final Egg Blaster, but it does not actually mean much for the Eggman Empire unfortunately. While scaling like this is certainly impressive, one half universal and billions C falls flat in comparison to Bowser’s notable troops reaching full on universal and quadrillions C. To put it into perspective, they are about twice as strong, while also being millions of times faster. While you can argue Eggman’s base tier troops closing the power gap through miscellaneous amplification and upscaling arguments, you can do the same for Bowser’s, especially considering his deep supply of Power Stars, Power Moons, and Shine Sprites. Additionally keep in mind that the list of 29 base Mario tier characters was a conservative one. Considering the Classic era characters being included for Sonic’s base tier, applying similar arguments to the Mario series could greatly expand who qualifies for Universal and Quadrillion C scaling.

Though of course, this is only referring to the base tier characters in the Eggman Empire. The true debate comes from the Koopa Troop going up against Eggman’s armada of Super Sonic level threats. Given scaling to beings like Solaris, who can consume entire dimensions and was going to end all of existence, cosmology scaling should be applicable. This is notable considering the size of Sonic’s cosmology, which is a lot less clear compared to Mario’s, so let us go step by step.

Sonic’s universe, the Sol Dimension, Arabian Nights, and Camelot are all parallel versions of each other, and thus should clearly be universal in scope; the Special Stages are stated to be a full universe; the Shatterverse worlds and The Void stayed around after the events of Sonic Prime, so they’d also be included, with each Shatterverse world being parallel to the main universe, and The Void being connected to all of them would also make it universal in size by default; Cyber Space’s statements regarding its size regard it as a large assembly of data beyond quantification, so it should at least be the size of our own universe, maybe being even larger (more on that momentarily); and lastly, Maginaryworld at least is the size of a universe, with potential arguments for being bigger being possible but awkward due to unknown variables, so it is safer to just place it at a single universe size.

Counting up all of these cases, we can add up Sonic’s Universe, the Sol Dimension, Arabian Nights, Camelot, the Special Stage universe, The Void, Shatterverse worlds 1 to 4, Cyber Space, and Maginaryworld to get a bare minimum universe count of 12. Though the result should probably be higher. The Exception is a space in-between dimensions where Eggman and Eggman Nega planned to make an Eggman Land that surpassed all dimensions, so universal size for it should be fine. Cyberspace is also likely bigger than a normal universe due to its nature, though its exact size is unclear. So more logically, the bare minimum universe count for Eggman’s side should be 13. There exists other spaces in the cosmology though, so they are worth addressing.

First off, the Flicky Dimension, Aqua Planet Zone, Sleeping Egg Zone, and Egg Reverie Zone have no statement about their sizes, with next to no context being given about them in terms of size. They are just as likely to be full universes as any of the miscellaneous mini worlds across the Mario series that equally lack context. Digital Dimension has good size statements, however if you look further into it, it is stated to be contained within a single room (The Babylon Rogues finally set foot in the treasure room of the Babylon palace.  In that place, the world extends to infinite nothingness…”), so it is more likely to be a sort of pocket dimension rather than an extra universe, similar to Eggman’s Egg Field. The fact it is filled with infinite nothing means that even if it was counted, there’s not exactly much to destroy inside it anyways. Though the pocket dimension thing is enough of a problem already. Null Space has statements of being endless, but it is also stated to be sealed off from all other dimensions, so it cannot actually be applied to the Sonic cosmology ironically enough. Chaotic Inferno is stated to be another dimension, but it does not have statements about being some special parallel one, nor statements about its size. Thus it is hard to apply it.

So when comparing power, Eggman’s Super form tier forces would be somewhere roughly above 13 universes, while Bowser’s Pure Heart amplified characters would be at about 12. There is a small gap here, though considering Bowser’s abundance of amplification items mentioned earlier, it would not be hard to close. While you could argue Eggman can amplify his forces further, Bowser has just as many ways to do that if not more (more on that later), so it is a moot point. There are also plenty of assets on Eggman’s side that downscale Super tier characters, so they would be keeping up with Bowser’s peak characters, but be notably behind.

Moving on to Super tier speed, this one is a doozy. At bare minimum, you would have Time Eater’s destruction of the universe getting between 122 and 183 Quadrillion times the speed of light. But it does have arguments to go higher if we assume Time Eater’s initial burst affected the entire Sonic cosmology to the point that big mean and time consuming over here would be capable of quintillions of times light speed level speed. This would be blitzing Bowser’s good stuff, but the argument has its issues. There is no direct confirmation that Time Eater affected all dimensions across the Sonic cosmology, as the only case of us seeing alternative universes in White Space is the Special Stages in the 3DS version of the game. The 3DS version is, well, an alternative version, and additionally the Special Stages being able to be accessed via special rings in each of the erased levels would explain why they’re there. There could be a case made for alternate timelines, but Gerald Robotnik explaining how past alterations of the timeline can show up in White Space covers that issue. Any ideas about Eggman targeting enemies located in other dimensions with Time Eater is purely an assumption, and statements about space-time being affected or destroyed do not comment on the situation with other dimensions.

Another speed argument that can get up to quintillions of times light speed is the implosion of the Paradox Prism, but unfortunately no strings can be connected between it and any of Eggman’s top troops. The full potency of the Prism’s speed is never directly matched during Sonic Prime,  and no characters interacting with its full potency either within or outside of the series means that there are no concrete examples of characters matching its speed. While you could bring up how it would be weird for this random gem to be capable of speeds faster than miscellaneous Super form tier characters and objects like the Chaos Emeralds or Solaris, it is not like it is out of the ordinary from random objects to come out of nowhere and be above everything else in Sonic. After all, the Paradox Prism had stayed hidden and undiscovered for years before it was found, and there are also characters like The End who are stronger than Super Sonic who just casually existed outside of everyone’s view. Any scaling to the Prism’s cosmic implosion relies on assumptions about miscellaneous characters or forces being above it, when we lack the evidence to really say that.

That covers high end finite speed Sonic arguments, but there are still some infinite size cats in the bag to address. The two debatable methods of infinite/immeasurable Sonic would be either Prism Sonic high fiving himself, or proving that at least one location in the cosmology is infinite in size as that would make cosmology busting infinite by default. Starting with Prism Sonic to stay on the topic of Prime for a bit longer, no, Sonic did not high-five himself, sort of. As explained in Before the Verdicts, what he high-fived was clearly his own after-image rather than himself, given the movement of the after-image and how it fades away over time. This issue alongside the scene not really making much sense when you really break it down (why would Sonic stay in mid-air while jumping between multiple specific points up there to high-five himself, is he stupid?) lead to the simple conclusion that the Sonic Prime team just wanted to include a high-five sound effect because it was cool. Which, yeah, it was.

But what about the various infinite sized dimensions you can argue exist in the Sonic cosmology? For Digital Dimension, as stated before, it seems to be more of a pocket dimension, so it is off the board. Null Space is called endless, but as stated before it is sealed off from the cosmology, so you cannot really count it for cosmology busting feats (it is also stated to be infinite in size in a voice line that is in Sonic Forces’ files, though the fact this statement is not even in the game properly discounts it). The Void from Sonic Prime has statements calling it an eternity of darkness, but this does not really describe its size well and is more so hyperbolic, with the only statement actually calling it infinite being from the french subtitles of the show. Though this is obviously just a different translation about the Void, and if the Void was meant to be infinite, the infinite statement would definitely be in the show’s official main dub.

This just leads us to one big elephant in the room, being Maginaryworld. You are probably wondering why we did not go more in depth with it earlier when discussing power, and the reason is that we wanted to save covering it for the final chunk of the stats section. So, let’s get into it. First off, most of Maginaryworld is not worth covering too intensely. Any arguments about its finite size in terms of the potential of multiple universes existing within it are unconfirmable, and can probably be matched by Mario’s dream cosmology anyways. Maginaryworld has multiple worlds, but why would Future Dream have to be the only universe sized dream, but what if Maginaryworld gets higher if we use the statements from Ian, but what about Future Dream’s number of contained dreams meaning there could be multiple Future Dreams, but what if we started talking about something more productive? Yes? Ok cool.

The most notable part about Maginaryworld cosmology arguments, and the part that holds weight, is the presence of a stage called 4th Dimensional Space. This space does not actually show aspects that resemble actual 4th dimensional space discussed in actual mathematics, despite being clearly distinct from other boards in Sonic Shuffle. While other things exist in Sonic canon that could support dimensionality being a thing in the franchise (like Eggman making a prison that has a shape that resembles a tesseract, or Solaris being called a super-dimensional being), there is no confirming statement from either characters within the series or writers of the franchise that truly support the idea of higher dimensionality in the Sonic franchise. Mathematically superior dimensions is a very complex concept with a lot of factors going into it, to where words like “4th dimension” or “super-dimensional” just being tossed around do not serve as good enough evidence to confirm the presence of such a complex scientific theory existing in a franchise about blue rodent Goku beating the shit out of round Lex Luthor every other weekend. With all that said, AP wise, Maginaryworld being at just one universe is a safe assumption that prevents either us or the people who are siding with Eggman from going insane.

But the other big detail with Maginaryworld is the magazine statement stating that it does not just house what the game calls a 4th Dimensional Space, but that that space is actually an infinite 4th dimensional space. If this space was to be infinite in size, then Solaris’ cosmology busting would be infinite in speed. The issue is that this magazine statement, while coming from a source with solid connections to Sega, is not fully 100% overseen by Sega. We have no definitive proof that the team behind Sonic Shuffle approved or wrote the statement calling the board an infinite 4th dimensional space, and thus it is hard to apply the statement seriously to the game’s lore with that lack of true connection in mind.

So with all of this cosmology yap, it may have been hard to keep track of who gets where. So to summarize, here is a nice list detailing who gets where in terms of stats.

For Bowser’s side:

Pure Hearts amplified characters: 12 times universal and 66.65 to 112.8 quadrillion C

Base Mario level characters: Universal and 66.65 to 112.8 quadrillion C

For Eggman’s side:

Super form level characters: Vaguely above 13 times universal and 122 to 183 quadrillion C

Base Sonic level characters: Multi-galaxy / one half universal and at most 53 billion C

Eggman’s peak forces are a tiny bit above Bowser’s, though not to the point where Bowser’s best cannot catch up with a couple stat amplifying items, of which they have plenty. As for speed, it is also roughly comparable with the feats in question getting where they get with similar logic, with the gap being between 1.83 times to 1.62 times in Eggman’s favor depending on your preferred end for the Trial Galaxy and Time Eater feats. Do keep in mind though that this gap should be smaller than it appears, as Grand Stars should be faster than normal Power Stars, and base Mario tier characters can keep up with those just fine. The big takeaway from this stats section is that Bowser and Eggman’s peaks are going to go neck to neck, with base Mario level characters being able to take care of base Sonic levels one without much trouble, to the point where select ones can help against Eggman’s peaks thanks to their relative speed. This of course leads into what those weaker troops, and thus the king and doctor, can actually do.

Arsenal & Abilities


Due to the complex nature of this match (and we do mean complex), this portion of the verdict will be divided into numerous sections comparing options both have, as well as win conditions. General topics will also be covered if one has a hax/asset that the other lacks, with said hax/asset being potent enough to warrant its own section. We’ll start with comparisons then work our way to unique assets.

Battlefield Removal


Both have multiple ways of removing both each other and each other’s troops from the battlefield. Eggman can pull people into Null Space, and has multiple ways to open portals to other dimensions. Would it be through Chaos Control or specific mechs like Egg Wizard. Time Eater can even send people to different time periods, whether it be the past or future, through time holes. Conversely, Bowser has multiple ways to open portals through dimensions himself, either through dark space magic or the aid of troops like Jr., Kamek, or King Boo. He can additionally travel through space-time to arrive at select time periods by just, clawing through space-time very very hard.

It should be clear here that neither is really going to be able to win through Battlefield Removal. Both have several troops and assets capable of warping through space to arrive at locations either across the universe or within a different one. Even time based Battlefield Removal is not going to be a winning move for Eggman, as Bowser has shown the ability to time travel by himself by just warping through space-time. While Bowser is the only character in his army capable of this, the only character on Eggman’s side capable of time based Battlefield Removal is Time Eater anyways (the Solaris Prototype also has time based Battlefield Removal, but it is location locked). So it is not like Eggman is going to be sending important troops through time at a rate faster than Bowser can time travel to go bring them back. You could argue that Time Eater is able to pull multiple people through time at once because he can make multiple time holes, but at the same time, there can be multiple Bowser’s made at once through King Koopa’s various duplication methods. Heck, Kamek has even shown the ability to make a nigh perfect clone of Bowser capable of all of his standard abilities.

Item Stealing


Naturally for thieves of magical artifacts and princesses, Bowser and Eggman both have the ability to steal the other's items, but the Koopa Troop's options ultimately reign supreme. Bowser himself is able to inhale entire sets of items out of his opponents’ inventories and use Thoreau to snag more, Kamek can empty out any foe's items across the map and send them to another person however he wishes, various items like Plunder Chests can steal randomly from opponents, any Boo from throughout the army can grab an enemy's item, Mario Kart's lightning can force every person it strikes to drop all of their items so long as they're hit by it, etc.

But what about Eggman's options of defending against it or stealing on his own?

To get the elephant in the room out of the way first, while Blockite does generally defend against having the user's items stolen (even outside of the context of Forcejewels doing it), there's little to suggest that Eggman has enough of them to actively stall it out as a feasible counter, especially since other potential abilities the Blockite could block off (such as Eggman being forcefully teleported or any member of the Koopa Troop trying to teleport to him) would get rid of one extra Blockite that can no longer defend against losing items. Additionally, this is all assuming that all of Eggman's most important equipment is on his direct person, when it's likely for several of them to be spread around to the mechs, stations, and Badniks that can take advantage of them (Neo Metal being able to channel the Master Emerald, the Chaos Emeralds being in the Eclipse Cannon, Forces' Death Egg Robot having the true Phantom Ruby, etc.). Even if he keeps some on his person (likely the Phantom Ruby for Lightman shenanigans), anything else is essentially free pickings unless Eggman goes out of his way to distribute his supply of Blockites. Which, in itself, will make him more vulnerable to running out.

As for the rest of Eggman's kit, there's simply a lot less opportunities for the Eggman Empire to pull off similar strategies given most cases are far less plentiful across his whole army. Forcejewels stealing items are overall lacking in multi-target or item options with the exception of Shuffire shuffling items across every inventory in range, but unlike Kamek's magic, it’s an item that only does this, which means Eggman cannot use it exclusively beneficially. He could get some of Bowser's heavy hitting items out of the way, and he could also just outright give a random Koopa Troopa the Chaos Emeralds and Phantom Ruby in the process, with the latter scenario being more likely in Bowser's favor simply due to how many minions he has. Most importantly though, they're also exclusively in Eggman's own possession unless he actively distributes them, which means very little of them can be used to snag the Koopa Troop's equipment while he's busy engaging in combat with Bowser, while the Koopa Troop is fully capable of such.

That's not to say that the Eggman Armada lacks any means of it, but a lot of them are either likely to get shot out of the sky upon trying (vehicles like the Eggmobile need to get close and simply lack the stats to manage), are too limited (Metal's Steal item from Speed Battle is essentially a Plunder Chest only he can use compared to every member of the Koopa Troop that can use said Chest, that can only steal some items randomly as opposed to the Koopa Troop’s equivalent taking anything), or are easy targets (the Hourglass Machine would be doing so within a giant mech destroyable by base Sonic tiers, which is very vulnerable in a full army fight).

Meanwhile, Kamek very consistently plays support and lets the surrounding bosses and minions fight for him, allowing his wider stealing shenanigans to go by far less conspicuously (especially with how many identical looking Magikoopas that aren't doing this are on the field casting their own magic). And again, several minions can steal randomly from Eggman's side with a Plunder Chest, several minions can just strike down the entirety of the army with lightning and have them drop anything they have, and every single Boo out on the field can just steal without an item-based counter since it's simply a biological ability. Fundamentally speaking, stealing items is something a very sizable amount of the Koopa Troop is able to do, which means that a battle to maintain them would realistically result in Bowser's army getting rid of more options.

In short, The Koopa Troop is better equipped for taking out the opposing army's equipment while letting their leader focus on fighting Ivo himself. Bowser can afford to let his minions handle this without him, and Eggman simply can't.

Mobile Bases


Within their armies, Bowser and Eggman both have a large multitude of ships and mobile fortresses that can be taken into battle. For the most part, these are comparable with Bowser having miscellaneous advantages. We know Bowser’s army is likely bigger (more on that later) and thus his number of ships could definitely outnumber the Egg Fleet. Additional mobile bases like his UFO, Neo Bowser’s Castle, and his gigantic island sized castle form from Wonder would definitely give him the significant edge in terms of base VS base combat… apart from the Death Egg. The moon sized space station is a significant problem due to its size dwarfing any other aircraft on the battlefield. The multi-star busting Final Egg Blaster is also not going to make matters easier either. While it is unlikely Eggman would have the Final Egg Blaster aim down at and destroy the planet, its potent artillery does give him a significant edge in terms of ships going through space. Essentially, Bowser has the generally better deck of cards, but if the situation aligns itself, Eggman is absolutely capable of flipping the whole poker table over.

Power Amplification


Bowser can amplify allies through various means, which includes Power Stars, Shine Sprites, Power Moons (he has hundreds of each of these three to be clear), and miscellaneous power ups. Other troops like Kamek and Kammy can also empower troops, turning them giant which results in a strength increase that lets average troops pose a legitimate threat to people like Mario. Bowser can also do this magic himself, as well as use Wonder to empower allies through Wonder forms or size growth. Notably, Bowser also has several Grand Stars, with a single one letting him access a casually Mario stomping giant form. Distribution of them to key troops could easily let them defeat enemies they previously went even with.


In contrast, Eggman can distribute multiple Rings, Power Cores, and Chaos Emeralds among his forces, and has other means of providing power with the Master Emerald and Phantom Ruby. A key point you could make here is that the Koopa Troop’s better item stealing methods could screw up Eggman’s amplification supply, though considering many of Eggman’s key items are things that would be absorbed for power amps (especially something like the Chaos Emeralds for Neo Metal Sonic going into his Super form), this is not too impactful of a point. Same deal goes in the opposite direction, with Stars and Moons and what not being things that get absorbed rather than pocketed.


A notable source of power to bring up though would be Bowser’s ability to create power ups from nothing via Wonder, meaning that he is the only one in this scenario who can actually make more empowerment methods. This is especially significant given that the power up we do see being produced by Wonder is invincibility stars. Bowser creating these and distributing them among his army would be a huge advantage, as it would allow weaker troops to suddenly have the durability needed to be relevant in the bigger cosmic level fights. This is a type of amplification Eggman cannot replicate, as only so many characters can use items like the Chaos Emeralds or Phantom Ruby.

Reality Warping


Through the Phantom Ruby, Eggman is able to warp his surroundings to his liking, altering the environment on a significant scale. This is obviously significantly potent, but Bowser is not far behind. Bowser can turn an entire island into a storybook, alter gravity, and create matter. This gives him plenty of ways to warp the battlefield to his liking, closing off paths for enemies or trapping them within altered terrain. Granted, we said Bowser is not far behind. The Ruby has shown a far greater scale of reality warping, like when Infinite was able to make an entire sun in Sonic Forces, and that was with just the incomplete Phantom Ruby. The proper one, when utilized by Phantom King or by Eggman himself, would naturally be capable of far more.

One thing to address quickly though is that the method through which the Phantom Ruby warps reality is through the alteration of a person’s five key senses. This does not mean Eggman could specifically target someone’s senses though as we have never seen that specifically done with the Phantom Ruby, rather that is just how the Phantom Ruby warps reality. It is not like Infinite made a giant sun in front of everyone, and then he did not see it himself. With that clarified, we can point out the actual issue with the Phantom Ruby: supply. While it can work to a higher scale than Bowser’s own reality warping, there only exists the prototype and the main real version. In contrast, reality warping can be produced on Bowser’s side by Bowser himself, Kamek, Kammy, and various other Magikoopas. There is additionally the fake Bowsers and Dry Bowser, who could be capable of similar magics.

The big kicker here though is that we have not even addressed Castle Bowser. Bowser’s wonder fueled reality warping may not have as extensive of range as full range Phantom Ruby reality warping, but it certainly matches if not surpasses it in potency. Wonder can be used to enforce gravity onto things that normally ignore the law, give life to inanimate objects, create matter ranging from invisible light constructs to waves of sludge, apply broadway force to everything in sight, and it is even capable of altering how enemies attack. Making enemies that normally organically shoot weird plastic poles out of their moves instead shoot soap bubbles. Overall, while Bowser may not match the scale of the Phantom Ruby’s reality warping, he can definitely win in terms of quantity, and match the degree of its effects with Wonder. More on Wonder later on during the verdict.

Sealing


Eggman is capable of multiple ways of trapping foes, with the usage of his iconic capsules being his main method. Other methods include wisp capsules and spatial displacement traps, with the latter being especially problematic as it would require outside interference for the sake of someone’s escape. In turn, Bowser can use his magic to trap people within the walls of Peach’s castle, and Kamek and Kammy are capable of magic that can trap people in books. On one hand, Eggman has the best capture method here with his spatial displacement traps, as they require outside interference in order to be escaped. But on the other hand, Bowser’s traps cannot be broken through brute force either from people within or outside of his traps, with his castle sealing in particular showing how he can trap a very large multitude of people at once. So while Eggman’s spatial displacement trap is going to keep the target trapped until someone in the Koopa Troop destroys it from the outside, Bowser’s traps require specific abilities to be dealt with.

However, there are specific trap methods on both sides that are especially problematic for both the Koopa Troop and the Eggman Empire in the form of King Boo’s portraits and Sage’s Cyber Space cages. Starting with the former, King Boo is able to trap people in paintings by shoving a painting towards them. These paintings can vary in size from being as big as King Boo himself, to being big enough to consume an entire building, and a single painting has been shown to carry up to seven people at once (though this is not the confirmed limit). Once inside, the target is trapped, and is incapable of escaping. While you may think to argue space-time traveling abilities could escape the painting, the painting also has immobilization. Escaping it requires applying a space dark-light device to a painting with someone trapped within it, a device which Eggman lacks. More details about King Boo in general will be mentioned later.

But how do Cyber Cages compare? By opening big portals, Sage can pull people into Cyber Space to trap them, separating their physical being from their consciousness and spirit as they are left in Cyber Cages in the real world, unable to physically interact without having time first to comprehend their new circumstances. There is not a single force in Bowser’s army that can undo the consequences of being trapped within a Cyber Cage, due to its complex nature and punishment. Hence why it is a move comparable to King Boo’s painting sealing. If Bowser were to be pulled into one of Sage’s portals, he would be rendered taken care of. Though in a similar vein, if Eggman were to be trapped into a painting, the same logic would apply.

So which trapping method is better? Both landing are instant wins, so to know which is superior, we would have to compare how each sealing method is landed. King Boo’s portraits work as a way of attack, with him basically dunking enemies of his with them. Sage’s Cyber Cages trap you first by dragging you into Cyber Space via a large portal which pulls enemies in. Comparing the two, Sage’s portal does have more range because of its suction effect, but considering the experience Bowser and his allies have with suction based attacks (to the point Bowser has been able to pull himself out of black holes), it does not seem far fetched to say Bowser and comparable allies could push themselves away. Though this is obviously difficult due to other factors in the fight applying pressure, the same issue goes for Eggman. While King Boo’s paintings do not have a similar pulling effect, they do compare in size, though the paintings being a projectile or melee attack does limit them somewhat compared to Sage’s portal.

Essentially, both sealing methods are extremely potent, with them each not being completely unavoidable due to different reasons. Though if we did have to pick a superior, King Boo’s painting sealing would pull through due to the fact that he can duplicate himself, meaning there would be more paintings being produced in comparison to the ghost king being by himself. While you could argue Sage could open multiple portals at once, we have never seen her do so, so saying she could lacks evidence. You could also argue that Sage’s physiology means that she would be harder to take down than King Boo, and therefore, she could stick around longer during the fight. However, we know based on Sonic Frontiers’ original ending that she can be affected physically, as she was killed by a large explosion while inside Supreme, leading to Eggman having to shuffle through files and data over a period of time in order to resurrect her.

Summoning & Duplication


As vast and large as Bowser and Eggman’s armies are, there is nothing wrong with expanding them, which is something both are capable of doing. Both have multiple ways of mass producing miscellaneous ground troops, but considering that well, they’re the ground troops, that is not too important. What is important is the mass production of various base and peak tier characters on either side. When it comes to base tiers, Bowser has a notable advantage in that he can set up towers that will automatically mass produce bubble clones of main Mario cast members. This means that no one currently fighting in the army has to also actively be focused on summoning more characters to help out in battle. In contrast, the Phantom Ruby can be used to mass produce large numbers of base tier troops itself. The issue is that in comparison, it requires consistent action to produce these clones, while something like the bubble towers are automatic. This is without mentioning how Bowser can use Wonder to produce giant cloud piranhas, or how Kamek can use magic to create perfect copies of Bowser. All of this showing how Bowser has both the automatic and manual advantage when it comes to troop production.

The main discussion comes from the summons able to be created by Lightman Eggman however. Within the Eggfield, Eggman is capable of creating copies of extremely powerful main series bosses, including Perfect Chaos, Dark Gaia, and the Nega-Mother Wisp. This is important as threats like these are capable of comparing to Super Sonic, making them a step above the average base tier character from either side of the war. In contrast, characters like Bowser (with his Dreamy form or with Double Cherries, which he can also pass around mind you), King Boo, and Kamek are capable of duplicating themselves, which would even the playing field if the latter two were the ones to get the Pure Hearts stat amplification (Jr. also fits here if he is given Double Cherries). So on paper, this all cancels out.

The difference is that the duplicates Bowser’s best can produce are capable of so much more than any of the duplicates Eggman has shown to be able to create. While powerful, the three Super Sonic level threats mentioned above are not exactly too complex when it comes to their abilities. They can fire big energy attacks and cause damage over large ranges, which is useful for an army fight, sure. But it does not compare when you put those abilities next to the things Bowser, King Boo, and Kamek are able to do. A duplicate of Bowser would be capable of large transmutation spells, teleportation, illusions, reality warping large areas, and more. Kamek can empower other troops, steal or warp items, produce large waves of transmuting energy, seal people in books, and more. King Boo can turn himself and others intangible, seal multiple people in paintings, teleport, create illusions, turn invisible, and more. 

Considering this usefulness amongst Bowser’s copies, you could argue Eggman deciding to use his cloning machine to make a copy of Bowser or another notable Koopa Troop member for his own army. The weakness with this is that unlike any other duplication method either has, this is an attack that actually needs to be landed in the first place. It does not help that this cloning ray would be coming from an Egg Mobile lacking competitive stats, so getting it close to Bowser’s heavy hitters is already unlikely. Even with it in mind, Bowser has beaten a stronger version of himself in a one versus one before in the form of Dark Bowser, with him keeping enough strength afterwards to have a proper fight against Mario and Luigi. If Eggman copied someone else amongst Bowser’s army, there is also nothing stopping the Koopa Troop from jumping the obvious clone anyways, especially since Eggman is only able to make one clone at a time. 

While Eggman can create multiple powerful duplicates, the duplicates Bowser can make of comparable characters have far more hax at their disposal to utilize against enemies. Not to mention that due to having items like the Double Cherry, Bowser can have other key members of his army duplicate, which can put even more weight on the opposing duplicates Eggman creates. To summarize, Bowser is better at having base tier characters on his side be mass produced, while the duplicates he has of peak tier characters are going to be far more useful.

Survivability


Both of them have been around for decades at this point, and that would not have been the case if both of them were not so hard to kill. Eggman has a large variety of mechs he can swap between were his current one to be destroyed, which can allow him to stay in the fight for longer despite getting overpowered multiple times. He additionally has several fake copies of himself that can be successful decoys, distracting the enemy for the sake of his getaway. In comparison however, Bowser has a lot more ways to stay in the fight regardless of how much damage he takes.

1-Ups being an already absorbed item allow Bowser to have multiple extra lives to stay in the fight with a method that cannot be removed through item reduction or nullification. Bowser having up to 99 full body restorations is more opportunities to come back into the fight than Eggman swapping between all of his mechs, and that is ignoring the issue of not all of them having relative stats. Another issue presents itself with Bowser’s multitude of healing items from across the different RPG games, which would allow him to make every single one of those extra lives even harder to take down through raw physical force. This is all without acknowledging forms like Dry Bowser or Jr. having a reviving magic witch pot in New Super Mario Brothers, which would serve as even more methods of Bowser being able to stay in the fight or come back from death. In short, while Eggman has ways to stay in the fight for a good period of time, Bowser has such a good supply of immortality methods that Eggman defeating him through raw power alone might as well be nigh impossible. This is without even mentioning Retry Clocks, but more on that in a second as we move on to…

Time Manipulation


Bowser and Eggman both have multiple ways of manipulating time, though their methods do vary. With Wonder, Bowser is able to slow down or increase his perception of time, and he can stop it fully with the Stop Watch item. He can also rewind time with Earlier Times, though he is restricted to reversing it back specifically to the start of a battle. This is obviously still helpful, as it would result in Bowser restarting the fight with knowledge about it in mind, but it is limited compared to Eggman’s time reversal. The doctor can use both the Time Stones as well as his Hourglass Machine to rewind time as much as he desires, stopping at specific points that would be disadvantageous to him. The Chaos Emeralds have also shown to be able to be used for time stops by a plethora of characters through Chaos Control, so anyone who can utilize the move is able to stop time. Additionally, Chaos Control users seem to be able to cancel out enemy time stops, as seen with Metal Sonic himself when Shadow tries using Chaos Control against him in Sonic X Shadow Generations. It also helps that some characters can perform Chaos Control without using the Chaos Emeralds, though the only character who has shown being capable of this on Eggman’s side is Metal Sonic. Logically the Shadow Androids would be capable of this as well.

Apart from Metal Sonic though, there are not really any Chaos Control users on Eggman’s side with relevant enough stats. Another exclusive ability would be time travel, as Eggman has shown to be capable of doing so with Time Eater. The Phantom Ruby has showings of time travel, but that has never been seen being used by anyone on purpose. There’s also the Solaris Prototype, but that device is location locked. We have also never seen two members of Eggman’s army use Chaos Control together to time travel, so it is unclear if anyone in his army would think to do so. Bowser’s army has a similar problem though, with Bowser being the only member with time travel abilities thanks to him being able to claw through time. Though looking back at things, it may seem like Eggman has a clear advantage with his time manipulation thanks to his more specific rewind methods. However, the issue with those are that items like the Time Stones can be taken through Bowser’s better stealing methods, and something like the Hourglass Machine would be destroyable if ever found (which may be difficult to do, but considering how spread out each army will be, it is not unlikely for one of Bowser’s minions to stumble upon it and destroy it).

You can argue some other specifics for Eggman’s time manipulation, with the main argument being that the Time Stones can rewind time in specific areas exclusively, letting Sonic do things like reverse ruined lands into thriving environments. This would be especially useful for Eggman being able to rewind any and all damage done to both him and his army. The issue is that rewinding time in a specific area could also easily restore many of Bowser’s own troops, with the argument that Eggman could rewind his troops specifically amongst a huge battlefield relying on assuming characters can have a level of precision with the Time Stones that has never been seen before. This is also assuming Bowser does not nag the Time Stones before they can become a problem.

The big thing with time manipulation however is that when you look at Eggman’s methods, a consistent detail is that every single method of messing with time he has requires automatic activation. In contrast, Bowser does not have this weakness with his Retry Clocks. He has nineteen of these, and upon his defeat, time will be automatically reversed to the start of the battle, with only Bowser retaining memory of everything that just occurred. This is an absurdly powerful tool to have in a fight like this that has so many factors, and its passive nature makes it stand out significantly compared to every other time based ability on the field. You can argue Eggman stealing it because it is an item, sure, but keep in mind Bowser has nineteen of these, so taking one away would not be too devastating. This point also suffers when you refer back to the points against Eggman when it comes to item stealing.

Matter Manipulation & Transmutation


The Metal Virus allows Eggman to convert any and all organic matter to metal, turning living beings into deadly metal zombies capable of spreading infection at a horrifying pace. He can drop the infectious liquid wherever, though he has to keep himself away from it to avoid infection. Bowser himself is immune to transmutation thanks to the Super Suit, and he can use a multitude of magics to undo transmutation done to his allies. Similar magic can be done by Kamek, Kammy, the Koopalings, and anyone else who wields a Magikoopa wand. It also helps that Bowser’s army consists of many inorganic troops who would be immune to the virus by default, including Chain Chomps, Bob-Ombs, Boos, Bullet Bills, and more.

In comparison to the mad doctor in this field, Bowser’s catalog of transmutation methods is outright ridiculous however. Bowser can turn enemies into bricks or animals, shrink them with the Minimizer, or have quite literally anyone in his army with a Magikoopa wand apply all sorts of strange physical conditions. This is without even getting into Wonder abilities, which are so absurd that they are reserved for a separate section you will soon see. All of these moves are extremely dangerous problems for Eggman’s army, so that raises the question: can Eggman resist transmutation?

We have seen his Egg Mobile resist transmutation before when it survived Ring Time, so at the very least his primary vehicle would be fine. But that does not confirm that all of Eggman’s mechs resist transmutation, as there is no proof this resistance extends to his other tech besides just saying “well if the Egg Mobile resists it, why shouldn’t everything?”. You could argue that the Egg Emperor in Sonic Heroes is able to resist being turned into rings despite being taken out by Chaotix Recital, a move which turns defeated enemies into rings. If a miscellaneous mech resisted transmutation, then maybe the Egg Mobile point would make more sense.

The issue is when you really look closely at the scenes involving Chaotix Recital. During the boss fight, you still get rings if you defeat Egg Emperor with Chaos Recital. We can see in other cases of Chaos Recital being used that enemies are destroyed in the background of the move, exploding as a pile of rings appear. Considering you still get rings from defeating Egg Emperor, but we don’t see him turn into rings or anything, it seems that Chaos Recital is not transmutation, but rather it gives rings as a reward for defeating enemies. This is consistent with its manual description, which says “All enemies destroyed during the team blast and its cooldown convert to rings.”, it does not say they turn into rings. It is not like we see the robots turn into rings anyways, they explode and then rings appear. Chaotix Recital being transmutation just does not seem to be what is happening here.

This weakens the argument about all of Eggman’s big mechs resisting transmutation, but it is not like that argument had too much ground to begin with. After all, if Eggman knew how to make his machines resistant to transmutation, why are the basic troops he constructs to this day still weak to transmutation? The argument that the Egg Mobile resisting transmutation means that some of his other big mechs resist transmutation is simply faulty, and does not have enough supporting evidence to hold up.

Miscellaneous


Before going into a plethora of specific interactions, let’s cover some various topics that still hold a degree of importance despite not getting a specific comparison section.

Eggman has multiple ways to mind control opponents, including a candy specifically for ghosts, a mind control gun, and an orbital Mind Control Cannon located in orbit. The ghost candy may be appealing, but distributing it to several Boos during a large army fight is going to be very difficult, so it is not that reliable of an option. The mind control gun and Cannon could be heavily impactful, though typical minions have shown to have mind control resistance thanks to “Pure Minion Spirit”. While who this applies to is inconsistent, extremely committed people to Bowser like Kamek and the Elite Trio could definitely have it. Of course this can only go so far if a planet wide ray covers the planet, though considering the size of Bowser’s forces and the speed at which key members could travel (especially if they use their various teleportation or portal methods), it is realistic that the Cannon could be destroyed or interrupted before it pulled off its mind control ray. Bowser having natural space stations like his Galaxy Generator can also help with this process. And as for the mind control gun, it is just one gun that is capable of being dodged by base Sonic tier speeds. It should not be that big a game changer.

A notable item for Eggman is a device called the Dynamo Cage. While we did not see Eggman or anyone in his army use the device themselves, we did see it used by Surge the Tenrec to devastating effect. The device lets whoever wears it absorb any and all energy attacks directed at the wielder to the point where they can replicate the abilities, which is a major advantage against any character in Bowser’s army. On paper, this device would let even a basic Super form tier troop or Eggman himself negate energy attacks, letting them heavily control the flow of the fight. The issue is that the Dynamo Cage is kind of hard to gauge. We know it was developed enough to work when Surge obtained it, but Cubot stated that Eggman was still working on the kinks and was not committed to utilizing the device in combat yet, and we additionally never see the Dynamo Cage used by Eggman again after this incident. When Eggman actually sees Surge utilize the device in combat and absorb the energy attacks aimed at her, Eggman says that that is not how the cage is supposed to work. We admittedly do not know in which way it was not functioning properly, but it is clear that the cage was going beyond its normal capabilities. 

Considering we see Surge directly absorb the power she interacts with, the power redirecting to her is probably what Eggman is addressing. Though this is only hypothetical, as we do not see the Dynamo Cage be utilized by anyone besides Surge, so we cannot actually know how it would work when utilized by someone else. Regardless, the Dynamo Cage is shown to have a noticeable limit to how much energy it can absorb and utilize, as Surge pulling too much power from it resulted in its destruction when she fought Sonic. Thus it is unlikely the Dynamo Cage could take much punishment, if any at all, from characters far above base form Sonic levels of power. Additionally if it was used by a base tier character like Infinite or something anyways, characters on that level are still far too slow and too weak in comparison to Bowser’s plethora of base Mario tiers to take a couple physical hits anyways. As an additional counter to it, we see Bowser make auto-targeting flying heads in Wonder that can cause explosions at precise locations without a projectile being involved, meaning that the Dynamo Cage could be directly targeted without having the opportunity to absorb incoming attacks.

Probably the most potent of Bowser’s options we have not talked about yet would be his wishing capabilities thanks to the Dream Stone. While Eggman has his own wish granting option with Super Erazor Djinn, the character lacks the stats to likely stick around the battle for long, and we do not see much of his potency when it comes to the wishes he can grant. In contrast, Bowser’s dream powers are going to be a constant threat due to being attached to him throughout the fight. While Eggman could steal the Dream Stone, as mentioned before, his stealing options are worse than Bowser’s. Additionally, this option of Eggman’s is completely denied were Bowser to assume his Dreamy form. Granted, we do not know if his Dreamy form can still grant wishes, but it does have potent reality altering powers. 

But what are the limits of Bowser’s dream wishes? In Mario & Luigi Dream Team, we see some notable wishes, including a wish by Antasma to gain the ability to open dream world portals whenever he wants. You could argue that Bowser could wish for new abilities himself, which is incredibly potent. Say he wished for the ability to undo the effects of cyber corruption, and thus finally had a way to deal with Sage’s Cyber Cages. Of course this is hypothetical, but is a possible route that could help Bowser gain a major edge. We also see Bowser imply that he could wish for Mario and Luigi to be automatically defeated with the Dream Stone, though we do not know how effective this would actually be if the wish was made, so arguing a full Bowser win off of it is rather hypothetical. Still the power Bowser could get from wishes is something to be acknowledged, even if not entirely clear.

A big argument in Eggman’s favor is Sage’s info analysis. She is able to run millions of simulations in quick time frames in order to decide the best outcomes for victory, and thus could serve as an extremely potent supporting piece. Admittedly, yes, this is a fantastic asset for Eggman that Bowser would kill to have. While he has good advice from experienced and knowledgeable characters like Kammy and Kamek, those characters are not going to be in as much of an info rush as someone like Sage. While Sage’s analysis is extremely useful however, it is by no means perfect. Her analysis of Sonic’s chances of combating the Titans was not perfect, and logically speaking she is not going to be able to plan around new moves coming out of nowhere that she did not have knowledge on beforehand. For example, she would not be able to formulate a route to victory that accounts for Wonder powers until Bowser actually reveals said powers. While her analysis is very useful for tactical moves, it does not guarantee flawless routes.

You may be able to argue that Eggman has ways to neuter or eliminate Bowser’s best tools in the form of his Dreamy Bowser abilities and the Pure Hearts. One of his Forcejewels is able to weaken summons created by the Precious Stone, an artifact powered by dreams similarly to the Dream Stone, and thus you could argue he could weaken any duplicates or summons Dreamy Bowser creates. The issue with this argument is that Eggman would have no way of knowing Dreamy Bowser is powered by dreams, and reducing a duplicate Dreamy Bowser’s strength would not negate his dangerous speed and abilities, so him doing something like this is both moot and not some solid counter anyways. 

As for Pure Hearts, a big argument could be Eggman stealing them in order to take away Bowser’s amplifications from them, as well as his anti-Time Eater option (more on that later). The issue with this argument is that the Pure Hearts do not need to be held at all for someone to be amplified by them. In the final boss of Super Paper Mario, their power was poured into Bowser and friends, and then the Pure Hearts were not touched for the rest of the boss fight. Additionally they respond automatically to the Chaos Heart, so for when it comes to getting in the way of world ending threats (again, more later), it is not like Eggman keeping them in his pocket will prevent them from acting.

Bowser VS Metal Sonic


Out of all the allies and creations that Eggman has on the field, very few of them are as absurdly dangerous as Metal Sonic. With his variety of super tier forms, ruthless fighting capability, and the ability to copy the bio-data and powers of his enemies, it stands to reason that Metal is rightfully regarded as one of the biggest threats either side has on the field. Should Metal’s copying powers and power-ups be allowed to snowball, he could definitely be a genuine problem. However, the Koopa King and his allies have more than their fair share of ways to put the brakes on Metal and ensure he gets sent to the scrap heap before he can rack up too much bio-data.

For starters, Metal’s base form is not going to be too much of a problem. While Metal Sonic is certainly a vicious and skilled fighter, and can still copy some powers from his enemies, he lacks the strength and speed needed to be a massive threat to Bowser’s most powerful allies or Bowser himself. Additionally, Metal’s copying powers here are nowhere on the level of in his Neo Metal Sonic forms, making them a lot less reliable. While he can certainly take out a lot of Bowser’s fodder, if Metal Sonic sets his sights on the likes of Kamek, Bowser Jr., or Bowser in base, he’s getting packed up fast. Not much else to be said, though this will be important later.

Of course, the real challenge lies in Metal Sonic’s super forms and Neo copying abilities, which enhance his capabilities significantly. Metal’s stats shoot up to a range where he can now genuinely challenge Bowser’s big guns one on one, and his copying is also a lot better. However, there are still caveats and openings that leave him open to defeat. For starters, powering up into his top forms tends to require the Master Emerald, outside of Metal Overlord. This does cost Eggman a valuable resource to power up Metal, and in the event that the emerald gets swiped by pretty much anything, then you can kiss the form goodnight, especially Master Overlord. Of course, Metal is still capable of reaching super form levels of power without specific removable items, like if he utilized the Chaos Emeralds or his original Overlord form. But even assuming Metal never gets nailed by any item theft, he is still challenged in a variety of other ways. 

While Metal can copy the powers of his enemies, he still has to get this opening to do so, and engage with the opponent to copy their power. This does leave an opening, and if Metal Sonic gets nailed by any hax that can one-shot or incapacitate him before he can copy it, then it’s curtains for him. This leaves him wide open to powers like Kamek’s magic or King Boo’s painting seals, which can take him out of the picture before he gets the chance to make much trouble. Possibly even worse, Metal could wind up getting possessed by Boos or Spirit Balls and turn against Eggman, robbing the scientist of his best soldier and giving Bowser some horrifyingly powerful aid. Additionally, given the magical and paranormal nature of these abilities, it’s rather debatable if he can perfectly copy such powers, as such abilities and copying targets aren’t exactly biological in nature, especially the Boos.

It should also be acknowledged that considering his intelligence, invisibility, and shape shifting, it is completely possible that Metal plays the stealth route and just copies while hidden in the background or amongst Bowser’s army. He does have Eggman’s intelligence at his best after all, and playing safe while aiming for copying was his plan in Sonic Heroes. Pulling off copies of major abilities amongst Bowser’s army would require getting close to big guns however, and while Eggman’s disguises have worked successfully in the past to the point of making Omega think he was a living organism, this is not a true perfect strategy. Bowser is able to see Mario even when he is invisible, and other members of Bowser’s army have good sensory abilities that would let them take notice of an invisible metal hedgehog. While Metal could try blending in, he is going to have to attack his own army so as to not gain suspicion, and doing something like this when trying to blend in alongside Bowser’s heavy hitters fighting Eggman’s is going to make things muddy. It is also worth addressing that while playing safe with copy spam is a strategy Metal has employed before, it is not one he has done ever after being reprogrammed following the events of Sonic Heroes, and thus it may not be some sort of immediate go to strategy for him.

But let’s give Metal the benefit of the doubt and assume he manages to pull off a perfect run, copying all of Bowser’s top fighters, Bowser himself, and even ends the fight flawlessly. Well, there’s one rather sizable problem for him still: those pesky Retry Clocks. Remember, Metal is only an enormous threat once he builds up enough strength and if he gets the chance to copy enough characters before any of them can take him down. In the event that Metal gets strong enough to trigger a Retry Clock reset, Bowser would know not to let Metal get that far, and would know to take the robot out before that can happen. And unfortunately for Metal, that’s not too terribly difficult when Metal tends to be a front-line fighter and his opening forms are extremely vulnerable to Bowser’s best.

All things considered, Metal Sonic can genuinely become a serious problem, but his base form is too vulnerable, a variety of specialized hax can work on him, and he takes too much time to reach the peaks of his power and challenge all of Bowser’s top forces. Even if he did manage to get really lucky and pull it all off, that would just result in him getting denied by a Retry Clock and instantly getting jumped next round before he ever has a chance to get somewhere. Not to mention cases like Bowser fighting the stronger version of himself in the form of Dark Bowser and winning, showing how being Bowser’s mirror would not be some sort of immediate win.

As a final note, one may argue that Metal Sonic is capable of resisting any ability that he copies due to the fact that Omega stated Chaos Control would be ineffective on Metal. To quote Omega’s analysis exactly: “Warning: Metal Overlord contains a copy of our life form data. He can also perform ‘Chaos Control’ and neutralize your power.”. The argument here is taking the first statement about Metal copying Shadow’s biodata, and combining it with the second statement to say that because Metal copied Shadow’s powers, he can both perform Chaos Control and neutralize Chaos Control. The issue is that the other way you can look at this is by focusing on the second statement more, and just saying that the idea is that since Metal copied Chaos Control, he can counter it. This is consistent with Shadow being able to use Chaos Control to counter Black Doom’s Chaos Control in the final bossfight of Shadow Generations. This idea also generally would make more sense, considering Metal gaining resistances out of the abilities he copies is an idea that has never before been addressed or shown in any game or story.

Bowser VS Time Eater


By far one of the biggest threats on Eggman’s side would be the Time Eater, a primordial being he found on the edge of time. With its ability to erase and destabilize space and time, it is by far one of Eggman’s biggest threats and best win conditions. However, Bowser does have a potential counter. When we see the remains of reality after the Time Eater erased it, we are shown an endless white void known as White Space. This is a realm where time has no meaning, and is where Sonic and Shadow end up right after the Time Eater’s erasure. Notably, when you return to Sammers’ Kingdom after the Chaos Heart’s void led to its destruction, it similarly appears as a blank white void of a world. There are some small remains left over, but nothing notable. This of course leads to an obvious comparison between Time Eater’s space-time erasure and the dimension erasing effects of the Chaos Heart’s void, and the argument that the Pure Hearts would allow Bowser to survive Time Eater’s erasure.

Before we make any arguments however, we have to understand each erasure. The Time Eater erases both time and space, undoing the structure of both the space around us and notably, destabilizing the timeline itself. Notably reducing multiple locations, characters, and even the Chaos Emeralds to colorless and motionless states. Time Eater is described as continuously jumping through time, consuming dimensional energy and thus resulting in more and more locations being dumped into White Space. Thus while it does consume time, it does seem to be, well, overtime, and requires some sort of space consumption/erasure first. This is similar to the Chaos Heart, which consumes and destroys space over time through the use of The Void. With this in mind, Time Eater and Void erasure do seem moderately comparable enough. That raises the question though, can the Pure Hearts cancel out the Void’s erasure?

The Pure Hearts are meant to be the antithesis of the Chaos Heart, with them being directly used to disable invincibility granted by the Chaos Heart. This shows the Pure Hearts being capable of neutralizing the Chaos Heart’s power and abilities. The most notable example of the Pure Hearts working as a good counter would be at the end of Super Paper Mario, where the Pure Hearts are able to be used to banish the Chaos Heart and thus stop its erasure of existence. While you could bring up that this process resulted in the Count and Tippi’s deaths (though the game implies they’re in some sort of happy place after this, not dead), this only happened due to them being connected to the Pure Hearts while the Chaos Heart was destroyed. As the Pure Hearts were the Chaos Heart’s reflection, destroying the Chaos Heart meant that they and those connected to them followed. Considering the Time Eater being a unique and separate entity, this problem would not apply.

While you could argue the Pure Hearts have limits based on one being greatly weakened when caught in Sammers’ Kingdom’s destruction, this is notably a single Pure Heart by itself while also being unused. The Pure Hearts are shown to be far more capable when together, and specifically must be united in order to counteract the effects of the Chaos Heart’s erasure of existence. Thus, one falling short does not actually mean much, and using this example is applying an artificial limit to the Pure Hearts that we know is not a factor once the Pure Hearts are united.

To summarize, while Time Eater’s erasure of reality may seem like an unstoppable winning move for Eggman, the Pure Hearts serve as a potent method of cutting the Time Eater’s erasure short and keeping the battle between the Koopa King and the mad doctor going. As a final note, the Pure Hearts are not limitless, and overuse can leave them depleted of energy. However, the love between people is able to completely recharge them, and as we all know, Bowser is greatly adored by both his army and family. He is not going to be running out of the power of friendship anytime soon.

Bowser VS The Egg Field


What is probably the strongest move in Eggman’s entire catalog would be the Egg Field, which, no sugarcoating: it is a Domain Expansion. Eggman is able to create a domain which contains an infinite space inside of it, in which he can manipulate reality in any way he desires. Altering the world to fit his image, creating worlds based on the idea of altered pasts. And if you don’t like it, he has the ability to make you due to him being capable of enforcing new memories on whoever is trapped within the Eggfield. The field can quickly extend up to several kilometers after its initial expansion, and can continuously expand to the point of eventually covering the entire planet. 

We are not going to try and make up some random argument against Eggfield, if Bowser gets hit by this, things are taking a turn for the worst. While the memory enforcement the Eggfield causes does take some time to apply, the people caught in the Eggfield are nigh-paralyzed and will experience excruciating pain. When Silver called in to see what was going on, Tails was barely able to tell him to not go into the Eggfield while he had his head in his hands. However, while this does show the Eggfield’s potency, it does also show a key detail.

While the Eggfield does limit movement, it does not do so completely. Characters can still move just a miniscule tiny bit, and communication with others is still doable. Along with the memory implantation not being instantaneous, this means that there is a very small window of time for Bowser to enact a counter strategy. He could communicate with telepathy to his troops outside the Eggfield, telling them to get him out of there with teleportation or portals (or maybe get out himself with his own teleportation). While the Eggfield will initially expand several kilometers, considering the size of both armies and how far the battle is likely to stretch, it is definitely possible for key members to be outside of the Eggfield’s coverage. 

Additionally, Bowser could reach into his non-existent pocket to activate an Earlier Time and restart the fight, now going into battle with knowledge about Eggman’s most dangerous move. Additionally, Retry Clocks could arguably activate when Bowser is defeated and not specifically only when he is killed, so you could argue that forced submission to Eggman could count as a defeat that would trigger a passive Retry Clock. Though this is a bit unclear, so it is not an argument to rely on for escaping the Egg Field. As an extra argument, you could argue Bowser getting out of range as the Eggfield forms, as it does seem to be in the process of creating a dome in the sky before being fully formed. Though this would take a quick reaction from Bowser.

Of course, this is all easier said and done. Eggman could have his Eggfield created summons jump Bowser while he is stunned, or attack Bowser himself with his Lightman form. There is the chance he nullifies certain items with Forcejewels earlier in the fight, or that important allies are also caught in the Eggfield. There are also scenarios like Time Eater erasing time to try and eliminate Bowser’s rewind methods (though this relies on assuming the Pure Hearts cannot prevent Time Eater’s erasure of space time). It is a dangerous weapon, and luck needs to be on Bowser’s side for him to get out before he is defeated. But the key detail here is that despite the move’s danger, Bowser’s chance of escape is not zero. Eggman has to disable certain options and act quickly if he wants to ensure Bowser is defeated by the Eggfield, otherwise the Koopa King’s defeat will not be guaranteed. And this is where Bowser’s own strongest move comes into play.

As an aside, there is an argument to be made that the Pure Hearts could negate the effects of the Eggfield, similarly to how Super Sonic negated the effects thanks to receiving power from his friends. Though this argument falls flat, considering that the power he received was the Chaos Emeralds, which tend to have a lot of unique properties that you cannot simply equate the Pure Hearts to because of both having positive energy. As another aside, it is also worth addressing that Lightman Eggman’s power comes from the machine on his chest that lets him control the Phantom Ruby, and that destroying this machine will end the Lightman form, and thus the Eggfield.

Eggman VS Castle Bowser


The best counter to an opposing Domain is to open your own. We have brought up in this Verdict before how Wonder is capable of a lot of stuff, but holy shit is it capable of a lot of stuff. Altering perception of time, changing an enemy’s form of attack, enforcing gravity on floating objects (cue Sage falling into a pit like Wile E. Coyote), and much, much more. Wonder is well, an unpredictable wonder of an ability capable of bending the laws of reality like play-do, and notably, this can be done over a long range. Bowser was able to expand his Wonder powers to create beings the size of small islands, and we have previously seen his wonder effects overwhelm large landscapes before. Notably when more significantly charged, Bowser’s wonder is able to affect the sky all over the entire Petal Isles. He notably also states that his wonder power grows overtime, so his range is likely greater than this, and is likely ever expanding, similar to the Eggfield. What this all means is that logically, Bowser’s wonder should be capable of similar ranges to the Eggfield, though you can argue the Eggfield seems to expand faster.


But what makes Wonder so dangerous that it is comparable if not superior to the Eggfield? As discussed before, Eggman’s army should not have a solid widespread resistance to transmutation apart from his Egg Mobile. This is a gigantic problem considering that transmutation is what Wonder excels at, as its scale of transmutation and matter manipulation is outright ridiculous. Entire castles can be reformed and reshaped to fit Bowser’s image in an instant, people can be turned to Goombas as the air turns to water and the water to air in the time it takes you to blink, sludge can coat every last thing you can see before you take another step, etc. With Wonder, Bowser can easily and nigh-instantly turn Eggman and whatever other troops are caught in Bowser’s range into sentient piles of sludge and render them harmless and vulnerable. Unlike Eggfield, there is not a delay before this devastating effect, and the effects of Wonder cannot be undone by simply getting out of Bowser’s range.


Even if you believe that Eggman and his best gear would resist transmutation, Wonder still has other devastating effects like turning inanimate objects into sentient beings or altering attacks. Imagine the controls of Time Eater suddenly gaining mouths and biting away at themselves, or Metal Sonic shooting out a beam of energy only for it to be a beam of chocolate pudding. There is even the possibility of Bowser merging with Eggman’s tech, taking control of it and using it against the doctor. You could argue Eggman and Sage turning this against Bowser and hacking his brain since he is connected to the tech, but Wonder’s merging process does not combine Bowser’s consciousness with the object he merges with, he just gains control. So if a hacking incident occurred, he could easily abort the ship and take over something else. Wonder has multiple ways to completely reduce Eggman’s options to nothing, and it does not have the same small window of weakness you can argue for Eggfield. 


While you could argue that high-scale Wonders have a chance of backfiring and becoming uncontrollable as seen with Bowser Jr., this is an issue we have not seen Bowser have with far bigger Wonders he has performed himself, so it would be weird to apply this issue to him considering his clear higher ceiling for Wonder control. Additionally, if Jr. were to mess up like this, it would be an issue for both sides, not just Bowser’s. And it would only happen anyways if he used his Wonder form instead of something like Shadow Mario.

Eggman VS King Boo & the Boos


While both sides of the fight are armed with a smorgasbord of regular minions, there’s obviously only so much these garden variety little guys can do, right? Well, that’s true for the majority of the armies, but there exists one very prevalent, very paranormal exception: the Boos.

As goofy or menacing as these little white orbs with tongues can be, the Boos are without a doubt the most dangerous regular troop on the field in this fight, boasting an array of hax that can be devastating for Eggman and his technology. Worse still is King Boo, who is armed with even more unique powers that can potentially put the brakes on a variety of Eggman’s trump cards. But there do exist arguments for how Eggman can deal with these little guys, so let’s go ahead and cover everything.

First off, one could argue that Eggman’s spatial-displacement traps would be a problem for the Boos, but it’s not quite so simple. Spatial-displacement traps can only capture one target per trap, and Eggman has a limited supply of traps. Comparatively, Boos have a variety of powers like invisibility and duplication that will make cleaning them out extremely difficult, and the latter makes it outright impossible to clear them all out for good. The spatial-displacement traps are basically just a means to try and keep some Boos at bay. They are just too limited to actually stop them for good, especially if the Boos begin infesting everything. What about Wisp and Animal Capsules? Those can contain Wisps or other ghosts, even ones that can use phasing powers like Jade Ghost. However, this runs into some issues as well. For starters, we again run into the fact that this can only stop so many Boos, and Eggman doesn’t have the best options for actually deploying these capsules on a whim. It would be incredibly difficult to actually capture any Boos this way, making it alarmingly unreliable. 

There does exist one possible exception though, that being the Nega-Wisp Armor. With its ability to vacuum up a huge number of Wisps and store them away for power, that would seem like the perfect counter, right? Well, not quite. For starters, the armor needs to constantly recharge and capture more Hyper-Go-On energy to keep fighting, which it can’t get from Boos. If exclusively used for capturing Boos, the armor would run out of power rapidly, at which point we’d have ourselves a great big Boo breakout. But additionally, the Armor actually just does not have the stats to keep up with King Boo himself. Remember, Boos can resist suction from the Poltergust throughout the Luigi’s Mansion games until sufficiently throttled and weakened, they can’t just be snagged up in an instant. While the armor could potentially defeat some of your average Boos, it’s up a creek against King Boo, who is leagues more powerful than it. In short, the Nega-Wisp Armor could maybe help against some weaker Boos, but it is not a viable solution, as it cannot reliably defeat and capture all of the Boos on the field and would be soundly demolished if it tried to challenge King Boo himself, undoing all progress it made anyway. 

Finally, there’s the matter of light, and also Infinite’s sun. While it is true that Boos have occasionally been vulnerable to light sources in games like Super Mario Galaxy, it’s unlikely that this is actually a reliable counter to them at their best. Boos are actually unharmed by Luigi’s flashlight and Strobulb flashes in the Luigi’s Mansion games, being the only variety of ghost in the games that can resist its effects without specific equipment. To use the existing anti-feats while ignoring their direct showings throughout the entire Luigi’s Mansion series of resisting this exact argument would be rather disingenuous. As for Infinite, while it is true that he could arguably drop a sun on Bowser’s army, including the Boos, this would likely never connect. The Boos have too many showings of resisting light, be it natural or artificial, to get wiped out by the light of that sun. And Infinite lacks the stats to keep up in a fight against King Boo, and would likely get sealed off in a painting or the like before his sun nuke can ever actually connect (the sun being dealt with through other means is a general counter to any Phantom Ruby user making this move). While it seems like a great counter on paper, Boos just have too many showings of resisting light-based attacks from the Luigi’s Mansion games to actually be decisively vulnerable to this. They would be perfectly fine in the sunlight, just like they are in the numerous spin-offs they appear in, and can cut Infinite off before the sun ever makes landfall.

Without these options, the spatial-displacement traps, Infinite’s sun, artificial light sources, and Wisp capsules are really just inconveniences that can be a bother to the Boos, not an outright game-changer. 

So without any direct hard counters to the Boos, what can these little guys actually do that is so problematic for Eggman’s forces? Well, there are a few things. First off is their ability to steal items or whatever else catches their eyes from Eggman’s side. Note that Boos don’t need anything to steal items or trinkets from Eggman, they consistently just like to pop up and rob folks, because Boos are assholes. This method of attack cannot be stopped by Eggman using any traditional tactics like disabling items or other such things, making it where they’re free to float around and steal stuff however they please, whenever they please. And with the sheer number of Boos doing this, it can become a serious problem rapidly. This is even worse of an issue considering how many other factors will be lurking around the battlefield as well. But Boos aren’t just limited to stealing stuff.

Boos are also capable of creating Spirit Balls, in great numbers. This is actually extremely useful in the context of this battle, as Spirit Balls are capable of turning whatever they want intangible, or outright possessing it and weaponizing it for their own purposes. These are both extremely devastating powers against Eggman, who relies largely upon mechs and the like to battle. Spirit Balls have the potential to create absolute havoc even amongst Eggman’s most powerful creations, turning them intangible and completely unable to interact with the battle anymore, or even worse, possessing them. Remember, even Sage is unable to counter possessed machinery, as she was blocked from interacting with Supreme while it was possessed by The End. While one could certainly argue The End is more potent than some Spirit Balls, the fact of the matter is that Sage and Eggman’s forces only have one showing against such possessed tech, and it’s not a good one. Even if Sage could take control back after a short period, there is nothing stopping the Boos from just switching to other targets.

Nothing stops the Spirit Balls from swarming Eggman’s various creations, even his most powerful mechs and creations, and possessing them and having them attack Eggman’s own stuff. Even the likes of Metal Sonic could likely be stolen, as the machine has been shown to be explicitly vulnerable to similar attacks like Zeti control. This would be devastating for Eggman, as the Boos are capable of stealing almost all of his best tools and turning them against him, with almost no exceptions. And given the enormous number of Spirit Balls the Boos can mass produce on a whim, this would be pretty much impossible to stop. Ironically, given the sheer number of mass-produced Spirit Balls that can be made, the Boos more than likely are armed with a greater number of strikes to phase things out of the fight compared to the spatial-displacement traps or stuff getting BFR’d into Cyberspace. And of course, Boos are capable of possessing such things themselves as well, so even without Spirit Balls on the field, Eggman would still be vulnerable to losing a lot of his best equipment to being phased out of the fight or ripped out of his control.

And of course, there’s the matter of King Boo. King Boo is capable of several noteworthy hax that can be devastating in this battle, such as his portrait seals, paranormal portals, enormous illusions, and technological manipulation. Starting with the portraits, these give King Boo the ability to essentially one-shot a huge variety of Eggman’s most powerful forces. While it’s true that Eggman is armed with some counters to BFR, he does not have any answers for the complete immobilization and freezing the portrait seals are blessed with, locking him or his forces into a stasis of sorts from which there isn’t any coming back from. King Boo can even use this to lock down massively prevalent threats like Metal Sonic or a variety of high-tier mechs in a single shot, which would help to cut down the number of major resources Eggman has access to and strip away his big guns. Additionally, as shown by the end of Luigi’s Mansion 3, King Boo can make these paintings absolutely enormous, more than large enough to wipe huge clusters of Eggman’s army in a single shot regardless of how powerful they may be. There’s not really a way around it, portrait seals give King Boo a reliable way to shut down enormous chunks of Eggman’s stuff with ease, and the doctor doesn’t really have a solid counter to it.

Then there’s his other powers. With paranormal portals, King Boo is capable of calling in absolutely massive hordes of paranormal forces, providing him with even more troops to command and access to resources. This allows King Boo to deal with any potential number disadvantages he may have, and also another location to operate from if needed at any time. With the illusions, King Boo can create a variety of distractions or warp the battlefield however he pleases, taking control over the area’s appearances to completely throw off his enemies and set things up entirely in his favor. And finally, technological manipulation. King Boo has been shown to be capable of directly interfering with Professor E. Gadd’s technology a few times, most infamously when he completely hijacked the Pixelator while Luigi was still inside it. First off, no, King Boo not collecting the Dark Moon piece at the time was not an anti-feat, as King Boo was specifically wanting to deal with Luigi and engage him one on one, something he’s done a few times in the series. Collecting the Dark Moon piece was a non-factor at the time, as nothing would be able to stop him from swiping it again after Luigi was dealt with anyway. It’s also worth pointing out the genius of E. Gadd’s own tech. 

The scientist has created a perfect clone of Luigi out of paranormal energy and coffee, made it where his Pixelator can transport people through both space and time alike, created a different time machine entirely, made Bowser Jr.’s magic paintbrush, developed the Poltergust models, and he even created a machine that can turn ghosts into portraits. It would be shaky to use how advanced Eggman’s tech is as a counter, because King Boo has been able to counter the tech of a scientist who is similarly brilliant to a fantastical degree. With this power, King Boo can directly mess about with technology, data, and code, making him a significant threat to Eggman’s forces. Sage in particular could debatably be especially vulnerable as a being of code, leaving her open to tampering in the same way King Boo was able to target Luigi in a similar form. This would enable him to take down one of Eggman’s most powerful allies, while also tampering with a variety of resources as well. Even if he was limited to just grabbing basic code, King Boo getting a hold on messages alone would be a big communication disruption.

In short, the Boos and King Boo are capable of a huge number of powers and abilities that are absolutely devastating for Eggman’s army and can one-shot even the most powerful mechs and devices with their bizarre abilities. They can also counter or resist Eggman’s arguable counters to them, leaving them free to make absolute carnage of Eggman’s greatest inventions and either knock them out of the fight or steal them for their own mischievous ends. Of course, they are not completely unbeatable, and can be subdued and attacked. But considering their sheer number going in hand with the ginormous list of other problems around the battlefield, it would be unreasonable to say that not a single one would get the opportunity to cause mayhem, especially the purple crowned ghost king himself.

Summary


Looking through this extra large segment, you can probably get the big picture here. Eggman has a lot of potent abilities in both his own hands and those of his allies, but the Koopa Troop just has more to throw out here. Eggman’s best win conditions are Cyber Cages from Sage or the Eggfield, seeing as raw power and Time Eater’s erasure are no goes due to flaws with those options. Either Bowser is just too damn hard to put down, or key items like the Pure Hearts can stop the erasure of everything. In contrast, Bowser’s winning moves of painting sealing, mass transmutation (or mass Wonder shenanigans in general), or brute force (Eggman lacks the recovery options Bowser does to prevent this option) are both more accessible and more spread out amongst key troops.


On that note, you may have noticed throughout reading that a lot more key Bowser troops came up than Eggman Empire ones. Bowser’s best abilities are more spread out among his best players, whereas the best the Eggman Empire has to offer is somewhat restricted to Eggman, Metal Sonic, Sage, Time Eater, and whoever is holding on to the true Phantom Ruby at the time. In contrast, anyone with a Magikoopa wand in Bowser’s army is capable of impressive spells, and there are going to be hundreds to thousands of Boos on the field making notable impacts. Bowser’s quality is both superior to Eggman’s and is more spread out amongst his efficient quantity, which makes up for Eggman’s greater number of low multiversal level powerhouses. This going in tandem with him getting more out of his big duplications compared to Eggman further displays this.

Tertiary Factors


Both have a long range when it comes to their offensive options, wielding weapons strong enough to casually destroy entire islands or cover them in terrible powers. While Eggman does have the specific larger piece of firepower in the form of the Death Egg with its Final Egg Blaster, Bowser’s army is definitely larger. Eggman is not foreign to cosmic conquests, but the most he has expanded when it comes to space travel is to Planet Wisp. In contrast, Bowser has been able to spread his powerful airships across the entire universe on two separate occasions. Being able to conquer a multitude of planets and galaxies while still having strong bases in multiple corners of the universe. In terms of sheer numbers and spread, Bowser has the advantage.

Granted, Eggman should be able to cover a wider range with his biggest offensive options. The Final Egg Blaster can wipe out multiple stars, the Phantom Ruby can make suns, you get it. Granted, this is not as big of a deal as it may seem due to how spread out and vast Bowser’s army actually is. Multiple ships having options like portals, and various troops like Kamek and magikoopas being able to teleport objects across cosmic distances, does help avoid the Eggman Empire’s vast destructive potential.

The big thing to discuss here however would be each combatant’s experience and skill. While both armies have a comparable amount of characters that can take the role of a general, how do Bowser and Eggman themselves compare in terms of intelligence and strategy? On paper, Eggman obviously takes this. He is obviously the more book smart of the two, sure, but he is no stranger to claiming victory through his intellect. He has duped and baited plenty of intelligent characters more than once, and has formulated several complex plans involving quick understanding of foreign biological, magical, and technical factors. Bowser on the other hand very much conveys a fists first thoughts later attitude, with him also lacking factors like Sage to provide additional strategic support.

The thing is though that Bowser is far more intelligent and tactical than he may seem. When fighting enemies other than Mario, he has shown far greater concentration and planning, such as when he tricked the dream demon Antasma who was several years older than himself, or when he out-did Fawful and the Dark Star Core, who had copied all of his powers. Bowser has comparable experience to Eggman when it comes to leading his army into battle, and when you compare embarrassing tactical showings, it usually comes down to their obsessions with their rivalries with a certain plumber and hedgehog. When Bowser is really focused on getting the job done and not just showing off his powers and bravado, he is a very capable leader and combatant. While he is not the doctor’s strategic equal, he is not so far behind to where it is a game losing disadvantage.

Similar logic applies when comparing the combat skill the two have. Eggman is far more used to specific mechs and gizmos, whereas Bowser is an experienced master of fisticuffs who has had proper duels with just about every Mario character under the sun. Or moon or black hole or dimension, you get it. He is far more used to fighting alongside allies and making the right plays in skill-based combat, whereas Eggman relies more on intellect and specific ways of fighting. Though just like with intelligence for Bowser, Eggman is by no means a slouch. He has had melee fights before like with Starline, and just because he’s used to fighting in a cockpit does not mean he cannot kick your ass from said cockpit. To conclude, Bowser is more skilled while Eggman is smarter, but neither advantage is too game changing here.

Conclusion

"Listen up! You’re saying the kingdom will vanish? NOT TODAY! THIS KINGDOM IS ALL MINE! SO YOU VANISH!"

Advantages:

  • Can match in stats against Eggman’s peaks…

  • Notable troops match Eggman’s peaks in speed while taking the stat advantage over everyone else

  • Significantly better item stealing methods

  • Pure Hearts can undo any damage made by the Time Eater

  • More useful abilities spread amongst troops like Bowser Jr., King Boo, Kamek, etc

  • Boos are the only basic ground troop on either side who can be a problem, and they can be a notable one with intangibility and inanimate object possession

  • Healing abilities, 1-Ups, and Retry Clocks make putting Bowser down for good exceedingly difficult and let him retry the fight with pre-gained knowledge if things go south

  • Wonder is an instant win move that that is practically uncounterable

  • Army is far larger and more spread out

  • More skilled in combat

  • Actually a good dad like no seriously he loves his kids to death

  • Literal god of One Minute Melee

  • Jack Black 

Disadvantages:

  • …but he has less people on his side scaling to low multiversal levels of power than Eggman does

  • Worse time manipulation outside of Retry Clocks

  • Sage’s hyper-analysis is something Bowser lacks a strong equivalent to

  • Counters to Cyber Cages are hypothetical

  • Egg Field is hard to counter and is most likely a loss if hit by

  • Worse AOE

  • Not quite as smart or tactical

  • The Wonder Bowser fight is so mid like it is genuinely disappointing

    • If any of you think this take sucks it’s Igneous’ ftr

  • Ganondorf victim

  • The jar

There are a gigantic multitude of factors going into this battle of video game overlords, ranging from manipulating molecules to targeting souls to warping the very definition of reality itself. Charizard turtle VS bald Lex Luthor by the way. But in the end, King Koopa has everything he needs to take this final boss fight. While only him and two other troops will be matching Robotnik’s best in power, he has several other troops that will be keeping up in speed just fine, meaning some sort of massive jumping is not likely here. Especially considering that Bowser’s more impactful duplication will lead to him getting more quality than quantity in the long term. It does not help that while Eggman has a good list of low multiversal threats on his side, a lot of them like Super Mecha Sonic or the Titans lack the hax abilities needed to be truly impactful in this battle of magical and scientific anomalies.

When comparing their paths to victory, you can pick up on certain factors. Eggman’s main winning moves are Cyber Cages or Eggfield, but the former has a chance to be countered with wish hax, and the latter has a small window in its finishing that can be exploited to escape it, and thus give Bowser the chance to plan around it. While Eggman could work to get rid of Bowser’s counters overtime through miscellaneous means, the issue stands that he has to get rid of specific options to truly reach his winning opportunities. Not to mention this removal process relies on the success of factors like long term combat or item stealing, which are categories in which Ivo does not have the advantage.

In contrast, Bowser’s winning paths involve King Boo’s paintings, Wonder abilities, or brute force. The paintings are similar to Sage’s Cyber Cages, but unlike with Bowser’s wish abilities, there is not an argument to be made for Eggman’s army escaping them. The Wonder abilities are even worse for Robotnik, as once Wonder catches him, it is simply gameover for him. And while he can switch between armors to escape the threat of repeated damage, he is only going to have so many armors and so many chances. Bowser’s paths to victory are not one hundred percent perfect, but they are very strong.

And that is where the difference lies. While Eggman’s winning paths require multi-step actions in order to restrict Bowser to a losing scenario, Bowser’s winning paths are shorter and require less steps. While you could argue Eggman using his time reversal methods and superior intellect to take better advantage of his winning moves, Bowser also has time reversing methods (along with better item stealing to ensure he hangs on to his moves) and a good enough thought process to be able to take advantage of his head start over the doctor. While Eggman may be a capable egomaniacal genius, King Koopa had the comparable stats, more efficient abilities, and safer securities needed to scramble this Eggman. The crown of victory is most assuredly on Bowser’s head.

Eggman Empire (Team Eggman)

Stats

Starting with stats, there’s a lot to go through. Starting with Eggman and his empire, there’s several sub-categories to classify the members of the army. To start with the peak of the army’s power, we have tons of members that easily match Super Sonic in power and speed: Lightman Eggman, Sage, Metal Sonic, Titans, Phantom King, and many of his machines; notably, Egg Salamander, Egg Wizard, Time Eater, Klepto Mobile, Final Weapon, the True Area 53 boss, and Mecha Sonic. This is not even mentioning Lightman Eggman’s capabilities of summoning many clones of past villains that rival the power of Super Sonic. It’s safe to say that many of Eggman’s creations and allies pack up powerful and fast statistics. But - to be more exact - where do they exactly scale? Let’s recap some of the biggest feats in the Sonic series to clarify.

To start off, let’s begin with the Egg Wizard’s power. We know the Power of the Stars empowered the mech to the point it was gonna merge the Sonic universe and the Sol Dimension into one. Consistent, as the Power of the Stars sustains the existence of parallel universes on the multiverse. That’s at least two times universal, since the Sol Dimension is an exact reflection of Sonic’s universe. Next up is Solaris, who had the capability of erasing all of time and space, including all existing universes. He was gonna turn everything into nothing - devouring down to the concept of time itself. It’s pretty clear that he was affecting the entire cosmology - as explained in the Before the Verdicts section much above. The Time Eater is a more complicated case, but ultimately we in the Eggman team believe that the erasure of the Time Eater was encompassing the Sonic cosmology because of several factors.

For one, the Encyclospeedia makes it pretty clear that Time Eater affecting “all of time and space” is referring to all of reality as a whole. This would make sense, as in White Space, we can see places from alternate timelines, like Stardust Speedway Bad Future and Crisis City. In addition, many other statements from the game itself and outside of the game - notably, from the creator of the series Takashi Iizuka - back up this idea of affecting the entire Sonic multiverse. While Gerald’s quote about the timelines may seem to be against this idea, another one of his quotes seems to be supportive of it. In his words: “So you say you've seen regions you're not familiar with? I would speculate you've experienced places in the future. Time has very little meaning here. It's reasonable you'd glimpse "tomorrow" as much as "yesterday". Overall, it’s definitely possible that Time Eater was affecting the entire cosmology and not just a single timeline, but that would regardless be applied to someone like Solaris, so we can move on.

Now that the scaling to the entire Sonic cosmology is explained, how big is it in the first place? We obviously have the Sonic universe and the Sol Dimension, as explained before, but it has others that are worth bringing up. The Special Stages - while stated to be different dimensions - never had a consistent mention about their size, so using the Sonic Chaos manual, we can assume they are at least a big parallel universe. Moving on, we can add two more universes thanks to the Storybook universes: Camelot and the Arabian Nights. Night Palace could be infinite in size according to Prima guides, but they’re… well, Prima guides, and shouldn’t be accounted for. Cyber Space is at least one big universe, potentially even greater considering its amount of data and information ranges beyond quantification, and having a potential infinite size, as it was created by the infinite power of the Chaos Emeralds.

The Shatterverse creates the Void and five other universes thanks to the Paradox Prism, which adds up to the overall cosmology and it stays in the range for scaling thanks to characters like Solaris and Time Eater affecting all of time and space, including the periods where the Shatterverse existed. The Exception is a space between dimensions - where Eggman and Eggman Nega were going to create an Eggmanland beyond dimensions, adding another universe. To finish, we have Maginaryworld, which we know is at least a big universe, possibly even higher considering outside statements from magazines and ideas that could lead up to a bigger quantity of universes. In total, that’s at the very least 13/14 universes in the Sonic cosmology, possibly even higher, considering you can make arguments for Digital Dimension, Null Space, and Chaotic Inferno Zone (which are a little bit harder, but it’s definitely not impossible).

Let’s move down a bit to base tiers. Where do they scale? Obviously, the least is scaling to the power of the Chaos Emeralds shifting continents, on the large planet range. These increase a bit because of the many different feats of tanking or surpassing the power of many black holes in the series, which can vary from the many sub-categories of star level. Then there’s the big guns. Starting with Final Egg Blaster, Sonic clearly overpowered Emerl in their fight, who had absorbed the power of the blaster and due to the amount of power, activated a self destruction mode that made him go out of control. This feat in itself is debatable, but shouldn’t be too much of a problem considering later on base Sonic was powerful enough to beat the genie Erazor Djinn, who had absorbed half of the Arabian Nights universe. But then there’s the real deal: the Paradox Prism. Is it legit or not? While it is debatable, we think it’s fine. You can argue Sonic didn’t take the explosion at all and it was a result of the powers of the Prism, however, it pretty clearly had shown force, as it blasted Sonic away and resulted in multiple shards flying around. It’s more likely Sonic has resisted the warping effects of the Prism that separated the characters into different versions across the Shatterverse than saying he didn’t take what seems like a clear outburst. So base stats should be, at the very best, baseline universal.

Now let’s compare how Bowser’s side can stack up to this. Base Bowser - alongside a good amount of his army members - should get around multi-galaxy levels to baseline universal thanks to Mario Galaxy’s ending. Bowser can scale to feats like this through scaling to Power Stars or to Rosalina. Outside of that, though, base Mario characters lack ways of scaling higher than this, so at least they’d be on par with base Sonic characters in power. If you really wanna counter the Prism feat scaling to base forms, similar treatment can be done to the circular scaling chain that the Power Stars make Bowser scale to the universal black hole that would’ve killed everyone. The Pure Hearts - however - can empower Bowser and other 2 allies to stop the Void, which could affect all dimensions of the Mario multiverse. Analyzing the cosmology gets up to an end of approximately 10 to 12 universes. It’s clear that, in power, Eggman holds the advantage by a slight amount. Their powers are even in base forms and Eggman is slightly stronger in their peaks. Given how Eggman holds a considerable superior amount of members that scale to the full power of the Sonic franchise, Eggman takes power. With that out of the way, let’s change the game to speed, and compare both of them to see who is the fastest.

The fastest calculable speed feats in Sonic come from Time Eater and the Paradox Prism. The former wiped out all of space-time in a few seconds, which varies from around 120 quadrillion times faster than light to 6 quintillion times the speed of light, possibly even higher. This significantly depends on the end you use, but as addressed as we talked about power, we still believe the Time Eater affected all of cosmology, meaning the quintillion end should be fine. The Paradox Prism - however - is fairly a bit more arguable. It has two speed feats: the implosion (1.4 quintillion times the speed of light) and the creation of the Shatterverse (almost 10 quintillion times the speed of light). The scaling chain to this is admittedly a bit complex to explain, but think about it: Super Sonic tiers are consistently shown to be the peak of the verse when it comes to speed. Sure, random things appear from time to time like The End in Sonic Frontiers, meaning the Paradox Prism being actually superior to the Super forms doesn’t seem far fetched, The End was also explicitly a thread to even the peak of Super Sonic. In contrast, the Paradox Prism was something base forms could handle easily if it wasn’t for plot points that lead to more complicated results (Sonic was so stupid in that show). It should be safe for Super forms to scale to this level of speed. This isn’t even addressing the multiple infinite ends you could take, but we feel it shouldn’t make a difference for this fight.

For Bowser, the best feat we can possibly scale him to is Trial Galaxies, which can range from a decent 60 quadrillion times the speed of light to 112 quadrillion times the speed of light. This is near the low end of Time Eater’s erasure, which makes Bowser a bit near Eggman in speed, but that still pales in comparison to Time Eater’s best ends and the Paradox Prism feats, giving Eggman a good speed advantage. However, Bowser’s speed would be actually much faster than the base forms of Eggman’s army, given how the best they can scale to is Sonic rushing through intergalactic distances in Runners Adventure and the attack speed of the Final Egg Blasted; 16 million times the speed of light to 56 billion times the speed of light. Bowser’s troops scale to a way higher level of speed than Sonic’s base forms, which can give them a better ground initially to deal with most of the army. But there’s a thing that’s worth discussing here.

An important distinction between travel speed and reaction speed needs to be discussed here. While Bowser’s troops might be generally faster thanks to scaling to Power Stars, there’s not much evidence to suggest that they can travel that fast rather than just react to something that fast (as in, they can react to and probably dodge something at those speeds, but they can’t run from point A to point B at those speeds). This is in stark contrast against Eggman’s army, which does have travel speed comparable to their reactions. So yes, while Bowser’s lesser troops have better reactions, Eggman’s troops will still be running laps around them and have a massive advantage in mobility overall. This makes strategies like staying out of range of dangerous attacks or utilizing some sort of AoE attack that can exploit this slower travel speed extremely viable, and an easy way to overcome the reaction speed gap.

Though, this entire discussion changes when we get to the top tiers for both armies. Bowser’s speed doesn’t change much, still scaling to the same old quad c ends the rest of his army does. However, Eggman scaling to Time Eater’s erasure is slightly higher even with the low ends of the calc, with the higher ends reaching quint c territory. We believe that the high ends are most accurate, so that’s a 3x speed gap at minimum, which is only exacerbated by speed amps such as Power Cores giving a 2x boost on top of that. This is also ignoring the speed decreases which can make the gap even wider, like the Speed-Down Shoes or Metal Sonic’s speed zap. While the issue of travel speed vs reaction speed is still prevalent here, Eggman’s top tiers are still going to be traveling much, much faster than anything on Bowser’s side. By no means is he blitzing Bowser here, but a speed gap of this size is a huge hurdle for this turtle to overcome.

Overall, Bowser’s troops and Eggman’s troops in base forms match in power, but the base level of Mario speed is notably faster than the speed of base Sonic tiers, but that can be countered by the fact they can still keep up, if not surpass, in travel speed. But - in the end - Super forms are still faster, giving Eggman a clear edge in speed.

Arsenal & Abilities

Item Manipulation

With so much of this debate centered around the countless magical artifacts these two have accumulated over the years, it’s only natural that abilities that can steal, destroy, or limit such artifacts have become an equally large part of the debate. At first glance, Bowser seems to have more reliable means of stealing Eggman’s big win conditions like the Chaos Emeralds or any of his various inventions, but this isn’t totally accurate.

For starters, Eggman is unique in that he actually has ways to defend against item manipulation in the form of Blockite, while Bowser does not; While limited in supply like all of his Forcejewels, they can still stave off item manipulation for long enough that they’d give Eggman more than enough time to safely bring out and activate his own win conditions. Even without Blockite, Forcejewels can emit a blinding light that prevents item theft, seriously limiting Bowser’s options when it comes to messing with items.

Even if worse comes to worst and something vital is destroyed or stolen - like, say, the Phantom Ruby - Eggman has three separate means of recovering lost items. First is through the Hourglass Machine, which can reverse time to restore Eggman’s damaged and destroyed mechs to fighting shape or restore anything destroyed or stolen by Sonic. The Time Stones have similar time reversal capabilities, and can restore entire landscapes in a short timeframe, something Eggman is likely to try given his already established use of the Time Stones in battle. But the crown jewel of Eggman’s counters is the Master Emerald, which has shown planet-wide restoration capabilities. Not only that, but the Master Emerald can restore itself, coming back from destruction after being split into tiny fragments. Additionally, as the Master Emerald exists across time itself, and none of Bowser’s item-stealing shenanigans have ever operated on that sort of scale before, it’s unlikely that he could just wish it away or magically gain possession of it.

Of course, all of these are items in and of themselves, and are susceptible to stealing and destruction just like anything else (ignoring the Master Emerald’s self-repairing and temporal omnipresence). The issue is that these three items can work in tandem with each other and create a loop that Bowser will have a tough time breaking through - Sure, he could steal the Time Stones, but the Hourglass Machine will bring them right back. And if the Hourglass Machine is destroyed, well, the Master Emerald will just reset things to the way they were before. And if he somehow finds a way to blow the Master Emerald into smithereens so tiny that it can’t possibly reform on its own… Well, the Time Stones and Hourglass Machine are still in tip-top shape which means… you can probably see where this is going. While a total battlefield wipe that nukes every recovery method from orbit is theoretically on the table, that’s far from likely, and isn’t something Bowser is going to break out frame one, giving Eggman plenty of time to set up his big win conditions and prevent Bowser from using his own.

However, the same cannot be said for Bowser himself. It’s a bit surprising, but he doesn’t have any anti-item manipulation items or hax at his disposal, making him quite vulnerable to Eggman’s own item hax. Not only that, but Eggman can mess with items in far more varied and creative ways, such as limiting use to one at a time (say goodbye to those pesky 99/infinite lives arguments), transmuting items into weaker versions, swapping items, stealing them, destroying them… the list goes on. Not all of these are reliant on Forcejewels, either, as Eggman’s basic inventions can also mess with item use for multiple people across a wide range. Even regular Moto Bugs have item destruction at their disposal, and Fang’s big Chaos Emerald vacuum thing could also cause a fair bit of trouble. Violet Wisps can suck up items in a sizable radius, making them a big threat if dropped in an area where a large number of item-using minions are dwelling (or god forbid, directly on top of the Pure Hearts or Star Rod).

Metal Sonic having item stealing is another big factor, since while it may not be as reliable as the other methods Eggman has, Metal is far more likely to stick around for the long run, making him an active menace for Bowser’s item-using minions for as long as he’s on the field. Last but not least, Super forms passively suck up any nearby rings, which would naturally extend to the Chaos Emeralds themselves. Passive telekinesis like this is going to severely hamper Bowser’s attempts at stealing any items, and it’ll be easy for any Super form to take any important items for themselves without even intending to. The fact that this ability isn’t limited by use or by needing to be activated makes it arguably one of the better item stealing arguments for either side (since if an item gets stolen back from a Super form, they can just snag it right back).

While Bowser’s army could theoretically be equipped with Plunder Chests and Lightning Bolts en masse, this is a flawed argument for a few reasons. First is that assuming a uniform loadout that just so happens to hard counter everything the opposing side has is extremely unlikely. The second is that this limits the other items Bowser’s minions can hold; If everyone’s banking on item stealing, then they don’t have room for any other item that could potentially be of use. The third is that these particular items are not as reliable as the more specific means of item manipulation possessed by Kamek and the like, as Plunder Chests are random (you can’t really argue in good faith that Goomba #628 will grab the Chaos Emeralds when he’s far more likely to snag a random ray gun or a handful of rings) and Lightning Bolts only cause items to be dropped directly in front of the wielder, which is easily circumvented by… picking them up. Fourth is that these items are, you know, items, and can be stolen and utilized by the opposing side - Notably, Bowser can’t do this as reliably as Eggman can, since most of the latter’s item theft stems from built in tech that can’t be separated from whatever unit it’s installed into (Moto Bugs, Metal Sonic, the Marvelous Queen, etc). Meanwhile, the instant Bowser’s hypothetical army of minmaxed thief build Goombas gets stomped into the ground - which will happen very quickly - all of those useful item-stealing items will be free for the taking. Overall, Plunder Chests and Lightning Bolts still fall prey to the counters detailed above, and even assuming ideal conditions for these items comes with a number of caveats that make them anything but reliable.

There are still Boos to worry about, but they’re easily countered in a variety of ways that will be detailed further below. For now, it’s important to remember that Forcejewels counter item theft with their blinding light, and light is a very consistent weakness of Boos.

In conclusion, while both have easy access to various means of item manipulation, Eggman has far more reliable counters to it, more methods of item manipulation overall, and Bowser has no hard counters to speak of, making this an easy advantage for Eggman.

Reality Warping


Bowser and Eggman have numerous ways of being able to warp reality, however whose reality warping is the superior one of the two? Bowser and Eggman have things such as the Phantom Ruby and the Wonder Flower. Though it is worth noting, Eggman has more than one method to Warp reality itself and on a much higher scale than most of Bowser's options. First of all we’ll go over The Phantom Ruby. Contrary to popular belief, the Phantom Ruby doesn't just make illusions on the five senses, but on a physical level too - as it can warp even space-time itself. Infinite was able to bring out a giant Sun to only target everyone on the resistance and ignore damaging everyone on the Eggman Empire. Another use of its reality warping being on a physical level is The ruby being responsible for the existence of “The Egg Reverie” an Alternate dimension where time and space is distorted With dream like elements, Fitting for The Ruby’s nature, but beyond that of just the five senses, And that's not even going over the crazier capabilities Lightman is able to do with The Ruby. 


Wonder Bowser's capabilities are very versatile thanks to the Flower. But we’ve seen much more out of what Lightman can do with the Ruby, such as being able to create clones of previous enemies that takes even then the likes of Super Sonic to defeat, something that can easily overwhelm Bowser’s armies, even the heaviest hitters, a lot of what the Wonder Flower has been shown to do, even in Bowser's hands is something the Phantom Ruby is easily capable of, But the Wonder Flower isn't Bowser's only way of warping reality, since Bowser has his own natural way of doing so. Such as being able to warp time with his claws, manipulate gravity, corrupting dreams and turning an island into a book. While these are all very useful for bowser without the use of the wonderflower, The question is if Bowser would be able to pull it off without it being countered by the sheer potency of Eggman’s mystical items, with the world warping around Bowser to the point where he will have issues being able to pull off some of his natural magic abilities, or even get caught in Chaos Control.

Bowser - however - is not the only one in his army that is able to warp reality. Kamek for example is someone who can warp reality, but isn't as potent in his magic as Bowser. While Eggman does lack in reality warpers in his army, it's not to say he's out matched by himself against people like Kamek and Kammy (or other Magikoopas). Characters like Infinite and Metal Sonic have been able to use the phantom ruby and copy other reality warping abilities like the Chaos emeralds. So it's not out of the question that Metal Sonic can easily use the powers of the Ruby to assist Eggman. Another big issue that Bowser and co. will have to deal with just the sheer scale Eggman has with the Ruby. More counters to specific things will be brought down below.

Duplication & Summons


Both Bowser and Eggman have numerous methods of duplicating their pre-existing troops, or summoning more to their side, but the answer to who does it better isn’t very clear cut. Most of Bowser’s duplicates are limited in that they can be dispelled in a single hit (such as Double Cherry copies, Pal Pill pals, or Pom Pom’s clones), while none of Eggman’s options are limited in this regard. Not to mention, many of these are reliant on power-ups, which can run out or be stolen, so even if Bowser has an advantage in duplication, that advantage won’t last forever.


Bubble Cloning Machines can pose a threat given how they can continuously pump out copies of various characters, but as machines, they’re susceptible to being hijacked by Sage or Zavok. Most of Bowser’s other duplication options, while not quite as restrictive, are also only single-target, making mass duplication difficult for everyone not holding a Wonder Flower. Additionally, since Eggman can weaken summons created by the Precioustone, most of Bowser’s summons and duplicates won’t be operating at peak efficiency here, while Eggman’s will. Dreamy Bowser could be a threat will his summons, but he just summons basic troops like Goombas and Koopas.


Eggman’s own cloning tech is generally a bit better than Bowser’s, though much of it is still single-target and needs to hit someone in order to be activated. Super forms can create a large number of duplicates in one go, but they don’t last very long. These shortcomings are made up for in spades thanks to the Phantom Ruby, however, which can spawn hundreds upon hundreds of perfect copies of Eggman’s best troops, with no upper limit to how many can be created. This alone trumps every duplication option at Bowser’s disposal.


Overall, Bowser’s duplication is limited by the copies being more easily handled or weakened, or simply not having the range to keep up with Eggman, with his less limited options still being easily countered. Meanwhile, the Phantom Ruby is a perfect trump card that Bowser cannot easily work around (woe, 500 Zavoks be upon ye). There’s still the issue of Lightman’s summons vs Dreamy Bowser and Wonder Bowser, but those will be given more elaboration in their own sections.

Power Amplification


Both Bowser and Eggman possess a variety of artifacts that are capable of amplifying their power, whether it be various stars or items on Bowser’s side or various gems on Eggman’s side. With the help from various stars that are responsible for amplification, Bowser can make slightly more troops to be a bit more powerful than their base, in addition Kamek’s magic is capable of amplifying basic troops to the point of making them comparable to the main cast as well so in theory he could make more troops to keep up in an army fight scenario. When it reaches to their peaks however, Eggman has more power sources overall, Chaos Emeralds, Phantom Ruby, Master Emerald, through these gems Eggman can have on his army a lot more troops that are comparable to Super-tier, whether it is via absorbing from the actual source by themselves or just Eggman sharing that chaos energy to others, given it is something that has been consistently shown to do in Sonic series, such as Heroes and 06 fights.


This + variety of other Super-tier mechs (along with Metal who just so happens to simply transform into Super Neo form in a fight against Super Sonic, just because, no reason whatsoever)  makes Bowser’s stars fall a bit flat in their usefulness as Chaos Emeralds are just simply more powerful power sources than anything Bowser can use throughout the variety of his transformations. Anything aside from Pure Hearts. Considering that Pure Hearts’ power was shared to  multiple people at once, it should be logical for Bowser to share their power to other members of his infantry, assuming they lived before being killed by someone with a Super-tier level of power. It’s complicated to tell who exactly is getting the amp, there are a good amount of people in infantry Bowser could use Pure Hearts on to keep up with Eggman’s stuff, if you want to take trailers for granted and say Jr and Kamek are most valuable it may be them. But that being said it is only 3 vs 10+ various Super-tier mechs or Chaos Emeralds/Phantom Ruby powered beings, meaning that quantity of strongest power houses remains on Eggman’s side. And that is without mentioning that Pure Hearts are a single use item, so Bowser can’t really switch out the person he wants to give buffs to, unlike Eggman with Emeralds. Overall Bowser’s amps help more to power up against base troops, but when it comes to their peaks, quantity and general quality is more on Robotnik’s side. 

Sealing


Bowser’s troops don’t include too many sealing options, but one - and a big one - is King Boo’s paintings. His paintings not only trap people into other dimensions, but it also immobilizes them. This can be very problematic for the Doctor, who seemingly lacks counters to immobilization - as well as his army. It does help King Boo that he can just manipulate the size of these paintings as well, that can go all the way up to the size of buildings.


However, Eggman has much more sealing methods than King Boo’s paintings, and ones that arguably just as potent, if not more. Starting with the basic Capsules, these bad boys can trap all sorts of animals and mystical creatures, even including the Wisps. The Wisps are creatures that can utilize a hoard of different powers, like transforming into a powerful rocket, spikes, black holes, and even intangible ghosts that can phase through matter. The fact that Eggman’s capsules can contain such beings proves that they can deal with Bowser’s more dangerous troop members. While its applications might not seem to good to be done in the middle of an army fight, the fact that these capsules can be traps that capture you by getting near and the fact Eggman has time stopping methods that Bowser doesn’t have counters to helps a lot in favor of Baldy McNose Hair.


Next up is the Spatial-Displacement Traps. These small little traps may seem like no big deal, but it’s far from it. Albeit limited, they are potent enough to scatter the atoms of even incorporeal things, making anyone caught by the traps unable to interact with tangible space. This means that even characters like King Boo could be trapped by its effects, and considering these traps have portal prototypes, it can be even harder to escape imprisonment from the traps. Now, it is worth noting that the traps possess a weakness, that being systems going offline countering it. However, it is a difficult method to pull off, thanks to Eggman’s advanced technology and Power Emerald (which can give an island worth of electricity). Not to mention they still are working even when systems are offline.


Lastly, there’s Sage’s Cyber Cages. She can open up portals to suck everyone up to Cyber Space, and leave their Digitized states locked in Cyber Cages somewhere around the overworld. This is a big problem for Bowser and his army for multiple reasons. Not only it is very difficult sealing method to get rid off - as it separates your body from your soul and puts you in a digitized states that makes you unable to interact with physical reality and you have to learn your movements again because the effects make you forget your own abilities  -, but it also involves trying to break Cyber Cages to even have a chance to escape, which liberates Cyber Corruption and its effects on Bowser’s army, significantly affecting their overall potency.


It is worth noting that Bowser has a few arguments against sealing, but they both have issues. Power Stars negate seals, sure, but only specific door seals that also need to be activated (which Bowser wouldn’t get an opening here, as getting sealed by any methods here [except the capsules] would not let him be able to move). Meanwhile, Dark Bowser’s argument is just Toads (and others) getting stuck in bubbles and being flung around by a storm. We never see how these bubbles catch anyone, nor one hit Bowser for him to resist it. He just pushes against the force of the storm. Regardless, these sealing methods are significantly different for his “resistances” to be applicable here, giving Ivo great sealing options that the Koopa Troop lacks counters.

Survivability


Now, it is important to remember that this is an army fight. Both sides at their peaks have armies that operate on, at minimum planetary scale, if not well beyond. It is fair to say that as respectful generals of each side, Bowser and Eggman are far from being targeted first. You could always bring up how obvious it is where Eggman or Bowser could hide given that they are so narcissistic that they literally have their faces in most of their stuff. Problem is in both sides is the sheer quantity. Sure, it is obvious as hell which base of operation is Eggman’s/Bowser’s, but there are so so many of them that you just can’t directly point a finger on what exactly is the one base where Bowser/Eggman could be in. Doesn’t help that even in a direct confrontation, Bowser and Eggman have enough “fakes” that take their place in appearance.


There are plenty of examples on Bowser’s side since the times when he was “in another castle”, and we see Eggman placing fakeouts of himself in his mechs, for instance in IDW comics or the classic Egg-Robos. At that point Eggman and Bowser could be almost anywhere, land, sky, space, all filled with a massive infantry. Let’s not forget that both infantry also can be produced pretty well, with Bowser being able to create troops with his dark magic and Eggman pretty much mass producing all of his robots since the very first game. At that point, both can theoretically create and create to the point of making battle between infantries alone almost infinite. Keyword “almost”, the bigger problem rises the moment Bowser and Eggman go higher in scale, to such a degree that both can wipe the floor with the majority of the infantry in a relatively quick timeframe. 


At this moment, things become more direct, as there will be a few left on both sides, so how would they countermeasure when things come this far? Well, let’s start with Bowser’s most famous survivability methods, 1-UPs and Retry Clocks. Logically items like these are not infinite, and eventually Bowser can run out of them, but even then they serve as a great service to stall this fight long enough for him, no? From starters, Retry Clocks, while they do restart the entire fight from the beginning, essentially also lead to the entire progress needing to be restarted, leading back to square 1. This is not entirely beneficial to Bowser as it almost leads to the same turn of events. Almost because Bowser is most likely not to be the only one aware of the restart. Eggman can pretty much become aware of time shenanigans happening as well thanks to his acausality, giving him also a bonus chance for a safe ground and thinking up new strategies.


And given Eggman is the smarter of the two, he is more likely to get away with strategies around Bowser’s capabilities than vice versa. Which is without mentioning the fact that Eggman also can rewind time for his benefit. Now when it comes to 1-UPs, they don’t restart the whole thing, so they keep their progress intact, but they also should not be super useful to Bowser for too long, as Eggsy has shown to reduce item usage to 1. Which is a much lesser amount for Bowser than what he can have in theory with all of his methods for survivability. And even when it comes to “rewinding the entire progress”, Time Stones do a much better job at it than Retry Clocks. If Retry Clocks can restart the entire fight reducing both Eggman’s and Bowser’s progress to 0, Time Stones control time with much larger precision, to the point that Eggman can choose what to rewind exactly. Remember, it is via them Eggman managed to restore the entire planetary base of his in Sonic CD bad ending (along with well, you know, the entire planet that just so happened to disappear), practically nullifying Sonic’s progress of an entire game to zero. In a similar way, Eggman can restore his entire infantry in an instant, unlike Bowser. 


Still, if Bowser has methods of being persistent enough to keep himself from dying to the point of even being able to fight as a skeleton, what countermeasures could Eggman do to keep himself alive in a direct confrontation? Well, remember “fake”s? In an average army fight scenario it is obviously hard to figure out where Bowser/Eggman is, and where the real one could actually be, as mentioned before they have tons of fakers and tons of bases. However, here is where Eggman’s fakers, such as Egg-Robos, come more in handy than Bowser’s. These bots were designed to be just as good of a pilot as Eggman, and it is not exclusive to Eggman alone to control his mechs. This includes a really big variety of Super-tier mechs, all of which can be controlled by Eggman’s fakers. These mechs, and bots inside of them, are still in the game when Bowser’s and Eggman’s infantries will be reduced to a much smaller amount, while all of Bowser’s fakers are not only still weaker to the point of not being able to keep up with anything of super-tier, are incapable of doing various transformations or abilities Bowser can do, making them largely irrelevant in the big picture when we see much bigger targets with higher performance (especially with forms like Dreamy or Wonder Bowser).


You could say that Lightman Eggman himself is also pretty noticeable target, but even if it reaches the moment Eggman has to use Lightman and not plenty of his Super-tier mechs, he still generally holds the quantity advantage with both Super-tier mechs support and support of other creations of Super-tier whether it be more massive creations of Lightman (which we’ll tackle later) or Metal Sonic. This essentially means that while at first neither is really an easy target, eventually when it reaches the climax, the solid quantity Eggman has on his side, makes him still a much harder target to approach than Bowser (with himself and only 2 more people to possibly keep up with the help of Pure Hearts), and therefore more survivable.   

Mobile Bases


A fight between people like Bowser and Eggman is notable for the amount of vehicles and mechs the two possess. To his credit, Bowser has an impressive fleet at his disposal, being able to invade much of the Galaxy with it, and then having fairly impressive showings overall. However, Eggman’s mechs should overall outdo Bowser.


First of all, in terms of vehicles, Eggman has machines that generally scale higher. The Final Weapon, the Super Egg Robot, Area 53 Boss and the like should all scale to Super Sonic, and them being at the disposal at the hands of Eggman’s Egg-Robos ensure they would be a massive factor here. Them being able to rip and tear through Bowser’s army with their superior stats is a fairly simple matter.


Even ignoring that, Eggman also generally has more variety in his mechs and vehicles with the amount of models and gadgets at his disposal, and he can fairly easily match Bowser in terms of airships - the weapons on these airships can even hurt Sonic, so it isn’t like for firepower Eggman would be losing against Bowser’s immense fleet, and his sheer variety of machines, especially those capable of flight, would ensure that Eggman would have dominance over any vehicle battles the two armies would have. 


This isn’t even factoring in the Death Egg, which is far bigger than anything Bowser has at his disposal and has the power of the deadly Final Egg Blaster at its disposal; the sheer range and potency of this weapon is far beyond most of Bowser’s typical airships, at least in destructive range, giving Eggman another huge advantage here.


Overall, any vehicle battles are firmly in the Doctor’s court, having strength and variety to his name in opposition to Bowser’s far more limited forces.

Mind & Memory Manipulation

One big advantage Eggman has is the myriad of ways he has to control and manipulate minds. From handheld devices that can even dominate robots, to ghost-controlling candies, to planet-wide domination, mind controlling key players in Bowser’s army or forcing most of his troops to turn against their leader is a huge advantage, one which Bowser can’t reliably replicate thanks to the mechanical nature of most of Eggman’s forces (on top of less mind control methods overall). One of the more notable examples of this sort of mind-wiping is with Lightman’s Egg Field, which can overwrite the memories of everyone trapped inside its city-spanning radius.  

There is the obvious problem of Bowser’s minions overcoming mind control, but this is not as reliable as it appears at first glance. For starters, we see even higher-tier units like the Koopalings instantly succumb to Fawful’s brainwashing; even in the scenes where minions “resist” being brainwashed, there are still a fair number of them that give in to mental domination. Even if Eggman’s mind control has a mere success rate of 50% (which is downplaying him by quite a bit, given Fawful’s brainwashing was far more effective than that), that’s still half of Bowser’s major players out of the picture, and half of his army now battling against their former commander. That’s a major shift in the tides of battle that the Koopa King simply cannot adapt to, even moreso when you consider that Bowser is just as likely to fall under Eggman’s control. Sure, he’s shrugged off possession before, but his mental defenses against external mind control and memory erasure are woefully inadequate - The latter is especially notable, given Bowser’s notorious bouts of amnesia and having his memories “shattered”.

That aside, most of Bowser’s allies haven’t showcased this sort of resistance even when factoring in the whole “minion spirit” argument - King Boo, for example, has no mental defenses to speak of, nor is there any reason to scale him to whatever Goomba happens to shrug off Fawful’s brainwashing gas. This also brings up the fact that the way in which this mind control is circumvented isn’t as combat applicable as you may think - As far as this side mode is concerned, most characters get brainwashed, you go beat them up, and then they get un-brainwashed and join your cause. That’s all well and good, but in a widespread fight to the death, having to rely on infighting in order to counteract one of the other side’s major win conditions is practically a death sentence. While the minions may become immune to mind control after being “freed” (ie; beaten within an inch of their life), by the time that happens, the battle will have already been lost.

In conclusion, Eggman has far too many methods of mind control for Bowser to work around, and the one counter he does have is either unreliable or simply not applicable in a one-and-done Death Battle scenario as opposed to a long-running military campaign. Bowser himself is especially vulnerable to all of this, and the massive AoE possessed by many of Eggman’s mind controlling inventions makes dodging it out of the question.

Time Manipulation

“Time Stones, huh? Thanks for the-” [Editor’s Note: All members of Team Eggman have been permanently banned from G1 due to this joke and will be publicly executed on 3/18/2025]


To make a long story short, Bowser’s time manipulation methods pale in comparison to Eggman’s. To make a short story long… For starters, both have a lot of overlap in their time manipulation. They can both slow down time or stop it entirely, and both have means of reversing time to their benefit. However, that’s where the comparisons end and Eggman’s advantages begin. For example, Chaos Control is a far superior time stop to the Stop Watch item; It doesn’t indiscriminately stop time, but also lets the user’s allies freely move in frozen time as well. As demonstrated by both Metal Sonic and Shadow, Chaos Control can seemingly overpower other instances of itself, making it easy for Metal or even a Shadow Android to simply turn the tables on Bowser if he tries stopping time.


The Time Stones are also vastly superior to any individual piece of Bowser’s arsenal, giving free control over the flow of time and having much more varied temporal abilities. It can stop individual objects in time, or reverse the flow of time to any specific point the user desires, not just to the start of a fight. The Hourglass Machine has similar time reversal properties, and can easily reverse any damage dealt to Eggman’s mechs, acting as a sort of Retry Clock but without a hard limit on its use.


The Stopping Watch is arguably just as invaluable of an asset as Chaos Control or the time stones, as it is activated through sight alone, and can affect vast swathes of the landscape in moments. All it takes is one good gander from Eggman and most of Bowser’s army will be locked in place and rendered susceptible to death via… anything, really, but most likely knife danmaku. The fact that Bowser lacks any direct resistance to time stop himself and has no way to undo it means any effective use of the Stopping Watch will render his army useless for the rest of the fight, as the effects of the watch can last for months at bare minimum.


While the Hourglass Machine and Time Stones can be destroyed or stolen, as explained above, Eggman’s various counters to item trickery combined with his various ways of restoring destroyed artifacts means it’s unlikely either will be taken out quickly, or at all. They can reasonably restore one another, and the Master Emerald can restore both if really necessary. This means Eggman’s edge in time hax is going to be a thorn in Bowser’s side for the majority of the battle, and when one good Chaos Control is already more than enough to gain the upper hand, repeated use of it could severely cripple Bowser’s army.


But Eggman has an ace up his sleeve that seals the deal in this category. The Time Eater is, to nobody’s surprise, capable of eating time. Nobody on Bowser’s side can replicate temporal erasure, and while the full extent of the Time Eater’s power will be elaborated on below, it comes with a particularly nasty side effect; Bowser can’t manipulate time if there’s no time to manipulate. Retry Clocks and the like have never been shown to operate in timeless voids, while Chaos Control can, as strange as that sounds. Additionally, Bowser has no feats of acting inside of a timeless realm, while Eggman is just fine in White Space, giving Eggman another leg up in this regard. Thus, Time Eater shuts down every time manipulating option at Bowser’s disposal, without impacting Eggman’s own time manipulation in turn.


In conclusion, both have a lot of different ways to control time to their advantage, but Eggman’s is generally superior and more varied, and ultimately wins out thanks to having multiple ways to simply overpower or negate Bowser’s time manipulation.

Matter Manipulation & Transmutation


To be blunt, Bowser’s variety when it comes to transmutation runs laps around Eggman’s. There’s simply too much matter-bending magic in his arsenal compared to Eggman’s comparatively limited options in this category. However, it’s not quite that simple, and Eggman has a few ways to even the odds when it comes to transmutation.


On the offensive side, the Metal Virus is by far and large Eggman’s best showing here. Instantaneous transmutation is one thing, transmutation that spreads on contact is another, and transmutation that imbues loyalty to the opposing side within its victims is the cherry on top. That’s not even getting into the other boons that the Metal Virus gives, like enhanced strength, absurd regen, and heightened adaptability that’ll make fighting against Bowser’s former comrades into an absolute nightmare. None of Bowser’s individual transmutation options can boast such a wide variety of benefits, or such a massive range. Obviously, the Metal Virus isn’t flawless - It will backfire on Eggman eventually, but that took weeks to happen in IDW and wasn’t a sudden loss of control (it was more like a gradual decline in responsiveness), only making it a problem for Eggman after he wins. While Bowser does have a few inorganic troops that can resist the virus, they’d quickly be overwhelmed by their allies turned robotic slaves, on top of Eggman’s own army being no worse for wear after being doused in thousands of gallons of instant zombification juice.


Of course, Eggman’s no slouch when it comes to more traditional means of transmutation. Indigo Wisps can affect a wide area, and their gravitational pull is strong enough to suck up all of Bowser’s weaker minions and convert them to lifeless rings (which, as a fun bonus, only benefit Eggman more in the long run). So overall, Eggman has better AoE when it comes to transmutation, and the transmutation he does have is arguably more potent, but he’s generally lacking in options compared to Bowser.


Eggman’s defensive options, however, are where this debate becomes far more interesting. Generally speaking, not much of Eggman’s tech can directly resist transmutation. The Eggmobile can resist Ring Time, keeping Eggman himself relatively safe, but the arguments for his other troops resisting it are a bit sketchier. The Chaos Emeralds can arguably protect against transmutation thanks to guarding against the Metal Virus, but that’s limited to Super forms and won’t guarantee that everyone in Eggman’s army remains safe. Eggman’s mechs surviving Chaotix Recital is also notable, but again, it’s not applicable to every member of Eggman’s army all at once.


Thankfully, this is all solved by our good friends the Time Stones, the Hourglass Machine, and the Master Emerald. They can all reverse things to prior states of being, and while they have never directly countered transmutation, it stands to reason that reversing time to before the transmutation ever happened would simply undo it. The Master Emerald in particular can restore the world from being broken into various pocket dimensions, which is a degree of matter alteration well beyond anything in Bowser’s army, so a couple of bricked up Badniks wouldn’t be that difficult to change back.


All of this is compounded by the limitations of Bowser’s transmutation. The best examples of this ability typically take the form of a single-target magic blast that needs to, you know, hit its target in order to do anything. This makes it a middling option against the swarms of low-tier Badniks who can’t keep up with Magikoopas in combat, but it’s worse against the high tier members of Eggman’s army thanks to the sizable speed gap. Meanwhile, Eggman just needs to press a button and suck Bowser’s army into a metallizing gravity well, or drown them in a biblical flood of the Metal Virus. This is excluding some notable instances like Bowser turning Toads into bricks, or the Wonder Flower; The latter will be covered further below, but the former ultimately isn’t that much more impressive than the Metal Virus (and unlike Zombots, bricks don’t fight back).


Overall, Eggman has better AoE with his transmutation and some decent arguments for resisting or countering it himself, while Bowser has more methods of using it and better ways to counter it, making this category a bit of a tossup with valid arguments for either coming out on top.


On a somewhat related note is the issue of size. Both have shrinking and growing tech by their side, which both can use to counter each other’s own size changing. There’s not really a clear victor in this regard, so it ultimately cancels out.

Eggman vs Boos & King Boo


Boos and King Boo have been a centerpiece of this debate for practically the entire waiting period, so it’s time to discuss just how Eggman can counter these ghostly bastards. For starters, his brainwashing candy has shown the ability to affect ghosts, which gets rid of the Boo threat and adds them to Eggman’s own army as a bonus. Spatial Displacement traps and Capsules can both seal and restrain intangible beings, and Boos have no real counter to either, making either of them suitable means for taking a Boo out of the fight. Considering even basic Eggman infantry can carry Capsules into battle, Eggman won’t be running out of ways to deal with Boos any time soon. That’s already three quick and easy counters to Boos, but as discussed below, there’s a fourth counter that could easily nuke every Boo from the battlefield in one go.


One of the bigger threats that Boos possess is their ability to mess with tech, particularly King Boo’s ability to intercept data transmission. This seems like it’d shut down nearly all of Eggman’s arsenal, but any evil genius worth their salt knows to cover their weaknesses. The Eggnet is built to withstand foreign intrusions attempting to break in, and with adaptive firewalls that even Tails can’t figure out, it’s highly unlikely that any random Boo could brute force their way in, even if they happen to stumble across one of many Eggnet hubs (assuming they know where to find it, and assuming they don’t get blasted to bits from the hub’s defenses). Modern Badniks also have resistance to hacking built-in, meaning they can shrug off a Boo’s techno trickery completely on their own. The Conch is also arguably a counter, as it appears to temporarily nullify the Zetis’ technopathic abilities. Speaking of which, Eggman’s most solid counter comes from a somewhat unexpected source - The manufacturing of Power Cores creates an “EM shield” that can outright negate technopathic abilities such as Zavok’s. Notably, the Power Cores don’t even need to be installed in a machine for this trick to work. Just being near a large stockpile of them was responsible for this phenomenon, so nearly all of Eggman’s mechs will be protected by a passive anti-tech manipulation aura for the most of the fight. Of course, you could also just slap a Power Core on Metal Sonic and let him throw hands with King Boo, either works.


On a somewhat related note is the issue of possession, which isn’t quite the same as directly messing with data or technology. However, while this is notable, it’s not that dangerous for Eggman’s army. It can only affect one target at a time, and a Boo is far more likely to be destroyed, mind controlled, or sealed before getting close enough to any of Eggman’s heavy hitters to take control of them. Not to mention, Boos have never really used their possession offensively - Even when in a war against Fawful, who also uses mechanical soldiers, they never fell back on possessing the opposition, making it unlikely they’d do it here. And, as we’ll see below, the entirety of Bowser’s Boo army can be easily done away with in one fell swoop.


With all that out of the way, let’s address the elephant in the room - Are Boos actually weak to light, and if so, can that weakness be exploited? In terms of evidence of them being unaffected by it, Boos are generally shown to be fine hanging around in broad daylight in spinoffs, Luigi’s flashlight in Luigi’s mansion barely fazes them, and they can exist just fine in rooms with the lights on. From this, you could extrapolate that while Boos probably dislike light, they’re not particularly vulnerable to it. However, there is much more evidence to the contrary. In Super Princess Peach, King Boo can be damaged just by repeatedly lighting candles around him. In Mario Party 10, King Boo is damaged by activating light switches pointed in his direction, and Mario Party Star Rush continues this trend by having him be defeated by Light Boxes. Regular Boos have it way worse, as they can instantly be defeated by rays of light in Mario Galaxy and Mario Wonder, they’re repelled by streetlights in Mario Party 10, Light Boxes in 3D World can oneshot them, they’ll disappear if targeted with a flashlight in Superstar Saga, toy Boos are rendered harmless by candlelight, and hell, if you wanna get really silly with this, they’re even vulnerable to light in Link’s Awakening. Luigi’s Mansion doesn’t even make for a compelling argument, since they’re at the very least stunned by Luigi’s flashlight in Luigi’s Mansion 3. Tallying up all the evidence for and against Boos being weak to light makes the answer obvious - They are defeated by light, and the few instances of them not being weak to it are clear outliers. Granted, King Boo definitely can withstand light better than regular Boos, but by no means is he immune to it.


This also ignores the more important matter of potency - Yes, Boos can arguably survive regular daylight and flashlights, but they’ve been shown to be susceptible to more powerful, concentrated sources of light (or even just candlelight, if you wanna really push their weakness to its limit). The Phantom Ruby’s ability to drop a sun directly onto the battlefield is far greater than any survivability that Boos have shown - There is a huge difference between the light of the sun as seen from millions of miles away, and the sun being mere inches from your face. There is no evidence that Boos can endure the point-blank, unmatched power of the sun, and dodging it is hardly an option either considering it could be spawned directly on top of them. The light constructs of Super forms are also on a scale much larger than any source of light Boos have survived or been damaged by, making this another reliable counter. Given ghosts in the Sonic universe are also weak to light, and Eggman is aware of this fact, he’d likely break out one of these options sooner rather than later. He might not even need to be aware, since Forcejewels passively emit bright lights that can force away people that aren’t weak to light, so they could certainly take out any pesky spirits in their vicinity.


This leads into the discussion around Spirit Balls. They look threatening at first, as Eggman doesn’t appear to have any solid counters to matter displacement akin to what the balls do. But if you look closely, the balls have a quick and easy counter built in - Luigi, just by shining his flashlight on them, can easily disperse them, which also returns whatever they displaced back to normal (it also appears that his flashlight alone can bring the objects back to a transparent, semi-solid state). So any of the aforementioned light manipulation methods described above would not only get rid of Spirit Balls for the rest of the fight, but would also undo any damage they dealt while still alive (though they’re probably not alive in the first place). They don’t even have arguable light resistance feats like Boos do, so as far as we know it takes very little light to banish them - Eggman probably has headlights built into a few of his mechs, and that alone would do the trick.


While King Boo can work around this sudden loss of troops by opening dimensional portals to summon as many Boos as he wishes, this is easily countered thanks to the Chaos Emeralds being able to seal up holes in space-time. Suffice to say, Bowser’s working with a limited supply of Boos here, and with how easily Eggman can wipe them out en masse, they won’t last long enough to do any serious damage.

Metal Sonic vs. Bowser


Metal Sonic is undoubtedly one of the best forces within this fight for the good Doctor, and one of the main questions has to be whether Bowser has any real work-arounds to him.


First of all, Metal’s innate abilities as Neo Metal Sonic make him tricky to take care of. Being able to shift his body at will provides quite a few advantages - being able to infiltrate Bowser’s army at any time makes it tricky to pick him out, and in Super Neo, a form he can access from the start of the fight thanks to the Master Emerald’s ease of access, he resists abilities like transmutation, and thanks to Sonic Generations, we know he’s immune to the effects of time erasure of the Time Eater, making him far trickier to take care of. His great intellect is also something to consider, as being just as smart as Eggman means he can come up with genius plans and strategies on the fly, giving Eggman strategic backup in a fight. As well, having copied Sonic’s bio-data, he should have his non-physical interaction, meaning he can hurt Boos directly, making them not a solid counter to him as well.


However, none of this is why Metal is such a threat. That would be his ability to copy bio-data. To be frank, this level of power copying is something extremely dangerous to Bowser. Metal at his strongest is around Bowser’s level with Super Neo, and being able to copy bio-data within a few seconds of scanning is insane. The fact he can turn invisible to do this as well, and the fact traditional scanning wasn’t able to detect him being different from Eggman, means Bowser would have a hard time finding Metal to begin with if he chooses a stealth strategy, as he did in Heroes. And regardless, Metal can copy any bio-data he sees very quickly, including abilities like ESP not inherent to biology; meaning he could steal abilities like Kamek’s magic or Dreamy Bowser’s many hax and use them for himself.


So, does Bowser have any reliable ways to stop Metal from snowballing? And the answer… not really?


Bowser being so active on the field himself is the first major detriment to him here, as Metal would have no real difficulty copying his bio-data; Bowser having so many hax innate to him would prove to be his undoing here, as Metal would gain all of those abilities as well as adeptness at using them, and would have hax like Chaos Control Bowser has no counters to, as mentioned in the Time Manipulation section. As discussed, Boos and Magikoopas likely wouldn’t be reliable answers either. Metal can interact with spirits and resists transmutation, meaning they can’t get rid of him. Bowser’s best bet is for King Boo to seal Metal, but King Boo’s numerous weaknesses render this a faulty strategy at best.


Overall, Metal is something Bowser has very limited ways of dealing with, and he could very easily steal all of his abilities and use his superior mind to overwhelm Bowser’s forces; as a result, Metal should take this category for Eggman.

Eggman vs. Wonder Bowser


One of Bowser’s most important transformations has to be Wonder Bowser, whose myriad of reality-bending powers over a wide range can easily shift things in his favor. However, it’s not as solid of a win condition as you may be led to believe. Starting with the obvious, the Wonder Flower is an item, and as such, can still be stolen or destroyed just like any other item. While Eggman probably can’t use it to the same extent that Bowser can, it still prevents Bowser from making the most of his Wonder powers and could potentially be used to Eggman’s own advantage.


The bigger issue, however, is that the effects of the Wonder Flower are essentially random and are not guaranteed to benefit Bowser. There are interesting but ultimately useless applications of its power, like creating spontaneous musical numbers, or quiz-based Saw traps. Then there are applications which benefit Bowser and Eggman equally; A rain of invincibility stars sounds great until you realize that Eggman’s army stands to gain just as much from such an event. And last but not least are the applications which are strictly beneficial to Eggman, or strictly harmful. Bowser could turn him into a useless pile of sludge, or turn him into an invincible metal juggernaut. He could pin all of Eggman’s troops down by messing with gravity, or send his own army flying into the stratosphere. There is no clear outcome when Wonder powers are involved, and that makes forming a win condition around them a bit tricky.


Notably, this randomness can backfire on Bowser himself. As we’ve seen with Bowser Jr’s use of the Wonder Flower, it can often have unintended effects that can KO the user, and while Bowser likely has far greater control over his Wonder powers, there’s nothing to indicate that he’d be immune to this sort of pitfall.


This also ignores the numerous counters these individual applications have. For example, the Ark of the Cosmos can negate gravity changing, Chaos Control negates time manipulation, and time reversal can undo any of Bowser’s widespread matter-altering tricks. The obvious downside is that, due to the randomness involved here, Eggman cannot reliably plan for everything, but when very few of Wonder Bowser’s powers would instantly seal his victory, Eggman has more than enough leeway to respond to whatever crazy nonsense Bowser pulls out.


The Wonder Flower has one last application, one that could easily screw over Bowser if he isn’t careful. One of Bowser’s most notable tricks with the flower is fusing himself with something massive, like a castle. However, his castle has at least some technological components, and he could likely fuse himself with something more mechanical as well (like one of Eggman’s mechs). Why is this important? Well, Sage can easily hack into technology, and Bowser obviously doesn’t resist hacking, meaning most of Bowser’s obvious fusion targets run the risk of opening him up to being hijacked - At best, you now have a mechanized, giant Bowser with transmutation powers blowing up his own army. At worst… Well, if any of those mechs come with a self-destruct protocol, you can probably let your imagination do the rest.


In conclusion, the Wonder Flower is one of the biggest hurdles Eggman will face in this battle, but it is not infallible and could even backfire on Bowser if luck isn’t on his side.

Time Eater vs Bowser


The Time Eater is far and away one of Eggman’s biggest boons in this whole fight. Being Super tier means it won’t go down easy, and its ability to completely annihilate space-time across the entire multiverse would make short work of Bowser’s army. So surely Bowser has some sort of way to avoid getting obliterated from past, present, and future?


Surprisingly, he doesn’t. Time Eater hard counters almost everything Bowser can do. It’s not an item, so item manipulation can’t stop its onset. It’s a multiverse-wide AoE that’s much faster than anything Bowser scales to, so dodging it is out of the question. Bowser has never resisted temporal erasure, and even the high end mid-godly arguments for 1-UPs can’t bring him back from that sort of destruction. Even if he does survive, the fact that time is gone means he can’t “reset” the fight, making one of his resurrection options useless and ensuring his army that just got yeeted from time stays gone.


There’s the question of if the feat occurred over time, potentially giving Bowser time to react and counter it, but this is not a reasonable assumption. The way the feat is presented shows it being a very sudden destruction of space-time, less than a few seconds in real time. While you could blame some sort of unseen timeskip, there is no implication of this happening, and everyone involved is caught off guard by the sudden, total annihilation of everything around them. Even if it was over time, we know it destroys a single dimension in a demonstrably short timeframe, which is already more than enough to wipe Bowser’s army from the field.


In conclusion, Time Eater is a hydrogen bomb that’ll make quick work of Bowser’s coughing baby of an army. However, you may have noticed we ignored one potential counter to the Time Eater, which is…

Time Eater vs Pure Hearts


The Pure Hearts, acting as a plot device meant to counteract the space-time destroying Void, are frequently brought up as a potential counter to the Time Eater. However, there are many caveats on its use that make them far from reliable in this regard. For example, they don’t directly counter the Void - They do not release some sort of omnidirectional purification wave that restores everything, but rather, they “banish” the Void by sealing away the Chaos Heart, creating a chain reaction of sorts. So White Space would be here to stay, Pure Hearts or not, and it’s unclear if using the Pure Hearts to defeat or banish the Time Eater would somehow revert the erasure (and given the advantage in AP and speed Time Eater would have over the Pure Hearts’ wielders, doing that is far from a simple task).

This leads into a more hypothetical problem with the Pure Hearts. Even after all of them were in the protagonists’ possession, they were still rushing to banish the Chaos Heart, fearing that all would be lost if they weren’t fast enough. If the Pure Hearts can just wish away mass temporal erasure, and make its wielders immune to that same kind of erasure, then that timeframe doesn’t matter. If everything is erased and the Pure Hearts can undo it all, then the sense of urgency at play in the final act of the game doesn’t make much sense. This is supported by how the Pure Hearts themselves are affected by exposure to the Void, petrifying and becoming inert after being caught in Sammer Kingdom’s destruction. Granted, this was only a single Pure Heart and not the full set, but there’s no indication that putting all of them together in one place suddenly gives them a resistance to the Void that they didn’t possess before.

The Pure Hearts being activated artifacts also poses a big problem. Even if they do hard counter Time Eater, they’d have to be activated first, requiring Bowser to instantly be aware of the threat posed by Time Eater while also knowing to whip out the Pure Hearts, activate them, keep himself and two other key players safe, and then pray he can find a way to restore the rest of his army. Unlikely enough by itself, but made even worse by the difference in speed - Time Eater’s erasure is at least 3x faster than what Bowser can react to, after all. What’s more, the Pure Hearts are artifacts, and are just as susceptible to item stealing and destruction as every other artifact.

The final nail in the coffin is that the Pure Hearts, even if they can undo all of Time Eater’s progress… can only do it once. As stated by Count Bleck, once the Pure Hearts are used to banish the Chaos Heart, the Pure Hearts and those linked to them would cease to exist. Meanwhile, Time Eater doesn’t just up and disappear after eating time, so the Pure Hearts countering its erasure is easily circumvented by just eating time again. That aside, the Pure Hearts ceasing to exist would remove the all-important amp that lets Bowser keep up with Super tiers in strength, meaning any attempt to undo Time Eater’s erasure, successful or not, would leave him debilitated.

In conclusion, the Pure Hearts are definitely some of the strongest artifacts Bowser has access to, but they are not flawless and likely can’t counter one of Eggman’s biggest advantages.

Egg Field vs Bowser


The Egg Field is one of Eggman’s biggest assets in this fight, so Bowser having a way to counter it would play a big role in his victory. With its massive AoE, infinite internal space, and Eggman’s nigh-limitless reality warping while inside, if he manages to get this off without a hitch, his victory is all but assured. With limitless potential when it comes to summoning and duplication, any progress when it comes to destroying Eggman’s army and artifacts will be undone in mere moments, with Eggman likely to end up with a surplus of Super tier allies thanks to his duplication. Memory replacement is a particularly dangerous subset of the Egg Field, as Bowser and his army would quickly succumb to having their minds overwritten, especially since Bowser’s memories are anything but well-guarded. So, does Bowser have a reliable way to counter or avoid the Egg Field?


Unfortunately, not really. To clear something up, no, the Egg Field’s effects are not instantaneous. There is a decent chance that some of Bowser’s troops could be outside of the initial city-sized radius, or some of them could teleport away. However, there are several factors that make this unlikely. The first is that Bowser has no way to see this coming, and the Egg Field only takes a few seconds for the memory replacement to take hold, so by the time he comes up with an escape plan, it may already be too late. Another issue is speed - With the 3x speed gap between high tiers for both, Bowser has a slim margin of error to work with here. Furthermore, the difference in travel speed means Bowser’s troops that can’t teleport are highly likely to get caught up in the initial Domain Expansion. That leads into the last big issue. Even if Bowser and a few of his troops escape, there’s no way to ensure all of his troops fare quite as well. A big chunk of Bowser’s troops are going to be taken out of the fight or made loyal to Eggman, with no reliable means of undoing that brainwashing, and even if Bowser himself can avoid the continually-expanding instant loss zone, it’s still going to stick around long enough to severely limit his options on the battlefield.


As mentioned before, the speed gap means Bowser doesn’t have a way to reliably come up with a counter to the Egg Field before it envelops his army, but some items like the Retry Clock could potentially undo the effects and give Bowser a warning ahead of time if he escapes via teleportation. Unfortunately, he’s running on a limited supply of clocks, and considering they’re consumable items, there’s a good chance they get stolen or annihilated before they can be used. Additionally, Eggman’s acausality ensures he’ll also remember what just happened, so this will do nothing but place the two on even ground, giving Eggman an opportunity to plan around Bowser’s foresight and make more effective use of his Egg Field the second time around (which he’s more than likely to do thanks to his vastly superior INTJ intellect). Furthermore, any use of Eggman’s various time-stopping methods can prevent Bowser from doing anything at all, leaving him and his army a sitting duck for the Egg Field regardless of hypothetical escape methods.


And, even if all of Bowser’s minions miraculously dodge the city to planet-zied AoE, that still doesn’t negate the supportive capabilities of the Egg Field. Any lost ally or artifact can be restored in the blink of an eye, without any real limit on how often Eggman can do this. Even if the Egg Field is dispelled (ignoring the question of how Bowser could even do that), Eggman can easily just create a new one, and Bowser doesn’t really have any ways to force Eggman out of his Lightman state - He has to beat him outright in this form, and that’s an uphill battle.


Another argument is that Lightman has only shown the ability to summon Super tier stat bricks, so any haxxier options are off the table and Kamek or King Boo can still clean house. This is a pretty disingenuous argument; The Egg Field has no explicit limits on what it can or can’t summon, and it’d be fallacious to assume it couldn’t recreate equally powerful beings that have a few more hax at their disposal. Saying “the Egg Field can summon these characters, but not Time Eater” is completely arbitrary, and as far as we know, summoning the best of Eggman’s best is well within the Egg Field’s capabilities.


One of the proposed counters is the Pure Hearts - Not due to them having some specific ability to negate the Egg Field, but because of the specific mechanics behind the Egg Field and how it was overcome. Sonic claims that the creations of the Egg Field are empty and soulless, lacking the “heart” that the original versions had. Because he received feelings from all of his friends, he was immune to the Otherworldification, and could seemingly negate it. The Pure Hearts, being powered by love, could arguably dispel the Egg Field in a similar manner. This is extremely speculative, and seeing as the Pure Hearts can only affect 3 people at a time, it wouldn’t even spare the majority of Bowser’s army. Furthermore, the feelings Sonic received weren’t responsible for dispelling the Egg Field; That was due to Super Sonic’s “golden aura”, which only dispelled the Egg Field once he expanded it outwards, so the love-based empowerment of the Pure Hearts is a moot point here. Lightman himself is also unaffected by both the aura and the positive emotions, so Super tier Eggman is still a threat Bowser would have to contend with. The fact of the matter is that the Pure Hearts and Chaos Emeralds are vastly different sources of power that operate on different mechanics, and trying to equalize them in this way under a vague connection of “uses positive emotions” is just silly.


Additionally, the Pure Hearts are still limited by their one-time use, so if they were used to counter Time Eater earlier in the fight, they wouldn’t be able to dispel the Egg Field. Conversely, if they’re used to get rid of the Egg Field, then Time Eater has free reign to Biden Blast Bowser from the timeline. On top of that, Eggman can just create a new Egg Field if the first one is dispelled, while Bowser can only make use of his get out of jail free card once. Even under the most generous interpretation, the Pure Hearts at best only give a brief reprieve. There are simply too many holes in this argument for the Pure Hearts to be a reliable counter.


In conclusion, the Egg Field is likely one of Eggman’s best win conditions, and Bowser has few to no ways to reliably counteract it.

Misc.


Nullifying powers is one thing, but stealing them is something else entirely. Short of item stealing, nobody in Bowser’s army has access to or can resist having their energy or powers stripped away from them, which is where the Dynamo Cage comes in. While it’s limited by a contact-based range and the possibility of overloading, its absorption is instantaneous and the fact that it can absorb the power sources of Eggman’s mechs ensures it won’t overload for a very long time.


Limitations aside, the possibility of the Dynamo Cage absorbing the powers of even a single one of Bowser’s heavy hitters is a huge game changer. Kamek, King Boo, or even Bowser himself are screwed if they wind up within contact range of whoever wears the cage, and they’re unlikely to escape if the wearer is anybody who scales to the higher ends of Eggman’s army thanks to being 3x faster than Bowser’s best. Of course, this is also ignoring the possibility of the wielder simply draining one of Bowser’s artifacts, not only gaining those win conditions for themselves, but also depriving Bowser of them while the Dynamo Cage stays on the field. If any items absorbed are one-use deals, such as the Pure Hearts, absorbing their energy and using it ensures that Bowser will never access that power for himself; At best, the Dynamo Cage gives Eggman a way to lock Bowser out of his more dangerous items or allies for a while, while at worst, it can outright nuke some of his wincons and let the user snowball into a nigh-unstoppable force of destruction. Overall, the Dynamo Cage isn’t going to last forever, but it’ll be a major advantage for Eggman while it lasts, and is something Bowser cannot reliably replicate.


Bowser has two notable magical rods that can pose a threat to Eggman here: the Star Rod and the Minimizer. Unfortunately, Eggman has great counters to both of them. Starting with the Minimizer, its shrinking capabilities are impressive, but Eggman’s basic Eggpods are capable of increasing your size to massive proportions, as well as Eggman having his own shrinking and growing laser tech, countering this. Now for the Star Rod, granting Bowser invulnerable definitely sounds like a problem… at first. They actually have a big problem of being countered by brute, raw power. Bowser’s invincibility is caused by the Star Rod and is amplified by a machine that increases his power even further so the Star Spirits on their own can’t cancel out the Star Rod’s power, which causes the need to have Twink join into the Star Beam to cancel out the rod’s effects. The invulnerability can be overcome by a higher degree of power, in which Eggman can easily deal with here. Even then, Super forms and his most powerful machines can directly hurt other Super forms, which are normally invincible as well.


One thing that can really screw up Bowser’s chances here is Sage in general. Not only the aforementioned Cyber Cages are a threat to be dealt with that no one in Bowser’s army can deal with, Sage’s other abilities will cause a massive issue to the Koopa Troop. She has an incredibly potent telekinesis, so she can quite literally deal with a massive part of Bowser’s army in simple arm swings; she can create massive barrier areas that were powerful enough to stop attacks from The End, which was as strong, if not more powerful, than an evolved state of Super Sonic. Considering Bowser is - regardless - weaker, this is gonna be a bother to deal with; her physiology makes her incredibly difficult to even interact with at all; and lastly, Sage’s information analysis and tactical genius are basically game over for the King of the Koopas. She can run millions of different calculations or simulations of multiple scenarios to seek the best ways to keep Eggman safe. She can detect weaknesses and practically everything. Her strategy is always seeking for quick ways to make the fight end, so it isn’t out of the question for her to contact Eggman with plans to immediately end the fight and get rid of Bowser’s best wincons.

Summary


Overall, arsenal and abilities for this matchup certainly have a lot to discuss, but once again, Dr. Eggman should have the edge in most areas where it matters.


He possesses superior item manipulation and the only counters to said item manipulation within this fight; his control of time is far superior and he has several ways to ruin Bowser via it, he has superior mechs and a superior fleet, he has just as good reality warping, far better mind manipulation, and he has counters to Bowser’s best options, while Bowser has no reliable way to deal with the likes of Egg Field or Time Eater, and even his best arguments for them are limited, meaning he will fall victim to them eventually. As well, Eggman’s acausality means he can counter Retry Clocks, ensuring Bowser does not get an edge there. No matter what, the arsenal game will always favor Eggman, more times than not.

Tertiary Factors


Tertiary factors for this matchup are a fascinating discussion, however they should generally favor the Doctor. In terms of skill and experience, obviously they should equal out. Both have such long histories that it should cancel out to a point that you’re not really going to give one or the other an advantage in these categories. For example, Bowser is an incredibly capable fighter, matching the Mario Brothers everytime and having a decent amount of hand-to-hand combat experience. However, the same applies to Eggman, who has battled Sonic and his friends on direct hand-to-hand (with mechs like the E-Mech, for example) and built robots specifically designed to battle with these kinds of combat. He even studied Sonic’s movements for years to design mechs like the Egg Dragoon. Bowser is a genius tactical strategist, but so is Eggman, who can command wars that emerged in his victory of the entire planet. Bowser can dominate planets, but so can Eggman - who even constructs interstellar amusement parks. No matter how you slice it, they’re gonna be equal no matter what. It’s just very hard to make Bowser superior in something Eggman always will have an argument of matching. 


However, in terms of the rest of tertiaries… well… Let’s talk about intelligence.


In terms of intellect, this should be no contest - Eggman blows Bowser out of the water. Make no mistake, Bowser’s not a slouch here, but in comparison he pales to the genius of Ivo Robotnik. Eggman’s history of making completely unfound technology and academic brilliance is well beyond anything Bowser has shown. And it’s not just limited to book smarts. Eggman is much more brilliant in terms of scheming, with several more genius plans under his plate and having generally more strategic plays. His pragmatism also ensures he’s far more willing to make brutal sacrifices than Bowser is, making his overall battlefield brilliance in an army battle much, much better then Bowser’s.


Eggman is also just far less reliant on brute strength to win fights and has shown much more willingness to resort to his hax in fights before, giving him a lot more leeway. And in a battle where they can seemingly match in every possible scenario, depending on interpretation, things like this become a key factor. Eggman can directly exploit Bowser’s weaknesses and turn that into an advantage, and strategies like that have been explored in the past by the Doctor. As if it weren’t enough, he’s also a skilled manipulator, and is capable of manipulating characters like Knuckles - who has experience with being manipulated by Robotnik several times, yet he still falls to his deceiving tactics - and Sonic, who knows Eggman better than literally everyone in the franchise. Bowser’s not dumb, but Eggman’s incredibly skilled, and the possibility of manipulation isn’t out of the game. Take for example when Bowser got manipulated by Fawful into eating a mushroom that backfired on him, putting him out for a good enough amount of time to attack his castle. Of course, this is just one example, and Bowser definitely learned his mistakes, but things like this open gates that are very easy for Eggman to pass through.


As if Eggman’s own intellect wasn’t enough, Metal Sonic having copied that genius means there’s one more supergenius on the battlefield that Bowser will have to worry about. Unlike Eggman’s squishy flesh-and-blood body, Metal Sonic is tough enough to stick around and act as a commander for an incredibly long time, letting him assume command in Eggman’s absence or make effective use of his artifacts and mechs. And before you ask, Metal isn’t about to turn against his creator like in a fight against a certain other villainous genius; After Heroes, Metal has been updated with more proper obedience that’ll ensure he stays in line, even when Eggman is out of the picture entirely.


There’s also range and AoE to worry about. While Wonder Bowser’s range definitely is nothing to scoff at, things like the Egg Field - which can cover the entire planet and can go to even infinite distance - and the Time Eater, who can affect the entire universe in seconds, are much beyond Bowser’s normal range and area of effect. Generally speaking, he is also the one who can make lasers powerful enough to destroy star clusters and create Suns. Eggman’s advantage on the field of tertiaries is just much more considerable. Bowser’s no slouch, but the Doctor fries the Koopa in comparison.

Conclusion

"Now is the time to end this long, drawn out battle, and mark myself a place in history as the ultimate genius!

Advantages:

  • Slightly stronger than Bowser with the Pure Hearts, and much stronger without the Pure Hearts; base forms of the troop can match Bowser’s base level troops

  • Faster to a significant margin with higher ends for Time Eater or Paradox Prism, and superior travel speeds in base forms

  • Has more troops who scale to the apex of his strength than Bowser does

  • Egg-Robos give Eggman the ability to use all of his mechs at once

  • Much smarter, tactical, ruthless and pragmatic, while equally as skilled and experienced as Bowser

  • Better item manipulation methods and can counter his own items from being stolen or affected, protecting his most valuable resources

  • Sage’s simulations, barriers, abilities and Cyber Cages are significant problems to Bowser and his army

  • Metal Sonic is useful for copying and resisting abilities

  • Much better AoE and range

  • Mind manipulation would cripple much of Bowser’s army and the only tactic to break it would be in-fighting, weakening Bowser’s forces further

  • Phantom Ruby counters anything the Boos can do with his sun, and the various light manipulation abilities Eggman has at his disposal counter as well, not to mention devices like Spatial-Displacement Traps, Wisp Capsules, and the brainwashing candy offering additional counters

  • Better sealing methods

  • Time Stones and Hourglass Machine allow much more precise control over the battle than Bowser’s time manipulation methods, and Chaos Control can overpower many of those methods

  • Metal Sonic’s potential to snowball is a crippling threat, and Bowser has very few reliable methods to deal with him

  • The Time Eater is an instant win button, in the way that Bowser and his army have no counters at all to its abilities

  • Egg Field is a massive win condition that Bowser cannot easily counter

  • His favorite anime is Chainsaw Man

  • Bisexual icon

  • Jim Carrey

Disadvantages:

  • Troops that scale to his base are slower then Bowser’s equivalents in reaction speeds

  • Still vulnerable to something like King Boo’s sealing

  • Lightman Eggman possesses a very clear weak spot on his chest

  • Less varied transmutation options overall, and less ways of defending against it

  • Overall army is not as good - quantity and quality wise - as Bowser’s army

  • The Time Eater fight is so bad like it is genuinely garbage

    • The 3DS version is way better

  • He misses his wife Tails, he misses her a lot

  • Roboenza victim 


In short, Eggman holds almost every advantage he needs to take the win. With a solid lead in stats that can make quick work of Bowser’s ground troops and everybody not amped by the Pure Hearts, Eggman’s army can easily steamroll through most big problems early on, and there will never be a point where Eggman’s biggest threats are put on the back foot in terms of stats (except Infinite, but that guy’s a total fraud anyways).


Abilities are a different story, since there’s simply so much ground to cover. It’d be wrong to say Bowser is hopelessly outclassed here, but Eggman has advantages in all the talking points that matter most - Better counters to item hax, more varied item hax for himself, vastly superior time control, mass mind hax, power stealing, the list goes on and on. These advantages make it extremely difficult for Bowser to ever gain enough of an upper hand to make the most of his own hax advantages, and while it’s certainly possible for him to eke out a win based on his magical prowess, Eggman is far more likely to shut him down before that can ever happen.


Of course, one of the big reasons for that is due to how Eggman utterly sweeps the tertiary factors. With a genius at heart and his master plan at the head of the army, intellect clearly goes to Eggman, with Metal Sonic and Sage being more than intelligent enough to fill Eggman’s weirdly-shaped shoes (seriously, what the hell are these things). The Eggnet is a far more reliable way of setting up battle plans and giving information about the battlefield than anything Bowser has, and Sage’s analytical abilities are unmatched.


Overall, while the Koopa King will give Eggman a shell of a time, he’ll eventually crack under pressure and his troops will be scrambled as Doctor Eggman’s hard-boiled army will make quiche work of Bowser’s over-easy goons, leaving Bowser himself to be poached by any one of Eggman’s devilish schemes.


…damn it, I forgot about sunny-side up!

Final Tally

Koopa Troop (9) - Blue Igneous, The Striking Zebra, Buttersamuri, greymerlion2, Maddie Antiqua, Bananabot24, Mozza, MKF4, MomoUra

Eggman Empire (6) - ishi_yuki, Mad Dog of Fujiwara, door-kun, Oleggator, Electrik, Brobuscus

(Winner screen made by Maverick)

Before We Go…

Since it’s been a while since we’ve given an update (at least publicly) on our ongoing blog projects outside of covering the main DEATH BATTLE! lineup, we would like to share some information about how these projects are coming along, including estimated completion rate and plans for their release. We’ll also be announcing several upcoming bonus blog releases for the first time! So without further ado…

Progress Update #1: Akatsuki VS Espada VS Warlords

Starting with the big one, we have our beefy Organization Battle Royale. Rest assured, progress on this front hasn’t stalled, and we are still working to get the blog prepared. As you may or may not remember, the plan is to release the blog in ten parts. The first part will be an introduction and glossary for the three franchises to help with readability, the next three will cover each of the teams comprehensively, the five after that will be a long form written narrative covering the actual fight itself, and then the final part will be the verdict. As far as how that’s coming along, as far as the information-focused portions of the blog are concerned…

Yep, we’re all finished! In case you’re curious, the word counts and page length of each portion are as follows:

Intro & Glossary: 17,458 words | 66 pages

Akatsuki Section: 41,613 words | 210 pages

Espada Section: 25,015 words | 155 pages

Warlords Section: 32,725 words | 214 pages


It should be noted that the verdict (and overall ranking, third through first) has also been decided and agreed upon unanimously among our members, and the reasoning is fully fleshed out - we just haven’t gotten to actually writing it up yet, that will be the final step. Before we get there, however, we have to finish the longest part of the fight, the written narrative. As for how that’s going?



The first chapter of the five is fully completed, and has been fully proofread and revised. In total, it has a word count of 51,558 and a page count of 135. The remaining four parts have all been outlined and the overall death order and sequence of events is relatively decided upon. With that said, given how long it takes to fully write out each section, it will likely still be quite a while before we are finished. We apologize for how long the blog is taking, but our goal is to make the best product we can to do justice to such a massive fight with so many characters. We strongly believe that the long production process will be worth it in the end.


Progress Update #2: Galacta Knight VS Vergil


We have less detail to provide about Galacta Knight VS Vergil, as it is a much more standard project. However, it is over half done and the plan is currently to release it before the end of December at the latest. As our Devil May Cry blogs tend to be fairly polarizing, we are taking care to ensure things are as satisfactory as possible on Vergil’s side of things. The verdict has been discussed but is currently not decided yet.


Progress Update #3: Percy Jackson VS Zagreus


This is a blog that was announced on Discord and may be less public knowledge than the prior two, but this blog is coming along well. Rather than our usual fare with a number of community volunteers, it is a collaboration between two of our core members. Percy research is complete and Zagreus research is coming along at a steady pace. No verdict has been reached at this time.


Progress Update #4: Catwoman VS Black Cat


Another blog that was previously announced on Discord, this one is probably the closest to being done out of our upcoming releases, and is also a collaboration between two of our members. Black Cat research is entirely done, and Catwoman research is almost entirely done outside of some last minute findings that we have yet to search through. The verdict has been discussed and decided, though has not yet been written.


Progress Update #5: Upcoming Blogs


These four blogs are on our docket but have not yet started production. Some of them haven’t even been announced until now, so… surprise! Soldier VS Sarge and Samus VS Firefly are member collaborations, but we plan to accept volunteers for the other two, once they actually get underway. We cannot estimate a start or end date for any of these at this time, but we hope you enjoy once they do come out. And with that, see you all later!