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Poison / Sword strategy (uses amiibo)[edit]

This strategy involves the use of amiibo. In this case, prepare these amiibo and your NFC Reader (not needed if you have a New Nintendo 3DS model):

  • One or more of the following:
    • Meta Knight (Kirby) - Grants Maxim Tomato and a custom Sword Copy Ability.
    • Meta Knight (Super Smash Bros.) - Grants Energy Drink and green Sword Copy Ability.
    • Link (any variety) - Most varieties of the Link amiibo should grant a cherry and the Sword Copy Ability.
  • One or more of the following:
    • Inkling Girl (Super Smash Bros.) - Grants cherry and Poison Copy Ability
    • Inkling Boy (Super Smash Bros.) - Grants cherry and Poison Copy Ability
    • Inkling (Super Smash Bros.) - Grants cherry and Poison Copy Ability
    • Inkling Squid - Grants cherry and Poison Copy Ability

The amiibo listed above grant specific health items. Having a way to switch to Sword and back to Poison is incredibly helpful during the battles with Dark Matter Blade Clone and Sectonia Clone, and then going back for Galacta Knight.

Kirby doesn't need to do much in the rest area. Going through the pipe to his right will lead him to the Poison Copy Essence in the top right of the room, and then he can move towards the entry portal into the battles. Please refer to this page on WiKirby to get a basic understanding of Kirby's moveset with this Copy Ability, and take time in the rest areas to refresh on moves. Poison relies heavily on damage zones, but also has decent mobility. Sword, a Copy Ability with a much stronger presence in the series, instead makes use of a fast melee weapon to deal lots of safe damage in short range.

1: Clanky Woods 2.0[edit]

Clanky is a simple pushover, even in the True Arena. Moving quickly can get you into phase two between 6.5-8 seconds:

  • immediately set up a damage zone with Toxic Smog and Sticky Toxin to Kirby's left. Clanky will jump here as his first move, so give him about 1/4 of the screen to land in. Quickly use Poison Pummel / Toxic Swamp to deal even more damage. Should Clanky escape, stand in the center of the arena and use Toxic Tower straight up to deflect falling projectiles and damage the boss further.

The arena will change into a circular loop at the start of phase two, and Clanky will land directly opposite Kirby. Kirby should use Toxic Slide to pass by Clanky while he runs around, and then use Toxic Smog to block the missile attacks when he stops. Using Poison Pummel or Toxic Tower may be fast enough to initiate phase three, but prepare for a jumping attack if not.

Phase three will again change the arena, this time restricting Kirby to a simple plane again. Kirby will want to move out of the way and use Toxic Slide a handful of times to punish Clanky for attempting to pounce on your position. When he jumps back, a number of rockets will be fired at Kirby from alternating opening in the walls. Effective use of Toxic Smog will block all of the projectiles, and then Clanky will descend from above and start jabbing with his legs. Use Toxic Slide to evade, then go on the offensive with Toxic Tower when he starts attacking the same place. This should finish the battle in under or around a minute.

2: Holo-Defense API 2.0[edit]

A few moments will pass before the boss summons its first minion, Kracko 2.0. Kirby should use Toxic Smog repeatedly in the center of the screen, slightly in the air because Kracko floats. Use Toxic Tower once Kracko spawns in fully to exponentially increase the damage output. Should Kracko survive this, he will sweep the floor with his body. Use Toxic Slide and return to the center to use more Toxic Smog and Toxic Tower, but be careful to not let Kirby get hit by the lightning strikes fired the eight main directions.

The next micro-battle is against the Holo-Doomers 2.0. There are two of them, so Kirby should do his best to set up two damage zones if possible. Like Kracko, they float, but these are much smaller and faster. Using Toxic Tower on them is a good attack, but remember that Kirby can't dodge the fireball attack of the one with three tails while he's using that move. They'll occasionally summon a tiny black hole that sucks Kirby toward its position horizontally, which can actually be beneficial to put Kirby's attack range closer to the Doomer near it.

The Holo-Ice Dragon 2.0 is the third minion, and it moves fast even during its ice breath move. Use Toxic Smog to set up a damage zone while it spawns, and then use Toxic Slide relentlessly to deal with it. It will use such attacks as running into Kirby, smacking ice structures across the ground, and using a ground pound-like move that summons falling icicles nearby.

Holo-Coily Rattler 2.0 will be sent out after a brief intermission where the arena is adjusted to fit the needs of the hologram. Use Toxic Smog multiple times in the air and then Toxic Tower to set up a damage zone at its head, the only place it takes damage. Anywhere else will have no effect, just like the original versions of this boss. It will slither away, but Kirby's Sticky Strike can place a puddle of poisonous gloop on the ground for it to run into in the center of the arena. It will then use such attacks as firing energy projectiles at your ground position (float over that) and trying to dive at you in various ways (Toxic Slide will put it headfirst into your damage zones - a great choice!)

Once all other options are exhausted, Holo-Defense API 2.0 will start frantically running around, in a sort of panic mode. Poison is a very easy ability to dispatch it with - a simple pair of Toxic Smog clouds will guarantee it runs into one of them and is instantly destroyed.

3: Susie 2.0[edit]

Susie's first phase is best taken out with a few Toxic Slides as she pounces on Kirby. When she rises to fire her Drill Bits, use Toxic Smog and Toxic Tower to force her into phase two.

The drones that spawn are best left ignored, and instead Kirby should work his way toward Susie. Once there, a combination of AOE attacks, particularly Toxic Slide, will dole out enough damage to leave her crying. When the drone barrage is launched, Kirby should race to her position and use Toxic Smog, Poison Pummel, and Toxic Tower to quickly dispatch her. When she dives through the dome, Kirby should set up damage zones and then quickly escape from her shockwaves as she attempts to run him through. Then, a Sticky Strike and other attacks of choice should dispatch her within a few moments.

4/8: Mid-Boss All Stars 1/2[edit]

Generally, what Kirby wants to do in both sets of Mid-Boss fights is cover the area they spawn in with both ground and air poisons, then use Poison Pummel and Toxic Swamp before they start moving. Kibble Blade 2.0 will attempt a dash attack after the first cutter is thrown, so Kirby should use Toxic Slide in order to convince him to ram into the wall he's already near in order to stay in the death zone. Repeat this while alternating sides for the ground bosses, and they'll be left gasping for air.

Telepathos 2.0 and Dubior 2.0 will both spawn in the air, so some care should be taken that they don't end up outside Kirby's damage zone. Using Toxic Tower after applying a heavy smokescreen of poison breath to their spawn point will completely eliminate Telepathos, but Dubior may just barely escape after sustaining heavy damage.

Once a Mid-Boss is defeated, using Toxic Swamp will destroy their body faster without having to swallow them, cutting the time for these battles by a considerable sum if the goal is a speed run. This also prevents the explosive death of Security Force 2.0 from filling the arena with fire.

5: Stock Mecha Knight[edit]

Stock Mecha Knight involves a lot of attacks from afar, since the close attacks he uses move at lightning speed and will do a lot. When he moves to a corner and fires lasers at an angle and then along the ground, get behind him and use Poison Pummel into Toxic Swamp again to deal some heavy blows. This will start phase two off very well.

Stock Mecha Knight's second phase will land Kirby a moment to set up damage zones where he lands in the center of the arena. Use Toxic Slide to get behind him as he whirls punch after punch at thin air, then use Toxic Smog and Poison Pummel to continue the combo. Even Toxic Swamp is viable, since Kirby is invincible during the jump before his body slam and can't be whipped into the attack zone Mecha Knight puts out. Use light damage zones and Toxic Tower to get some minor damage in as he starts to take root in either side of the ceiling, and he should go out with a bang.

6: Dedede Clone 2.0[edit]

Like Clanky, Dedede Clone 2.0 opens with a jump to the other side of the area. Kirby can set up a damage zone and use a well-timed Toxic Swamp to avoid the energy ball strikes, and do it again on the other side to quickly trivide the clone into its smaller pieces. Then, Kirby should layer some Toxic Smog and a Toxic Slide to do some big damage, and setting up a few more damage zones can prove another fast defeat for all three before they can even use Hammer Farmer. As they grow weaker, they'll even be defeated instantly by a single Sticky Toxin or Toxic Smog.

Dedede Clones & D3 is a bit tougher, but can still be outed with ease. Use Poison Pummel and Toxic Swamp every time it pauses where Kirby can reach, and even just using Toxic Slide, Sticky Toxin, or Toxic Smog can chip down their health. When their second phase begins, they'll pump out two bombs. Let one go and focus on the other so Kirby can use damage zones and Toxic Swamp to send it back at them. The extra edge that gives is critical. As they use the flamethrower attack where they move inward to the center of the arena and revolve the flame pillar around them, use every attack there's room for to make a damage zone and evade the scorching heat.

7: C.O.G.S. / Core Kabula[edit]

C.O.G.S. is by no means a difficult fight. Start charging shots and taking out cannons from the moment inputs are accepted. Do note, however, that Jet Mode's default spawn point is vertically positioned perfectly to hit the center and near-bottom cannons at the same time with the default cannon fire. Once the cannons are down...

Surprise! Core Kabula comes hunting. There was enough time between each boss to charge some missiles to full, so fire those off fast before she starts to ram. Same applies as she descends from that ram attack. When she attempts to circle Kirby in cannon fire, remember that she passes through the firing plane behind him. This can be taken advantage of and still have enough time to fire another charge attack at her when she returns to the front. Both large laser attacks also have major windows where Kirby can fire on her, so take advantage of those (hover in close above the single-laser blast, and move behind and in front of the wavy three-laser blast.) She'll go down remarkably fast this way.

9: Pres. Haltmann 2.0[edit]

Many strategies for Susie 2.0 also apply to the president of the wicked company. Some important things to know are:

Phase one:

  • Kirby can use Toxic Smog and Toxic Tower to deal good damage to Haltmann as he fires Susie drones around the center platform or spins around it himself, but great care should be taken to avoid getting his ability knocked away by either assailant.

Phase two:

  • As Kirby would do if Susie's first phase lasted too long, he should leave several damage zones for Haltmann to crash into as he uses Spin Cycle around the arena.
  • Using Toxic Smog and Tilted Toxic Tower are also key for dispatching the Yesman and dealing more damage to Haltmann through his reduced defense.

Phase three:

  • Every time Haltmann uses Spin Cycle around the arena, he makes one complete rotation before jumping to the exact opposite side. Choose a side and set up a damage zone there, using Toxic Slide to pass through his whirling arms unharmed.

Phase four:

  • Kirby can just ignore the Yesmen and float above Haltmann's cube lasers. Unlike in Meta Knightmare Returns, there is no advantage to even touching the Yesmen before Haltmann fries them, so don't even make contact.

10: Dark Matter Blade Clone / Sectonia Clone[edit]

As one would expect from fights originating in Meta Knightmare, the two clone fights are best foiled by the Sword Copy Ability, so using a Meta Knight or Link amiibo of choice to switch to that ability and then back to Poison is a good plan. Essentially, go ham with the Twister Slash.

Dark Matter Blade Clone, move by move in order of appearance:

Attacks - Dark Matter Blade Clone
Attack Description How to Outwit
ダークビーム
Dark Beam
Dark Matter Blade Clone fires a series of blasts from its sword straight forward. It may also charge up and perform a more rapid-fire version. The sword blasts can be crouched under. Drill Stab towards, and then use the typical up-slash to down-slash combo on repeat.
フライングソード
Flying Sword
Dark Matter Blade Clone's sword glows with a rainbow aura, and it dives toward Kirby, leaving stars as it passes. Charge up a Twister Slash and use it as it dives through. Also works on Sectonia Clone's similar move.
ダークバウンドマター
Dark Bound Matter
Dark Matter Blade Clone fires either three or five dark orbs that bounce around the screen. These can be hit to knock them back at the clone. Batter up! Hit each and every one with Kirby's sword; they will return to sender and deal damage.
ダークビームラッシュ
Dark Beam Rush
Dark Matter Blade Clone charges up and then fires four sword blasts rapid-fire at Kirby's current position. Spin/Twister Slash, Drill Stab, Upward Slash into Sword Dive. Any and all of these will work.
ダークサンダー
Dark Thunder
Dark Matter Blade Clone fires multiple dark beams from its eye that make a spiral across the stage, leaving four stars on the ground. Same strategies as Dark Beam Rush.
ぶんれつボディショット
Dividing Body Shot
Dark Matter Blade Clone creates four orbiting spheres of energy around itself, then fires them, leaving a brief danger zone on the ground where they hit. They can be preemptively knocked away, and Kirby can also swallow these to gain the Fire ability. Twister Slash or Upward Slash may prove effective here, but it's difficult to destroy the balls considering how high up the boss flies.
フライングソード
Flying Sword
Dark Matter Blade Clone's sword glows with a rainbow aura, then the clone starts thrashing it about as it dives several times across the stage. Using Spin Slash each time he flies across is a great way to deal damage.
かくさんマタービーム
Spreading Matter Beam
Dark Matter Blade Clone, after a brief charge-up period, fires two dark lightning bolts from its eye. Each one leaves a star on impact. It will always fire two sets of these, and may change positioning to fire two more sets of lightning bolts. The blind spot is directly underneath the clone. Twister Slash is your best friend again.

Sectonia Clone operates very similarly in general. Her attacks can often be bypassed with the use of Sword's dash, charge, and up-down combos. In particular, note these:

  • Her quick jabs are best countered by using the dash attack to get behind her (if needed) and then using Twister Slash.
  • The crystal smashes in the beginning of phase two start on the left, go to the right, and then to the center. Kirby can stand under her and get in two Twister Slashes - one as she slams down, and one while she charges if Kirby is very fast.
  • Every time Sectonia teleports in sequence, face away from the center of the arena and charge a Twister Slash. Holding up and backward as Kirby does this will lead Kirby to dice Sectonia to bits as she tries to perform her surprise attack. She will do these teleporting sequences three to five times, and will fake-out the last time.

11: Galacta Knight Returns[edit]

Galacta Knight is formidable opponent. Here are some general tips:

  1. Under no circumstances should Kirby ever fall into a corner of the arena if Galacta Knight is on the ground. Galacta Knight is very good at cornering unprepared players.
  2. Toxic Smog is a move that will go very far in this fight. Toxic Slide is also very important, though it has less practical use based on how much time Galacta Knight spends in the air or just above the ground.
  3. Most of Galacta Knight's lightning strikes have a safe zone that Kirby can take advantage of to continue dealing damage. For example, when the sets of strikes alternating between four and five occur, there is a very slim space between the first and second waves that Kirby can squeeze into and use Toxic Tower from.
  4. Toxic Tower can be useful in other situations, but also leaves Kirby vulnerable to Galacta Knight's faster attacks.

Don't be afraid to use or emulate an Inkling amiibo of any variety to regain health and get Poison back if something happens. Most of Galacta Knight's attacks don't deal an incredible amount of individual damage, but it's when things stack up that problems really happen. Thankfully, an easy dispatch of Dark Matter Blade Clone and Sectonia Clone with Sword just beforehand should have granted a good breather, so no worries there.

12: ????[edit]

Kirby's Copy Ability doesn't matter at all for this fight, since he's just in the Halberd Mode of the Robobot Armor for the majority of it.

Phase 1 strategy: don't get hit

Phase 2 strategy: don't get hit

Phase 3 strategy: REALLY don't get hit

All three of these phases have a similar strategy. All Kirby needs to do is shoot at the thing in front of him. In fact, the player never needs to let go of the B button. Just like the original fight, dodge everything and shoot every projectile it sends out to fuel the Planet Buster (Press A when prompted). Everything that looks like a physical object can be broken and automatically absorbed for use in the Planet Buster, which includes Invader Armor, Gigavolt II, the Haltmann-themed missiles, and even Code Cubes and meteors.

Plot twist: when Kirby goes in for the screwdriver attack, Star Dream Soul OS sucks him up! Once Kirby enters its body, a very chaotic theme starts up and the core of the monster starts a more direct battle with Kirby.

For the first part of phase four, Kirby may have a tough time with some Copy Abilities. Poison has a few tricks that make the first part go fairly smoothly, but they must be executed well. Toxic Tower should only be used if the pillars are stationary - this is because if an active one moves toward Kirby, he'll take damage (thankfully they won't crush him against each other). If it's moving away, it will probably slip outside of Kirby's range of fire. Thankfully, disabled pillars don't damage Kirby, so he can focus on the important part. Alternatively, Kirby could have held on to Sword and used that in the battle.

After the pillars are destroyed, Kirby's goal in this half of the phase is to take out the heart itself. Rather inconveniently, it has mastered some moves that make that rather dangerous. From Shooter Cutter to a pair of lasers that leave violent energy bursts in their wake (inherited later by HR-D3 and the Master Crown), Star Dream's upgraded form shows no mercy. The strategies don't change much, since Kirby's target is still a moving aerial object that circles the arena without ever touching the ground, but now the target moves way faster. Any attack that puts goop on the floor is made entirely useless, so don't bother with those.