Prologue and Chapter 1 Bosses
Practice Boss: Lord Crump
Max HP: 5
When fought: This is the first major event of the game after taking control.
Strategy: Lord Crump is impossible to lose against. Even if you use the water to weaken yourself, you will be healed up to 5 HP, the lowest amount you can have and have the fight be unlosable. No strategy is required.
PROLOGUE BOSS: BLOOPER AND TENTACLES
Max HP: 12/3
When fought: After holding the Map aloft the Door, use the airplane panel in the first area of the Sewers. Attack the tentacle to start the fight.
Attacks: Tentacle Slap: Slaps you with a Tentacle.
Ink Splash: After getting up, will fire ink at both of you.
Strategy: You don't need to prepare for this fight. If you got the free Fire Flower earlier in the block and equipped Frankly's Power Smash badge, this fight can be ended quickly. Have Goombella start out the fight by using the Fire Flower, then Power Smash the Blooper. Repeat Headbonking and Power Smashing until it is defeated.
Unique Enemies: Bald Clefts
Max HP: 2
Attack: Charge: Charges at you.
When fought: On the way to Shhwonk Fortress, these are found on two pedestals in a room. Examine one and challenge them.
Strategy: Power Smashing, Superguarding, and POW Blocks are your best bet here. Rather simple, yet they never show up again.
Extremely Early Enemy Encounter: Bristles
Max HP: 2
When Fought: A little after the Bald Clefts, in the same scenario.
Attack: Charge: Charges at you. Much faster than the Bald Clefts.
Strategy: Basically the same thing, but you can't Power Smash them.
Miniboss: Gold Fuzzy and Fuzzy Horde
Max HP: 10/20
When Fought: After getting both Stone Keys, the Gold Fuzzy will be waiting in the center room.
Attacks: Gold Fuzzy: Headbonk: Bonks you on the head. Doesn not drain HP.
Fuzzy Horde: Horde Jump: Multiple Fuzzies will jump for one damage each. Simple, just keep guarding. Superguarding will NOT damage the Horde.
Strategy: The Gold Fuzzy starts out alone. Simply exchange blows until the Fuzzy reaches 6 HP. It will summon the Fuzzy Horde, which conceals the Fuzzy (though you can still target it) and prevents you from hammering it. You can target the Fuzzy Horde if you want to get them uot of the way- if you get it to 10 HP, the whole Horde will flee. Or you can focus on the Gold Fuzzy. Even if you ignore the Horde, they'll flee and give Star Points automatically if you beat the Gold Fuzzy.
Miniboss: Red Bones and Dull Bones
Max HP: 5/1
When Fought: In Hooktail Castle, in the room with the letter. At the end, examine the Red Bomes, who will summon a massive amount of Dull Bones to kick you out. Hammer your way back to the Red Bones and engage it in battle.
Attacks: Single Bone Throw: Throws a Single Bone. Superguarding will NOT damage the thrower.
Multi Bone Throw: Exclusive to the Red Bones. Will divide the three damage into three faster bones. Superguarding will NOT damage the Red Bones.
Build: Builds a Dull Bones.
Revive: Exclusive to the Red Bones. If the remaining Dull Bones remain for too long after defeating the Red Bones without fire, it will revive with full health. If it is defeated with fire, it cannot respawn.
Strategy: Use Koops's Power Shell to take out all of the Dull Bones and damage the Red Bones. After, simply beat away at the Red Bones with anything that does not do one damage. If a Dull Bones is built, take it out.
Note: Dull Bones become regular enemies after this fight, but the Red Bones does not.
CHAPTER BOSS: HOOKTAIL
Max HP: 20
Attack: 5, 3 if Attack FX-R badge is equipped and exploited.
Defense: 1, 0 if Attack FX-R badge is equipped and exploited.
When Fought: At the top of the tower in Hooktail Castle. You'll know it when you get to the huge outside area.
Attacks: Fire Breath: Does damage to both characters. Superguarding will NOT damage Hooktail.
Stomp: Hooktail stomps of one character. Superguarding will NOT damage Hooktail.
Strategy: Near where you got the Paper Curse, there is a badge in a cell called the Attack FX-R badge. Equip it; it is Hooktail's weakness. Attacking once with it on will lower Hooktail's attack and defense. Hooktail keeps the same strategy throughout the whole fight, so just trade blows. Neither partner is better than the other in this ifght if you haven't upgraded one yet. After depleting the 20 HP, Hooktail will make offers in exchange for mercy. Deny them or you'll get an unavoidable 5 damage. No matter what, though, afterwards, Hooktail will eat the audience and recover 10 HP. You'll fight in the Audience for the second phase, which is identical to the first with the exception of no audience.
Optional Boss: Gus
Max HP: 20
When Fought: Anytime by talking to him and challenging him. He's nearby Frankly's house; you can't miss him.
Attacks: Charge: Charges at you.
Spear Throw: Throws his spear. Superguarding will NOT damage Gus.
Strategy: Take care of this guy ASAP. After getting Koops is your best bet since Gus's spear makes him a Spiky enemy, but if you're good at Superguarding, Power Smash and the basic Hammer will be enough. There's little strategy involved; just attack each other. Note that you can run from this fight, which Gus points out. Beating this guy will shut down his toll service, which is is very useful because you'll have to go there multiple times to beat he game, as well as the fact that the Trouble Center, one of the biggest sidequests in the game, is there.