Rabbid Hunting Season
Like any good strategy game, Mario + Rabbids: Kingdom Battle has a number of different enemy types to deal with, and each requires a different combat approach to take down. As you progress through the campaign, you'll face a wider array of enemies in some pretty challenging combinations. And each bad guy is slightly different from its counterparts depending on if you're fighting them in, say, the lush Ancient Gardens world, as opposed to the fiery Lava Pit world.
Using the right strategy for the job is the name of the game in Mario + Rabbids. Luckily, all you need is knowledge to take on the worst the corrupted Rabbids have to throw at you. Here's every enemy in Mario + Rabbids, plus the info you need to come out of any battle victorious.
For more Mario + Rabbids: Kingdom Battle tips and guides, including beginners' tips and a full guide to all playable characters, make sure to check out all of our other hints for this challenging strategy game.
Ziggy
The most common type of enemy in Mario + Rabbids is the Ziggy. Ziggies take cover, attempt to flank you, and fire away with their blasters, which are the same single-shot weapons that Mario and Rabbid Peach wield. Ziggies also use a similar technique to Mario's Hero Vision, giving them a reaction shot if you move from cover. Luckily, they only get one, and you can use weapons like Rabbid Peach's Drone to draw their reactions.
Hopper
Hopper Rabbids use the Team Jump ability to become highly mobile fighters, using their jumps to get around enemies and cover. They also heavily rely on movement abilities, getting close to enemies so they can slide tackle them before opening fire. When Hoppers stop moving, they tend to fire up Outer Shell shields like the one Rabbid Yoshi uses, which absorbs one whole attack. That can make them tough to kill, since you usually have to dedicate one character to breaking the shield, rather than allowing all three to fire away.
The best way to deal with Hoppers is at a distance, or by using reaction shot Techniques to blast them whenever they try to move. They're especially vulnerable when they're using Team Jump to fly through the air. When their shields are up, use a movement attack like the slide tackle--which generally does less damage--to knock it out, then follow up with your weapons.
Smasher
The strongest enemy that pops up in Mario + Rabbids, other than the bosses and minibosses, is the Smasher. This tank enemy uses a powerful melee attack to squash your teammates, and those attacks have an area of effect that can catch multiple characters if they're close together. If you shoot a Smasher, it'll charge toward the character that fired at it, allowing them to close the gap between them and your characters quickly, and they can do massive damage when they arrive.
To take out Smashers, spread out your squad around them so you can draw them in several directions while you fire on them, taking away their movement advantage. Smashers can't get very far in a single turn, and they can only attack within one cell of where they stop, so if you stay out of their range, you can render them ineffective. Reaction shots are also great against them, since every time Smashers are hit, they start moving, triggering all your characters' shots at once. Finally, hitting Smashers with movement abilities doesn't trigger their charge, so try to slide tackle them before using your entire squad to focus fire and take them down.
Supporter
The only enemy unit that can heal is the Supporter, which stays in the back of the battlefield and avoids direct confrontation. Like Rabbid Peach, Supporters can heal enemies in the area around them. They also carry grenades that can impact any of your characters behind cover, which makes them especially irritating.
The best way to get rid of Supporters is to make them a priority as early as you can in the battle and work to flank them, the way you do with Ziggies. The good news is that they tend to flee when they get in trouble, so you might be able to drive them back and keep them out of the battle, or take them out with reaction shots as they attempt to get out of the line of fire.
Buckler
Possibly the toughest enemy to deal with in any given fight, the Buckler carries a shield that gives it perfect cover protection from the front at all times. That means you have to either hit them with area of effect attacks like rockets, or flank them and hit them from the sides. Bucklers have short-range Boomshot shotguns that can destroy cover and hit several of your characters at the same time if they're bunched together. Luckily, Bucklers can't move very far in a single turn, and they're vulnerable to slide tackles, as well.
The best way to deal with Bucklers is to flank them whenever possible, and if you can zap them with weapon status effects like Honey or Ink, you'll neutralize them pretty effectively. Explosives are a solid option, too, and reaction shots will deal high damage because Bucklers can't defend themselves while moving. Generally, you want to take them out as fast as you can, before they can get close and start wrecking your cover.
Peek-a-Boo
A ghostly Rabbid, Peek-a-Boos don't move around the battlefield the way other Rabbids do. Instead of walking or jumping, they teleport, which protects them from reaction shots and lets them get behind you very easily. They like long-range attacks, as well. They're a massive pain to deal with and will inflict a lot of damage on your team because they're so difficult to outmaneuver.
Don't bother with Hero Vision or similar Techniques when fighting Peek-a-Boos. Instead, focus on getting close to them, since they lack movement attacks. Take out their cover or flank them to get rid of them, and do it fast. They don't usually have much health, so the tough part about fighting them is positioning. Note that while reaction Techniques don't work against Peek-a-Boos, other Techniques and status effects do, so adapt accordingly.
Valkyrie
A machine gun-toting enemy, Valkyries are mid-range fighters that bring the pain when they get close. Their machine guns can pack a lot of punishment, and when they Team Jump, they land with a strong Ground Pound attack similar to what Yoshi can do (this is an area of effect attack, so try not to group your team too closely together when Valkyries are around). Valkyries are pretty mobile, generally have high health, and hit pretty hard. They also sport the Protection ability that Princess Peach has. That allows a Valkyrie to absorb some of the damage that hits another character, including bosses, using their high health pools to make them harder to kill.
Valkyries, unlike other enemies, are mobile without being especially tactical. That means Valkyries don't flank as much, and using cover effectively is a great way to deal with them. Coming in close and hitting them with lots of power, especially with Hero Sight and similar reaction shot Techniques, is a good way to deal with them. Focus on the ones using Protection first, as you'll have a harder time fighting bad guys who are taking a reduced amount of damage from your weapons.
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