Wario World/Enemies

Magon
Magons are the first enemies faced in the game. They are orange dragon-like creatures, but are very slow and are not very smart. Small Magons only take a single hit to defeat, and the larger ones get stunned after a single combo punch, or three regular hits. Only large Magons can be picked up and thrown.

Cractyl
These purple pterodactyls have swirly eyeballs. It takes two hits to stun them, and they fly around. Should they grab Wario, shake the control stick to escape or else they will fling him away to deal a lot of damage. There are other identical enemies like pigeons, snow birds, and hawks that function the same. As the game progresses, occasionally Cractyls will drop spiked balls or bombs.

Ankiron
Armored, tank-like creatures that fire cannonballs that rarely ever explode on impact. It takes four hits to stun Ankirons. Occasionally, it will retreat into its shell and cannot be damaged until Wario walks away a short distance and comes back.

Clubosaur
A large triceratops enemy that wields a large stick. When holding the stick, the enemy cannot be attacked from the front, whether it be by direct attacks or other objects being thrown at it. After three normal punches are delivered, the Clubosaur will drop the stick and walk on all fours, occasionally charging and ramming into Wario. They become stunned after another three hits.

Enemy Generator
These enemies are generally invincible. Instead of attacking directly, they spawn Magons of both sizes. Very rarely, they'll spit out a spiked ball that disappears after a few seconds. Enemy Generators eventually die after a long period of time after spewing its last enemy, leaving behind 6 large gold coins. They will re-spawn after moving off-screen.

Old Red-Mug
There are only three of these creatures in the game. They are large stone creatures with a large red face, and will fall over backwards after three punches or receiving a Mega Toss. It is not necessary to defeat this enemy at any point, as they are used either to return to earlier parts of the stage, or can simply be jumped around.

Swordfish
These nefarious fish live in watery areas, and will attempt to pop up under Wario in order to slash at his legs. Jumping around them or avoiding pools of water are the best method to get around them, but they can be stunned with a few punches like most enemies.

Door Spirit
These enemies need to be defeated to progress. As the name implies, they live on doors, firing spare projectiles at Wario. The brass ones take six hits to defeat, and the silver ones need nine. After a few hits on silver Door Spirits, they will charge up and fire a massive laser instead—get out of the way as soon as possible!

Giant Cannonball
These cannonballs are huge! They're completely indestructible and will not only damage Wario but fling him far away as well. It is best to avoid these at all costs.

Cobra
These snakes are being charmed by a little guy riding them. They are limited in movement to their pots, but can reach surprisingly far. It takes a high number of punches to stun both the cobra and their master, so avoiding them is suggested instead of trying to combat these.

Bowling Pin
These can't actually hurt Wario, but if they are all defeated by using a Mega Toss on cannonballs, will reward Wario with coins.

Jokey Ship
This enemy appears in both Wonky Circus and Mirror Mansion. It cannot be attacked directly, and only serves to fire Magons at Wario.

Caged Beast
Caged Beasts are giant cages that sleep by themself. If Wario gets too close, large arms will claw at him until he leaves. Eventually, they will go on the offensive by extruding a pair of legs and running after Wario to claw at him. They take many hits to defeat, and are generally too large to use for Steel Trapdoors, so avoiding these enemies is suggested over combat.

Elephant
These angry guys just run around all day! They either charge along a fixed path, in which case they are invincible, or will charge at each other and Wario, where they can eventually be stunned by their own collision. Most of them serve more as stage hazards than enemies, so staying out of their way is best.

Freeze Cannon
Freeze Cannons are indestructible devices that shoot icy-cold auras that freeze Wario, leaving him vulnerable to other enemies' attacks. They can be temporarily disabled by ground pounding them.

Sled Creature
These enemies cannot be damaged nor defeated, they only serve to push Wario down the mountain into the Unithorn's Lair. Merely jump around them to progress.

Icicle Mite
These creatures are conveniently pointy. After stunning them from a few punches, they can be Piledrived into the ground to be used as a miniature platform to reach higher location. Icicle Mites cannot be stacked on top of themselves.

Turtle
These initially appear to be giant moving icebergs that won't let Wario pass by. First break the ice on their backs by dashing into them, then deliver a few punches or ground pounds to stun them.

Fattington
These guys might look funny, but they're anything but. Once a Fattington drops in, it will slowly work its way to Wario to bounce into him. The rubbery skin of the Fattington will fling Wario far away, and even more if they're jumped into. They cannot be punched or ground pounded: they must have another object thrown into them first to be stunned, then they can be thrown. It is best to try and avoid these rotund creatures rather than battle.

Stingray
These enemies operate very similarly to Horror Manor's Swordfish. They only appear in thick grass, and must be ground pounded to be damaged. Sometimes, they will dash forward to deal damage. Be wary attempting to damage these foes, though, as if Wario misses a ground pound he will become stuck in the thick grass: A perfect opening to be attacked by another enemy.

Tulipatooie
There are only two of these enemies in the entire game, and they cannot be defeated. They spit out a Glue Globe, then suck it up quickly. If Wario is still on the Glue Globe when it is inhaled, he will be chewed up and damaged. Unlike most other enemies, this one can be entirely bypassed with creative jumping.

Wind Winder
This intuitively named enemy blows gusts of wind at Wario to push him away, relatively slowly. They cannot deal damage, and are defeated with a single blow.

Monstrous Magnet
Massive magnets: How do they work? They float in the air and fire electrical beams at Wario to stun and damage him. They are stunned with several hits, and can be Mega Tossed to stick to metal surfaces around the area. They are shockingly persistent at attacks, so it may be wise to stun all nearby Monstrous Magnets before attempting to stick them onto metal walls. They won't stay forever, so move quickly once stuck.

Ram
There are two ways this enemy is encountered. The first is similar to the Sled Creatures of the level prior: Un-damageable raging monsters that fling Wario far off cliff sides. The other is as a free roaming enemy that will rapidly charge Wario to jostle him, or by smashing into him from above. They can gang up quickly, so the use of a Wild Swing-Ding to clear a large amount of them out of an area is encouraged.

Crystal Entity
In a larger arena, a large crystal monster falls from above and lodges itself in the center. A barrier appears trapping Wario with the foe. Instead of attacking directly, it will summon Crystal Creatures, small enemies to attack instead. Grounded Crystal Creatures wield a stick and act similarly to Clubosaurs, needing two hits to stun. Flying Crystal Creatures act similarly to Cractyls and take only one hit to stun. Once a Crystal Creature is stunned, a Mad Move must be done to hit the Crystal Entity. Repeating this three times finally stuns the enemy to be defeated in any way. There are three colored variants: Red, Orange, and Blue. This changes the type of occasional projectiles used after sustaining damage: Red will fire a laser, orange will fire slow moving homing projectiles, and blue will fire small, white, linear projectiles.

Big Bone-Fist
These gates appear in Horror Manor. They must be defeated to pass. They have three main attacks: Swiping at Wario in an attempt to grab him, in which the control stick must be spun around to break free, a finger gun that fires fast projectiles, and a slam that reveals its weak point, a glowing blue spot on the back of the hand.

Electric Clown Fence
These gates appear in Wonky Circus. In order to progress, they must be defeated. They will shock Wario if contact is made with them, but do not have any attacks of their own. Every so often, a Clown Magon will appear which is to be thrown at moving targets bouncing around the Electric Clown Fence. If a target is struck with a regularly thrown Clown Magon, it will shrink and move faster—requiring a second hit to defeat. Alternatively, a Mega Tossed Clown will instantly break the target. When all targets are broken, the Electric Clown Fence explodes to leave 6 large gold coins behind.

Angler Mangler
The mighty Angler Mangler is a giant Anglerfish that traps Wario in a wall of ice. It will spew moving icicles that freeze Wario upon contact in a variety of patterns. When not trying to freeze Wario, it will summon Barrel Buster to attack on its behalf. In order to damage the Angler Manger, a Barrel Buster must be Piledrived underneath the glowing ball from the mini-bosses' forehead. Aiming roughly on the shadow the ball leaves is a good way to line up the attack to deal damage.

Tree Freak
This overgrown weed grows a very unique fruit: Half spiked and half soft. Deal with these plants by first punching the tree to knock down the fruit, then throwing one at the green bulb on the front. This will reveal the Tree Freak's face, which requires another fruit thrown to actually damage it. The fruits like to roll around, and will be rotated greatly when ground pounding near them. Wario won't be able to pick up the spiky side of the fruit, so be careful! If too many fruit build up, wait for them to de-spawn before knocking more down.