Combat
In thePikmin series,Pikmin andleaders need to engage incombat against the many differentenemies they encounter. Combat is a core mechanic of the series, as it is frequently required to open up paths or retrievecollectibles. The general goal of combat is to reduce an enemy'shealth to 0, but there are several ways of damaging enemies and many technicalities of the combat system.
Note that most of this article discusses the main series of games. Spin-off games are described in their own sections.
Dealing damage[edit]
Slap[edit]
The main way Pikmin damage enemies is by slapping the enemies with their stems. The main way to get a Pikmin to attack an enemy is tothrow it directly at the enemy; if it lands on an attackable location, it will start slapping the enemy. If a Pikmin is standing near an enemy, it will begin trying to attack the enemy, periodically jumping at it to slap it with the stem. There is also the possibility of the Pikmin eventually latching on and dealing damage at a normal rate. Some enemies, likeFemale Sheargrubs, are too small to be latched onto but have a small enough amount of health that they die quickly. Other enemies, like theAnode Beetle, are larger but still cannot be latched onto. Idle Pikmin will automatically begin hitting enemies,obstacles, andeggs if they are near enough. InPikmin,Pikmin 2 andPikmin 4,swarming an enemy will cause most of the involved Pikmin to latch onto it, if possible, and begin attacking. InPikmin 3 andPikmin 4, Pikmin that arecharged into an enemy will always immediately latch onto it if they make contact with it and if the enemy is possible to be latched onto.
Each Pikmin will attack with a constant rhythm, and as a result, having more Pikmin on an enemy increases the rate of damage. Different Pikmin types deal different amounts of damage per hit in different games, as shown in the following table:
| Type | Damage | |||
|---|---|---|---|---|
| Pikmin | Pikmin 2 | Pikmin 3 | Pikmin 4 | |
| Red Pikmin | 15 | 15 | 15 | 15 |
| Yellow Pikmin | 10 | 10 | 10 | 10 |
| Blue Pikmin | 10 | 10 | 10 | 10 |
| Purple Pikmin | N/A | 20 | 15 | 15 |
| White Pikmin | N/A | 10 | 5 | 5 |
| Bulbmin | N/A | 10 | N/A | N/A |
| Rock Pikmin | N/A | N/A | 20 | 40 |
| Winged Pikmin | N/A | N/A | 5 | 5 |
| Ice Pikmin | N/A | N/A | N/A | 5 |
Notes:
- Rock Pikmin cannot latch onto enemies in most cases; seebelow.
- InPikmin 3, the first hit that a Pikmin delivers to an enemy after latching on will inflict double damage.[source needed]
- Maturity does not have an effect on how much damage a Pikmin does.
- When any type of Pikmin is under the effect of anultra-spicy spray, they will deal 10 damage per attack but attack at 2 times the speed.
- InPikmin 2's2-Player Battle mode, Blue Pikmin deal 15 damage per hit so that both teams are even.
- Petrified enemies may suffer more or less damage than normal; seehere for more details.
Purple Pikmin slam[edit]
- See more:Purple Pikmin#Pikmin 2 slam and stun.
InPikmin 2, soon after a Purple Pikmin isthrown, it will halt its momentum mid-air and plummet to the ground very quickly. If there are any enemies nearby, it will attempt to move towards the nearest enemy's center whilst it is descending. When a Purple Pikmin latches onto an enemy this way, the force of a Purple Pikmin slamming into an enemy hurts it and very briefly causes the it to freeze in place. For most enemies, a Purple Pikmin's slam deals 50 damage, but for theSegmented Crawbster,Waterwraith, andEmperor Bulblax it is 10 damage.Each slam also has a chance of stunning an enemy. For most enemies, this chance is 30%, but some enemies have higher or lower chances. When an enemy is stunned, it is frozen and does not move, usually for 5 seconds, though a few enemies have longer stun times.
InPikmin 3, while the slam does exist, it does not damage enemies. Throwing a Purple Pikmin onto an enemy will result in the Pikmin going idle on top of it, before slipping off its body; only when the Purple Pikmin touches the ground can it attack.
InPikmin 4, the slam is set to do proportional damage to the enemy, similarly to how Rock Pikmin are handled inPikmin 3; meaning that the amount of damage done varies from enemy to enemy.
White Pikmin poison[edit]
- See more:White Pikmin.
When a White Pikmin is digested by an enemy, the enemy will instantly take damage from the White Pikmin's internal poison. Each White Pikmin ingestion causes individual damage, even if multiple are eaten at once. Every enemy takes a different amount of damage from an ingestion, and this varies by creature and by game.
Rock Pikmin[edit]
- See more:Rock Pikmin.
The following article or section is in need of assistance from someone who playsPikmin 3 Deluxe. |
When Rock Pikmin arethrown directly at an enemy, instead of latching on and hitting it, they will bounce off it like a rock, dealing a high amount of damage. This damage varies by enemy, as every enemy has an internal value for the number of direct Rock Pikmin impacts it takes to defeat it. For example, aBulborb normally has 1000HP and is specified to take 25 Rock Pikmin hits to kill, so each hit does 40 damage, whereas aMedusal Slurker normally has 750 HP and is specified to take 10 Rock Pikmin hits to kill, so each hit does 75.
Whencharged onto an enemy or when running towards it while idle, Rock Pikmin will attack by rolling into the enemy. This normally deals 20 damage, but it happens much less frequently than slap attacks, which means calling Rock Pikmin and throwing them again usually deals more damage than letting them attack on their own. There are a few situations where Rock Pikmin can latch onto enemies, such as on the legs of theShaggy Long Legs, and they will attack at the standard speed in these situations, dealing 20 damage per hit.
Ice Pikmin[edit]
- See more:Ice Pikmin.
When attacking enemies, they will progressively freeze them, as represented by a ring-shaped gauge around the enemy'shealth wheel. The gauge increases every time an Ice Pikmin hits the enemy or is directly eaten by them. While attacks from an Ice Pikmin only increment this gauge slightly, when one is eaten the gauge increases substantially – around 40% when fighting aRed Bulborb. Once the gauge is full, the enemy freezes entirely, and can no longer act. Defeating a frozen enemy will make it shatter into chunks of ice without leaving a corpse, instead producing a drop ofnectar, similar to enemies killed while petrified byultra-bitter spray. After a few seconds, the enemy will begin shaking and eventually break out of the ice, knocking any attached Pikmin to the ground.
Punch[edit]
- Main article:Punch.
When aleader doesn't have any Pikmin in their squad, they can perform a punch, and with theRocket Fist orTriple Threat, a series of punches. The exact damage depends on the game and the type of punch. InPikmin, a punch deals 10 damage. InPikmin 2, regular punches deal 7.5 damage, but after the Rocket Fist is obtained, the third punch in a series deals 18.75 points of damage. InPikmin 3, a punch deals 3 damage.
Bomb rock[edit]
- Main article:Bomb rock.
To do: Describe the specifics of how bomb rock damage works. |
Bomb rocks can be used in combat. Their explosions deal a variable amount of damage to objects in range, though they usually cause much more damage to an enemy that ingests it directly. Additionally, some enemies such asBulbears will foolishly eat them, defeating themselves in the process.
Taking damage[edit]
To do: Document in all games if and how Pikmin get up faster by being whistled. |
Leaders and Pikmin, too, can be damaged during combat. As with Pikmin, leaders can be bitten, knocked back, crushed, and suffer negative consequences for touching a harmfulhazard. Leaders can collectupgrades, which can help protect them from damage. On top of losing health, leaders can also suffer other consequences from attacks, as elaboratedhere.
Pikmin do not seem to have health that can be depleted, although this is hard to confirm, as explainedhere. During combat they can still be harmed. InPikmin,Pikmin 2 andPikmin 4, Pikmin that are knocked down by an enemy have a chance of their maturities being reduced as explainedhere. InPikmin 3, Pikmin that are shaken off of an enemy or fall off of one will retain their maturities. In anyPikmin game, Pikmin that are shaken off of an enemy will briefly lie on the ground before getting up, but this is not always the case. Pikmin battling aShaggy Long Legs that fall off one of its legs after picking the hairs off one of its joints will get up on their own, but Pikmin the creature shakes off normally will remain on the ground indefinitely until they arewhistled, as bumping into them does nothing.
Flower-stage Pikmin that die inPikmin have a chance of leaving behind a seed that becomes asprout the following day and can be plucked. Hazards likefire,water, andpoison will respectively cause all butRed Pikmin,Blue Pikmin, andWhite Pikmin to begin scrambling wildly with that corresponding hazard on the end of their stem. Enemies inPikmin 2 that useelectricity are arguably the deadliest, as electricity in that game can instantly kill Pikmin. Electricity inPikmin 3, however, is harmless, only causing non-Yellow Pikmin that come in contact with it to be thrown back, onto the ground, paralyzed, until they arewhistled. Electricity inPikmin 4 will kill Non-Yellow Pikmin after 6 seconds, just like normal hazards.
Enemies have a variety of ways to harm or kill Pikmin, such asshaking them off, deflowering them, burying them, crushing them, eating them, or using another hazard against them. Most enemies have a limit on how many Pikmin they can kill or harm at once in a givenattack. For example, a Spotty Bulborb inPikmin can only gobble 3 Pikmin at most in a single chomp, but aSpotty Bulbear can capture up to 5. Some enemies can also harm other enemies or themselves; a prime example is theDecorated Cannon Beetle, a creature that spits boulders which can be led into other enemies or even the creature that launched it.
Likeliness to die[edit]
InPikmin andPikmin 2, some Pikmin are more likely to die than others, due to engine limitations. It boils down to how the games check which Pikmin should die for any given attack.[1][2] InPikmin 3 andHey! Pikmin, although it isn't clear, it seems that the Pikmin closest to the center of the attack are the ones that get hit by it.
The general idea is that each game keeps a list of loaded Pikmin in memory. This list can fit 100 entries, and normally, it starts off empty. When a Pikmin is loaded into memory, it fills in the next vacant slot. In the case of an empty list, this is slot 0. The second Pikmin to be called out fills slot 1, and so on. When an enemy attacks to eat, the game checks every loaded Pikmin to see if it is colliding with the mouth's hitbox, and starts checking slot 0, then slot 1, and so on.
This behavior is also used for other enemy-related actions, like aFiery Blowhog deciding whether to change targets or to keep the current one, inPikmin.
General case[edit]
Suppose that a day starts, 100 Pikmin are taken out from Onions, and they are all bundled together within reach of aRed Bulborb's bite hitbox, which is an attack that will only chomp 5 Pikmin. The game will check the Pikmin in slot 0, confirm that it is within reach, and add it to the list of eating victims. It would then check slot 1, confirm that that one is as well, and add it. It would check slot 2, confirm that as well, and add it. It would do the same for slots 3 and 4. At this point, since it already added 5 Pikmin to the list of eating victims, it would stop checking, and would let the Bulborb's attack finish with those 5 Pikmin captured in its mouth. In this case, the five Pikmin that fell victim to the attack were the first five ones that got pulled out of the Onions. This means that, when starting a day normally, the first Pikmin that left the Onion are more likely to get eaten.
Cases with no "first" Pikmin[edit]
Above is what happens in the most plain cases, but there are times when the player enters anarea orcave with a lot of Pikmin, and the player doesn't control the order in which Pikmin load.
InPikmin, if the player lands on an area with buried Pikmin, those Pikmin are actually not a part of the list of Pikmin, but rather, a list of seeds. A Pikmin is only created and added to the list when it isplucked.
In the case ofPikmin 2, this scenario happens when a cave sublevel is entered, when the player exits a cave and lands on an overworld area along with the Pikmin that escaped, or when the player enters an area that already has buried Pikmin. The Pikmin here are all truly loaded outside of the player's control. The game does however follow an algorithm to decide how to place Pikmin in the area and to fill in the Pikmin list slots:
- Gather information about what Pikmin should be loaded when the area/cave loads. It does not matter how it is sorted.
- For every type of Pikmin declared in the game:
- Check the compiled information to see how many Pikmin of this type must be spawned.
- Spawn that number of Pikmin.
Internally, Pikmin types are declared withBlue Pikmin first. Then comesRed,Yellow,Purple,White,Bulbmin, andPikpik carrot. The reasons for this seemingly random order are not known for certain. However, it is possible that a discovery order of Blue→Red→Yellow was planned duringdevelopment forPikmin, due to Blue Pikmin being the primary type shown off in old trailers.[3] So regardless, in scenarios where the game has to load multiple Pikmin of different types "at once", Blue Pikmin will be loaded first, meaning they will fill in the first Pikmin slots. If players find themselves in one of these scenarios then Blue Pikmin will be more likely to be eaten, since hitboxes that catch multiple Pikmin will pick the Blue Pikmin first.
Some players have noticed that, inPikmin 2, Blue Pikmin seem more likely to die than other types.[4][5] This is exactly why.
To note is that if the player lands in a sublevel withBulbmin that can be collected after the parent is killed, then those Bulbmin have a higher priority than any of the Pikmin that the player had. After they are added to the player's group and the player heads to the next sublevel, the order of the group returns to the standard order stated above.[6]
Enemy patterns[edit]
Every enemy has its own speed, timing, aggressiveness, and overall behavior, though some common patterns can be spotted. Recognizing, dealing with, and exploiting an enemy's habits is important for advanced combattactics.
Idling and distractions[edit]
An enemy that has not noticed Pikmin or leaders will usually idle around. This involves walking aimlessly, looking around, performing some animation such as stretching, among other things. In addition, some enemies are too preoccupied with something, like sleeping, to properly pay attention.
As a general rule, an aggressive enemy will only engage in combat if it spots a Pikmin or leader, and this usually comes in the form of seeing them or having one touch them, though some enemies can take notice of Pikmin and leaders even if they aren't looking at them, likeOrange Bulborbs. This means that the player is safe until this happens, and can even choose the best moment to attack based on what the enemy is doing, where they are facing, etc.
Positioning and focus[edit]
Once an enemy spots a target, it will approach them, and make an attempt to always face them. As the target moves around, so to does the creature in order to catch up. When it decides it is in the right range and angle, it will usually go for anattack. Some enemies like to be up-close, but others will want to stay back, so they can attack from afar while keeping themselves out of danger, such as thePuffy Blowhog. In general, an enemy will only focus on one Pikmin or leader at a time. Enemies will also try to stay within their territory: if they are lured too far, they will turn around and go back to their starting spot, and for a few seconds, be unable to focus on anything else.
Attacking[edit]
Every enemy has a different attack, and they usually start by winding up, going for the attack, and then returning to normal. Most enemies only have one attack, not countingshaking, but some enemies have more. The most common form of attack by far is simply lunging in to bite some Pikmin so they can eat them. After doing this, the recovery phase of the attack usually depends on whether they managed to catch any Pikmin or not, with the former commonly resulting in the creature chomping on the Pikmin and then swallowing them.
Shaking[edit]
During combat, an enemy may stop, wind up its body, and then violently shake or buck. Doing this knocks off most latched Pikmin, making them fall to the ground and stay knocked down for a few seconds.Leaders within range of the shaking will also similarly get knocked back, as well as any nearby Pikmin that are not latched on. Shaking moves cause a minor amount ofdamage to leaders, but are non-lethal in general, provided the knocked Pikmin or leaders don't fall into ahazard or thepit. Regardless, shaking Pikmin off will naturally lower the amount of Pikmin causing damage if not dealt with carefully, and any Pikmin or leaders on the floor are vulnerable to being attacked. Different creatures have different tolerances, wind up times, launch knockback strengths, launch damages, and launch angles.
An enemy usually shakes if it has many latched Pikmin onto it, but it can also do it just from receiving sufficient damage, even frompunches. While enemies usually interrupt their pursuits and position adjustments if they feel the need to shake, they will not interrupt their main attacks, like biting, and some will not interrupt their long idling animations, like theBearded Amprat stretching. If they reach the threshold where they want to shake in the middle of a state where they can't shake, they will simply do it directly after that state is over. A few creatures have multiple ways of shaking, like how theArmored Cannon Larva can buck Pikmin forward or bury into the ground. Some enemies may perform a special kind of shake as a reaction to a certain action, likeBulborbs inPikmin 3 which, after reeling in pain, violently buck their body forward in response to having a Pikmin thrown in their eye.
While shaking is cumbersome for the player, it has some silver linings. The time a creature spends shaking Pikmin off is time it is not spending killing them, and after shaking the Pikmin off, the creature is left vulnerable for a few seconds as it attempts to regain its composure and continue combat. So players can make use of the shaking period and the aftermath to safely pile some damage onto the beast without fear of losing Pikmin. Shaking is especially ineffective againstRock Pikmin, which don't normally latch on, and bounce off far enough away to not be affected by any shaking move. In addition, shaking is usually not foolproof, as some Pikmin may remain latched on regardless.
Tactics[edit]
The following article or section containsguides. |
While combat can be as simple asthrowing orcharging Pikmin at the beast until it dies, there are a few tactics that players can make use of to minimize casualties and get the task done faster. Naturally, basic tactics include not submitting Pikmin tohazards they are vulnerable to, and not going all-out when the enemy is doing something dangerous.
As describedabove, most enemies tend to perform specific things at specific times. A player that is savvy of these actions is better prepared to deal with them, and is at a lower risk of losing Pikmin or leaders. On top of that, expert players can predict and even bait the enemy into performing specific actions so they can optimally punish them.
General tactics[edit]
- Whistling Pikmin off of an enemy when it is beginning toshake, so that the Pikmin are not knocked down and can get right back to attacking as soon as the creature stops.
- Prioritizing attacking an enemy's weak spot, if they have it. For instance, aBurrowing Snagret's head.
- Forcing enemies into states where they can't attack, like how Bulborbs inPikmin 3 can have Pikmin thrown at their eyes, which causes them to flinch and reel in pain.
- Some enemies, such as theQuaggled Mireclops, are only vulnerable on certain parts of their bodies: in this case, the creature's fleshy hooves and fruit-like head are the only vulnerable parts. It is important to not waste time and Pikmin attacking in other spots.
- Some enemies can only be attacked in specific ways.Breadbugs and theirlarger counterpart cannot be swarmed, but Pikmin can be thrown onto their back to inflict damage.
- Smaller enemies, such asDwarf Bulborbs and mostmandiblards, can be killed instantly by throwing a single Pikmin onto their back.
- Usingsprays can make a fight easier.
- Riding onOatchi inPikmin 4 to minimize the Pikmin covering ground and their chances of being killed.
- If there are multiple enemies, luring and fighting one at a time is easier than tackling them all together.
Exploiting awareness[edit]
Since enemies won't attack until they notice the Pikmin or leaders, players can have the upper hand if they make the most out of an enemy's lack of awareness. Some tactics include:
- Taking the time to organize and position their army as efficiently as possible before going all-out on a sleeping enemy.
- Hiding until the perfect moment to strike.
- Approaching from the back so the creature only notices them as late as possible.
- Waiting until an enemy is performing an idling animation that cannot be interrupted, like theBearded Amprat stretching.
- Purposely alerting a creature like a Bulborb just to let it fall back asleep, and then attacking. Since the Bulborb has to follow through with the falling asleep animation and then the waking up animation, this leaves it vulnerable for some seconds.
Exploiting focus[edit]
During combat, the player can try to position themselves and their Pikmin as far away from the enemy as possible, as well as to its back as often as possible. Since enemies will usually want to get close and face a Pikmin before trying to attack it, this grants the player a few seconds of free damage while the enemy is walking, turning, and not being hostile. Continuously running around an enemy can even make it impossible for them to land an attack, which is something that idlingleaders are particularly good at.
Because enemies can usually only focus on one Pikmin at a time, it is possible to leave a decoy Pikmin to distract a beast while the player attacks from another angle. This is especially effective if the decoy Pikmin is on the other side of a wall, since the enemy will spend its attention walking against the wall trying to reach it.
In addition, one possible technique is to lure an enemy far enough away that they reach the end of their territory. Once they turn around, they will only focus on returning home for a few seconds, during which the player can attack without consequence.
Exploiting attacks and shakes[edit]
It's usually a good idea to pile as many Pikmin at once onto an enemy, maximizing the damage done to it as well as causing it to focus more onshaking off its attackers rather than eating them. That said, some tactics involve purposely letting the enemyattack.
Some attacks are completely safe from certain angles, or for certain Pikmin types. In addition, some attacks or shaking moves have a lot of recovery time. The player can purposely forego attacking, and instead choose to only strike during specific attacks or during those long recovery times. To get the enemy to perform the move the player is looking for, the following approaches exist:
- Attack:
- The player can place a Pikmin in front of the creature and within attack range. If the strategy permits, the player can also get ready to whistle the Pikmin to safety once the attack wind-up begins.
- Some enemies will attack directly after shaking, like theArmored Cannon Larva, provided they don't want to shake again in the meantime.
- Shake:
- The player can throw just a few Pikmin at the creature, onto a body part that won't get them in danger. The beast will want to shake shortly after.
- If an enemy reaches the shaking threshold mid-attack, it will do so directly after attacking.
By using these approaches and knowing exactly when the enemy will attack and shake, the player can plan their sequence of moves. A prime example would be combat against theFiery Blowhog, where the player can throw a few Pikmin to force a shake animation, whistle the Pikmin off right before the buck happens, swarm with their Pikmin from the back while the creature is busy spitting fire from the front, and repeat once the creature starts shaking.
Saving chomped Pikmin[edit]
Although Pikmin that are captured by an enemy will quickly be swallowed and killed, they may be able to be saved. By killing an enemy with Pikmin in its grasp before it can swallow them, the Pikmin will be released safely. InPikmin 2, enemies can also be petrified with a dose ofultra-bitter spray to prevent them from eating any Pikmin they may have in their mouth, buying precious time for the player to finish the creature off. Some enemies may also forcefully spit out Pikmin that haven't been swallowed yet when attacked in a certain way, like if a Pikmin is thrown at a Bulborb's eyes inPikmin 3. InPikmin 4,stunning orfreezing an enemy allows the player to call the ensnared Pikmin with thewhistle.
Player opponents[edit]
Pikmin and leaders that are fighting against other Pikmin or leaders have their own methods and quirks. This applies to opposing players in2-player modes, as well as Olimar and his party versusMushroom Pikmin inPikmin.
Pikmin[edit]
The following article or section is in need of assistance from someone who playsPikmin. |
If aPuffstool's spores come into contact with one of Olimar's Pikmin, the Pikmin will turn into aMushroom Pikmin and treat Olimar and his Pikmin as enemies.
Whenever Olimar gets close, a Mushroom Pikmin will follow it and latch on when close enough, all while making an unusual sound that resembles menacing laughter. They do minimal damage (requiring around 200 hits to take Olimar down) and can be shaken off if the player twirls
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/
around. Once detached, the Pikmin will lay down for a while, sit down and slowly revert to its original form, after which it'll start obeying Olimar again. If Captain Olimar moves too far from the Mushroom Pikmin or their host Puffstool, they will stop chasing him and dance around the Puffstool.
Mushroom Pikmin will only ever attack Olimar, but normal Pikmin will automatically attack Mushroom Pikmin. When attacked in this manner, the Mushroom Pikmin will either return to normal or simply die, depending on how much health they have. It's recommended to keep them away from regular Pikmin, as it will likely result in a large loss of numbers. Mushroom Pikmin also lose health when knocked down by Olimar, and if this happens enough times, they will die.[7] Infighting between regular Pikmin and Mushroom Pikmin also involves some blows being exchanged, which will eventually result in a Pikmin dying, done through the same health system.
If a Mushroom Pikmin attacking Olimar gets set on fire, it will burn, and even die, while still attached. Mushroom Pikmin can still latch on to Olimar while he is lying down and invincible; they will even continue attacking as Olimar is carried. Because each transformed Pikmin keeps its type's characteristics,Red Pikmin cause more damage than other types.
Pikmin 2[edit]
The following article or section is in need of assistance from someone who playsPikmin 2. |
2-Player Battle lets each players' Pikmin and leaders interact with each other in a few ways.
Leaders can do very little to enemy Pikmin: they can only shake them off or bury them via anultra-bitter spray. Leaders cannot harm each other in any way, andpunches have no effect on an opposing leader or their Pikmin.
Pikmin always attack a leader by latching onto him. Their pummels prevent the leader fromthrowing,whistling, rolling the roulette wheel, and using eitherspray. These attacks cause no damage to the leader, but do trigger invulnerability frames, which can be used to avoid takingenemy damage on occasion. Latched Pikmin can be shaken off if the player twirls
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/
around.
Pikmin can attack each other, and they do so without latching. Any Pikmin that dies this way will respawn at the Onion, after a small delay. Because of this delay, if a player's Pikmin count reaches 0, aPikmin extinction can occur. Unlike normal combat, Pikmin will engage with other Pikmin or their leader automatically if they are sufficiently close, even if they're following their own leader.
Pikmin 3[edit]
The following article or section is in need of assistance from someone who playsPikmin 3. |
InBingo Battle, Pikmin and leaders can attack each other in some ways.
Leaders cannot damage each other or opposing Pikmin withpunches, not even if enemies are around to enable punching. Enemy Pikmin can however attack opposing leaders and their army. If a leader has Pikmin latched on, the player can shake them off by repeatedly spinning
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/
. Like inPikmin 2, leaders that are being attacked by Pikmin cannot do anything but move about and shake them off, but unlike inPikmin 2, leaders can be downed from Pikmin attacks, although it does take a while.
Pikmin attack each other standing up, not by latching. Any Pikmin that dies from being killed by an opposing Pikmin simply respawns at the Onion, and unlikePikmin 2, aPikmin extinction is not possible this way.
Pikmin 4[edit]
The following article or section is in need of assistance from someone who playsPikmin 4. |
Dandori Battles provide very few ways for a player to enter combat with the other player.
InHey! Pikmin[edit]
The following article or section is in need of assistance from someone who playsHey! Pikmin. |
InHey! Pikmin, some parts of combat work differently from the main series of games. As a 2D side-scrolling game on theNintendo 3DS, combat is less focused on maneuvering around enemies and strategizing to defeat them, and is more about quick reactions and accurate aiming. Enemies rarely require complex strategies to defeat, with the exception ofbosses. Some enemies cannot be defeated at all.
The main way of defeating enemies is by throwing Pikmin at them. Small enemies usually die in 1 hit, meaning positioning the cursor accurately is the most important skill in defeating them. Leading the shot is also important, even if Pikmin don't take long to reach the cursor after being thrown. Larger enemies usually have some amount ofhealth, represented as a bar above the creature. When a non-Rock Pikmin is thrown on top of an enemy, it will begin to rapidly jump on it, dealing damage with each jump. Any number of Pikmin can be jumping on an enemy at once.Blue Pikmin,Yellow Pikmin, andWinged Pikmin all deal the standard amount of damage each jump.Red Pikmin deal twice the standard amount of damage each jump. When any of these types is thrown directly at an enemy, the initial impact does twice the damage of a single jump for that type.Rock Pikmin deal damage differently – they do not jump on enemies, and only deal damage on a direct impact before walking back to Olimar. The amount of damage dealt by a direct impact varies by enemy, and is generally much higher than a direct impact from another type. Note that limited research has been done into combat inHey! Pikmin, and this information is unconfirmed.
Some areas are set up in ways where enemies can be defeated in other ways. Examples includeSerene Stream, where a Mockiwi can be led into a pool ofwater where it drowns, andBarriers of Flame, where aniron block can be pushed into a pit, crushing aFiery Blowlet.
Most enemies can attack Pikmin. If a Pikmin comes into contact with a dangerous part of an enemy, such as aCrumbug's mouth or the spore of aSpornet, it will die immediately, making it very easy to lose some Pikmin to a combat encounter. Combat inHey! Pikmin is very fast-paced for this reason, with the goal almost always being to defeat an enemy as quickly as possible by accurately throwing large numbers of Pikmin at it. Olimar can also lose health to enemy attacks, but can regenerate health with the use ofhearts scattered around areas.
Bosses in this game are by far the most complex enemies, and are fought in special areas. Each boss has various attack phases, during most of which it is invulnerable. By exploiting a weakness in a specific phase, the player can make the boss vulnerable. In these vulnerable phases, the player has a short period of time to deal as much damage as possible.
InPikmin Bloom[edit]
Pikmin Bloom does not have a true combat system as there are noenemies in the game. However, Pikmin can attack mushrooms onmushroom battles. While combat looks similar to how it does in the main series, its mechanics are very different. A Pikmin's attack power is determined by itstype, itsmaturity, itsfriendship, whether it is aDecor Pikmin, and the mushroom's color. This attack power is not used for individual Pikmin attacks, but rather to calculate the overall strength of the group, and once the challenge begins, each Pikmin hit does as much damage as it needs to to make the health of the mushroom decrease at a rate proportional to the strength of the group. For more information on how damage works, see theMushroom battle article.
InPikmin Adventure[edit]
The following article or section is in need of assistance from someone who playsPikmin Adventure. |
Combat inPikmin Adventure takes many cues from the main series games, but it differs greatly. Combat is more akin to that of a 3D dungeon crawler game, but mechanics likethrowing still exist. Combat differs betweenOlimar and the Pikmin.
Enemies have weak points often identified by purple orbs, that are usually the only place where they can be attacked. Pikmin (both Mii and robotic) can latch on to these points to deal quick and steady damage. Besides enemies, Blocks, Question Blocks, and other players that have been rendered unable to attack by an enemy can all be attacked.
- Combat as Olimar
Olimar commands asquad of small Pikmin that each deal a small amount of damage, just like the main series. Tapping with
will throw one of these Pikmin to the location tapped. They will attack automatically if they latch on to a weak point, but will attempt to return to Olimar if they miss. They can be regathered by using
/
. When calling Pikmin, the Mii Pikmin will also fly to Olimar and stack atop his head, where he can then throw them like the Pikmin. Powerups change how Olimar and his Pikmin attack, but the core concepts remain.
- Combat as the Pikmin
The other players controlMiis in Pikmin costumes. They can attack with
, which will do a simple smack with whatever is on the end of their stem. This, in combination with
to jump, makes the players able to utilize several attacks. When using powerups, some of these attacks behave differently.
Note: All double and triple Attacks do the previous attacks first.
| Move | Controls | Description | Damage |
|---|---|---|---|
| Attack | Single smack that deals small damage. | Times hit: 1 Level 1: unkownLevel 5: unknownLevel 10: unknownLevel 50: unknown | |
| Double attack | A smack from left to right, having more range and dealing more damage. | Times hit: 1 Level 5: unknownLevel 10: unknownLevel 50: unknown | |
| Triple attack | A small spin into a jump, hitting from behind and dealing a lot of damage. | Times hit: 1 Level 10: unknownLevel 50: unknown | |
| Charged attack | Hold | A strong smack that deals higher damage. | |
| Air attack | Flips in the air, attacking in a loop. | ||
| Latched attack | Similar to the standard attack, but it will always hit, is quicker and it deals less damage. | ||
| Hammer attack | Similar to normal attack, but slower, more Hammer Seed damage and a chance to stun enemies. | ||
| Double hammer attack | Like the hammer attack, but slightly in the air and more damage. | ||
| Triple hammer attack | Like the double hammer attack, but the hammer grows larger, deals more damage and the Pikmin is slightly more in the air. Care should be taken, because it can flatten teammates, making them unable to move for a short while. | ||
| Charged hammer attack | Hold | Makes the Pikmin go forwards and flip 7 times. With each flip, the Pikmin will slam their hammer into the ground, dealing damage, stunning enemies and flatten teammates (see above). | Times hit: 7 Level 1: unknownLevel 5: unknownLevel 10: unknownLevel 50: unknown |
| Air hammer attack | Does a flip, then goes straight down, dealing damage. When landing, jumps to a safe spot. Can make flatten teammates (see above) and stun enemies. Note that what the game considers a safe spot might not actually be a safe spot. | ||
| Latched hammer attack | Same as a normal latched attack, but slower and has a chance to stun. | ||
| Whip attack | Similar to normal attack, but with an extended range of attack. | ||
| Double whip attack | Like the Whip attack, but deals slightly more damage and covers more area with the whip coming from the left. | ||
| Triple whip attack | Like the Double whip attack, but deals even more damage and the whip comes from the right. | ||
| Charged whip attack | Hold | Makes the Pikmin player use the whip in a large area around them twice, pushing back both enemies and other players. | |
| Air whip attack | Does a whip very similar to Whip attack, but in the air. | ||
| Latched whip attack | Similar to the normal latched attack, but the attack causes two hits right after the other, dealing double the damage than normal. | ||
| Knuckle attack | Unlike the other attacks, Knuckle attack uses the player's fists to punch enemies twice before a small kick that deals extra damage around them. | ||
| Double knuckle attack | Unlike even the Knuckle attack, the Pikmin player will instead charge a ball of damage with their hands that causes damage close to them. | ||
| Triple knuckle attack | The Pikmin player will proceed to do a punch that moves then forward a little before spinning in the air, dealing even more damage. | ||
| Charged knuckle attack | Hold | Makes the Pikmin player charge up a ball of damage before sending it in a straight line for a short time, dealing constant damage during it. | |
| Air whip attack | Punches in a diagonal line down to the ground using the fist on the player's head. | ||
| Latched whip attack | Similar to the normal latched attack, but the attacks come in very quickly, dealing a lot of damage very quickly. |
See also[edit]
References[edit]
- ^YouTube video explaining what Pikmin are more likely to die inPikmin
- ^YouTube video explaining what Pikmin are more likely to die inPikmin 2
- ^YouTube video of a prerelease trailer ofPikmin from 2000
- ^Why do blue pikmin get eaten the most??? on IGN Boards, published on October 18th, 2008, retrieved on August 15th, 2017
- ^Blue pikmin get eaten...alot on Pikipedia, published on February 9th, 2008, retrieved on August 15th, 2017
- ^YouTube video demonstrating how untamed Bulbmin have a higher priority, published on August 8th, 2020, retrieved on August 12th, 2020
- ^YouTube video demonstrating how Pikmin keep track of their health, and lose it when knocked down by Olimar as Mushroom Pikmin, published on September 7th, 2021, retrieved on September 7th, 2021
| Pikmin | |
|---|---|
| Types | Red Pikmin •Yellow Pikmin •Blue Pikmin •Purple Pikmin •White Pikmin Rock Pikmin •Winged Pikmin •Ice Pikmin •Bulbmin •Glow Pikmin |
| Biology | Candypop Bud •Flarlic •Glow pellet •Idle •Lumiknoll •Maturity •Onion Pellet •Pikmin extinction •Trip •Sprout •Seedling •Soul •Squad |
| Abilities | Carry •Dig •Dodge •Fight •Hide |
| Controls | Charge •Dismiss •Swarm •Pluck •Throw •Whistle |
| Other | Decor Pikmin •Leafling •Mushroom Pikmin •Pikpik carrot |
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