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This page lists all 256 available Catch Cards featured in Super Paper Mario.

Card # Name Description Rarity Image
001 Goomba Max HP: 1, Attack: 1. This lowly goon is always getting stepped on. It isn't easy being a soft, mushroomy minion. * Catch Card 1 - Goomba
002 Dark Goomba Max HP: 10, Attack: 2. This Dark Goomba dwells in a certain secret pit. It's shadowy, adorable, and oh so stompable. * DarkGoombaCard
003 Spiked Goomba Max HP: 1, Attack: 2. A Goomba with a spike strapped to its helmet. Head spikes: The ultimate in antistomping technology. * Catch Card 3- Spiked Goomba
004 Dark Spiked Goomba Max HP: 10, Attack: 4. This spiky guy dwells in a certain secret pit. It may be dark, but it's not dim. Or is it...? * Dark Spiked Goomba
005 Paragoomba Max HP: 1, Attack: 1. A Goomba that has been through airborne training. One stomp, and it's like it never went to flight school. * Catch Card 5- Paragoomba
006 Dark Paragoomba Max HP: 10, Attack: 2. The Dark Paragoomba lives in a certain secret pit. Give it a friendly stomp to turn it into a Dark Goomba. * Dark Paragoomba
007 Gloomba Max HP: 2, Attack: 2. A Goomba that thrives in dank, depressing holes. A strict all-mushroom diet makes this guy extra fungal. * Catch Card 7- Gloomba
008 Headbonk Goomba Max HP: 1, Attack: 2. A tenacious Goomba that'll headbonk anything in sight. Caution: headbonking is a leading cause of headaches. * Catch Card 8- Headbonk Goomba
009 Dark Headbonk Goomba Max HP: 10, Attack: 4. Dark Headbonk Goombas live in a certain secret pit. They look like Dark Goombas, but they bonk! * Dark Headbonk Goomba
010 Koopa Troopa Max HP: 1, Attack: 1, Defense: 1. Koopa Troopas have always been causing trouble. When they get attacked, they retreat into their shells. Of course, there's nothing stopping you from kicking it. * Catch Card 10- Koopa Troopa
011 Mega Koopa Max HP: 1, Attack: 2, Defense: 1. This Koopa got a Mega Star. Now it's a mega problem. Don't look at it in 3-D, or it'll blow your mind! * Catch Card 11- Mega Koopa
012 Dark Koopa Max HP: 10, Attack: 2, Defense: 3. This guy dwells in a certain secret pit. Like a Koopa, but somehow...darker. * Catch Card 12- Dark Koopa
013 Koopatrol Max HP: 15, Attack: 3, Defense: 4. The heavy-metal Koopatrol feels no remorse. It'll roll right over its own Koopa granny. But it's not well-suited for aquatic operations. * Catch Card 13- Koopatrol
014 Dark Koopatrol Max HP: 30, Attack: 6, Defense: 8. Dark Koopatrols dwell in a certain secret pit. Stomp them to turn them into...dark shells. Shocker! * Catch Card 14- Dark Koopatrol
015 Paratroopa Max HP: 1, Attack: 1, Defense: 1. This Koopa Troopa breezed through flight school. A quick stomp to the head will ground it. Forever. * Catch Card 15- Paratroopa
016 Dark Paratroopa Max HP: 10, Attack: 2, Defense: 3. Dark Paratroopas defend a certain secret pit. You think they'll turn into Dark Koopas when stomped? ...You'd be right. * Catch Card 16- Dark Paratroopa
017 Buzzy Beetle Max HP: 1, Attack: 1, Defense: 3. This little guy is built to withstand anything. Even a Muth stampede wouldn't flatten it. ...Probably. * Catch Card 17- Buzzy Beetle
018 Spike Top Max HP: 1, Attack: 2, Defense: 3. A Buzzy Beetle that's all spiked out and ready to go. Try to control your urge to stomp on it. * Catch Card 18- Spike Top
019 Dark Spike Top Max HP: 10, Attack: 4, Defense: 6. It's a Dark Spike Top from a certain secret pit. Still cute, despite looking noticeably more evil. * Catch Card 19- Dark Spike Top
020 Parabuzzy Max HP: 1, Attack: 1, Defense: 3. Just look at this cute little Buzzy Beetle with wings. It'll lose it's wings if you stomp on it. Of course, that would be totally heartless. * Catch Card 20- Parabuzzy
021 Spiky Parabuzzy Max HP: 1, Attack, 2, Defense: 3. Not so cute anymore, is it? Wings! Spikes! Come on! You can't stomp it, AND it's hard to hammer. Brutal. * Catch Card 21- Spiky Parabuzzy
022 Stone Buzzy Max HP: 3, Attack: 2. It's a Buzzy Beetle with a rock-hard shell. You'll have to stomp on it a few times to crack it. You may feel a little guilty, but push through it. * Catch Card 22- Stone Buzzy
023 Dark Stone Buzzy Max HP: 3, Attack: 4. It's a Dark Stone Buzzy from a certain secret pit. They look the same, but they're definitely tougher. * Catch Card 23- Dark Stone Buzzy
024 Spiny Max HP: 4, Attack: 2, Defense: 3. You DO NOT want to step on this razor-sharp baddie. They're born covered in spiny spines. This makes hugging a Spiny a little...awkward. * Catch Card 24- Spiny
025 Dark Spiny Max HP: 10, Attack: 4, Defense: 6. This Dark Spiny waddles in a certain secret pit. You can't see its beady little eyes, but it's watching... * Catch Card 25- Dark Spiny
026 Lakitu Max HP: 4, Attack: 1. Lakitu chucks Spinys like coins at a Pianta Parlor. What's its problem? Someone made fun of its glasses. * Catch Card 26- Lakitu
027 Dull Bones Max HP: 15, Attack: 4. This undead Koopa wanders around with a blank stare. It's not too psyched about being dead. It mostly throws bones out of sheer spite. * Catch Card 27- Dull Bones
028 Dark Dull Bones Max HP: 20, Attack: 8. The Dark Dull Bones dwells in a certain secret pit. The bones it throws are really...shady. * Catch Card 28- Dark Dull Bones
029 Dry Bones Max HP: 10, Attack: 2. This resilient revenant won't rest in peace. Maybe it's its undying loyalty to Bowser. Or was it the pie it never got a chance to eat? * Catch Card 29- Dry Bones
030 Hammer Bro. Max HP: 4, Attack: 1, Defense: 1. This elite Koopa has a hankering for hammers. It mostly likes to sit up high and toss down hammers. One day, it'll take the carpentry world by storm. ** Catch Card 30- Hammer Bro
031 Dark Hammer Bro. Max HP: 20, Attack: 4, Defense: 3. Dark Hammer Bros. terrorize a certain secret pit. Fear them! Fear them or be struck with flying mallets. * Catch Card 31- Dark Hammer Bro
032 Boomerang Bro. Max HP: 10, Attack: 3, Defense: 1. This elite Koopa goes bananas for boomerangs. Unfortunately, they hurt when you try to eat them. ** Catch Card 32- Boomerang Bro
033 Dark Boomerang Bro. Max HP: 20, Attack: 6, Defense: 3. This Dark Boomerang Bro dwells in a certain secret pit. Is it all that smart to throw boomerangs in the dark? * Catch Card 33- Dark Boomerang Bro
034 Fire Bro. Max HP: 10, Attack: 3, Defense: 1. This elite Koopa has an unhealthy fireball fixation. However, it's a big hit at Koopa cookouts. ** Catch Card 34- Fire Bro
035 Dark Fire Bro. Max HP: 20, Attack: 6, Defense: 3. This Dark Fire Bro dwells in a certain secret pit. Are pitch-black fireballs even hot? * Catch Card 35- Dark Fire Bro
036 Magikoopa Max HP: 6, Attack: 3. This elite Koopa is an expert hexologist. It also has questionable taste in eyewear. ** Catch Card 36- Magikoopa
037 Dark Magikoopa Max HP: 20, Attack: 6. Dark Magikoopas dwell in a certain secret pit. Too bad you can't see its face... It's wearing contacts! * Catch Card 37- Dark Magikoopa
038 Koopa Striker Max HP: 8, Attack: 2, Defense: 1. This Koopa Striker kicks for the love of the game. Its luxurious eyebrows are... Wait a sec... GOOOAAAALLLL! * Catch Card 38- Koopa Striker
039 Toopa Striker Max HP: 8, Attack: 2, Defense: 1. Toopa Strikers are true team players. Watch out for the no-look shell-to-face assists! ** Catch Card 39- Toopa Striker
040 Soopa Striker Max HP: 16, Attack: 5, Defense: 1. It's the star player of the Koopa Kickers. It's even on the cover of Koopa Kleats magazine! * Soopa Striker
041 Dark Striker Max HP: 20, Attack: 6, Defense: 3. Dark Strikers play in a certain secret pit. One red card too many, and they went to the dark side! * Catch Card 41- Dark Striker
042 Clubba Max HP: 20, Attack: 3. This soldier would rather nap than face the front lines. Hauling that club around would make anyone tired. * Catch Card 42- Clubba
043 Dark Clubba Max HP: 60, Attack: 6. This Dark Clubba stumbles around a certain secret pit. Dark Clubbas are still sleepy. Some things never change. * Catch Card 43- Dark Clubba
044 Squiglet Max HP: 2, Attack: 1. Awww...look at that adorable little Squiglet. So adorable under your foot. * Catch Card 44- Squiglet
045 Squig Max HP: 4, Attack: 1. This nasty little guy needs to learn some manners. It spits rocks at people! Honestly, who does that? * Catch Card 45- Squig
046 Squog Max HP: 10, Attack: 2. For wild, feral animals, Squogs are pretty cute. That is, until you see them eating. * Catch Card 46- Squog
047 Squoinker Max HP: 15, Attack: 4. Squoinkers are proud to be pretty in pink. The polka dots are for extra intimidation. * Catch Card 47- Squoinker
048 Dark Squiglet Max HP: 20, Attack: 8. The Dark Squiglet dwells in a certain secret pit. Awwww, it spits oily black rocks! Adorable! * Catch Card 48- Dark Squiglet
049 Sproing-Oing Max HP: 4, Attack: 1. Sproing-Oings split into three when they get stomped. These little critters can throw off your timing, so watch it! * Catch Card 49- Sproing-Oing
050 Boing-Oing Max HP: 8, Attack: 2. This bouncing bully splits in three when you stomp on it. Stomp your heart out before you get swarmed! * Catch Card 50- Boing-Oing
051 Zoing-Oing Max HP: 12, Attack: 3. This mad hopper splits in three when you stomp on it. It's looking a little on the pale side. Maybe it's all that late-night trampoline training. * Catch Card 51- Zoing-Oing
052 Dark Sproing-Oing Max HP: 16, Attack: 4. The Dark Sproing-Oing dwells in a certain secret pit. This one doesn't split and clone... Haha, actually it does. * Catch Card 52- Dark Sproing-Oing
053 Boomboxer Max HP: 4, Attack: 2. This music maven will assault you with bowel-busting bass! What's with the face it makes when it rocks out? * Boomboxer(Catch Card 53)
054 Beepboxer Max HP: 10, Attack: 4. This angry audiophile deafens you with sound. Loves loud music, but hates explosions. Go figure. * Catch Card 54- Beepboxer
055 Blastboxer Max HP: 16, Attack: 6. You're going to be blown away by this mighty rocker. This one hates explosions, which is totally not metal. * Catch Card 55- Blastboxer
056 Dark Boomboxer Max HP: 32, Attack: 8. The Dark Boomboxer rocks out in a certain secret pit. It's sad not to see that crazy face it makes. * Catch Card 56- Dark Boomboxer
057 Piranha Plant Max HP: 2, Attack: 1. This violent vine, lurks in pipes, waiting for a snack. You'd be surly too if you lived in a pipe. * Catch Card 57- Piranha Plant
058 Putrid Piranha Max HP: 5, Attack: 2. It's a poisonous Piranha Plant. As they say, every rose has its venomous bite. * Catch Card 58- Putrid Piranha
059 Frost Piranha Max HP: 7, Attack: 3. Someone left this flower out in the winter cold. On the plus side, it can cool beverages in a hurry. * Frost Piranha Card - Super Paper Mario
060 Crazee Dayzee Max HP: 10, Attack: 2. Crazee Dayzees are cute, but they'll put you to sleep. But sleeping really isn't all that Crazee... * Catch Card 60- Crazee Dayzee
061 Amazy Dayzee Max HP: 30, Attack: 10. This bashful bloom will run off if you get too close. What makes it so Amazy anyway? It seems like more of a wallflower. *** Catch Card 61- Amazy Dayzee
062 Dark Dayzee Max HP: 99, Attack: 20. Dark Dayzees sprout in a certain secret pit. Even in the dark... This flower's got style! ** Catch Card 62- Dark Dayzee
063 Fuzzy Max HP: 5, Attack: 1. What dark and evil thoughts dwell in this beast's brain? And what's so fuzzy about it anyway? It doesn't look too cuddly. * Catch Card 63- Fuzzy
064 Pink Fuzzy Max HP: 10, Attack: 2. If you had to be a Fuzzy, pink wouldn't be a bad color. Still, no one's winning any cuteness contests here. * Catch Card 64- Pink Fuzzy
065 Dark Fuzzy Max HP: 15, Attack: 4. This Dark Fuzzy squirms in a certain secret pit. This one must have come from a load of dark laundry. * Dark fuzzy card
066 Pokey Max HP: 6, Attack: 2. This cactus column wanders in the desert wasteland. When it attacks, it hurls parts of itself at you. Literally. Which is kind of sad, really. * Catch Card 66- Pokey
067 Poison Pokey Max HP: 12, Attack: 2. With prickles and poison, this baddie is double trouble. All it needs is a big hug. Any volunteers? * Catch Card 67- Poison Pokey
068 Dark Pokey Max HP: 20, Attack: 4. The Dark Pokey teeters in a certain secret pit. It looks so serious when it wears black! * Catch Card 68- Darky Pokey
069 Cheep Cheep Max HP: 2, Attack: 1. These odd fish hurl themselves out of the water. For a fish, it's not the safest hobby. * Catch Card 69- Cheep Cheep
070 Blooper Max HP: 1, Attack: 2. Bloopers love to laugh at other Bloopers' bloopers. Nobody wants to end up on the Blooper reel. * Catch Card 70- Blooper
071 Bittacuda Max HP: 10, Attack: 2. This big fish could feed an army! ...Or eat an army. * Catch Card 71- Bittacuda
072 Jawbus Max HP: 5, Attack: 1. Count on a Jawbus to stick its neck out for you. Or at you. * Catch Card 72- Jawbus
073 Rawbus Max HP: 10, Attack: 2. This nasty dino has always got to give you a jaw full. Flip to 3-D and check out its funny little limbs! ** Catch Card 73- Rawbus
074 Dark Jawbus Max HP: 30, Attack: 8. This Dark Jawbus dwells in a certain secret Pit. It was so nice to see its face. Now it's all shadow... * Catch Card 74- Dark Jawbus
075 Gawbus Max HP: 20, Attack: 4. This thing is always sticking its neck in your business. It'll flounder around when it's waiting to be picked up. * Catch Card 75- Gawbus
076 Spania Max HP: 6, Attack: 1. This horned beast will charge right at you. Stay light on your feet or you'll be skewered! * Catch Card 76- Spania
077 Dark Spania Max HP: 20, Attack: 2. This Dark Spania dwells in a certain secret pit. Think of it, just spinning around in the darkness... * Catch Card 77- Dark Spania
078 Cursya Max HP: 1, Attack: 1. This nasty critter will slow you down. It's just so easy to get lost in those dreamy eyes. * Catch Card 78- Cursya
079 Back Cursya Max HP: 1, Attack: 1. This pest will send you straight back to Flipside. Then again, it's one way to cut down on your commute. * Catch Cart 79- Back Cursya
080 Tech Cursya Max HP: 1, Attack: 1. This evil baddie can whip up a helping of instant amnesia. Just like that, and you can't flip between dimensions! * Catch Card 80- Tech Cursya
081 Heavy Cursya Max HP: 1, Attack: 1. This thing will hit you like a ton of bricks. You'll barely be able to hop a few inches off the ground. Take it out from a distance. * Catch Card 81- Heavy Cursya
082 Reversya Cursya Max HP: 1, Attack: 1. Hit this thing and you'll lose all sense of direction. Don't be alarmed: everything will be backwards. But if you relax a little, you'll figure it out. * Catch Card 82- Reversya Cursya
083 Dark Cursya Max HP: 10, Attack: 2. Dark Cursyas live in a certain secret pit. Play the fun game and see which curse you'll get! * Catch Card 83- Dark Cursya
084 Dark Tech Cursya Max HP: 10, Attack: 2. This Dark Tech Cursya lives in a certain secret pit. This is the last place I want to meet one of these guys... * Catch Card 84- Dark Tech Cursya
085 Dark Heavy Cursya Max HP: 10, Attack: 2. This Dark Heavy Cursya lives in a certain secret pit. Isn't it fun to guess which curse you'll get? * Catch Card 85- Dark Heavy Cursya
086 Dark Reversya Cursya Max HP: 10, Attack: 2. This Dark Reversya Cursya lives in a certain secret pit. You never know what curse you'll get until you touch it! * Catch Card 86- Dark Reversya Cursya
087 Swooper Max HP: 3, Attack: 1. Swoopers aren't so bad, they're just lonely. Strangely, they greet visitors by snacking on their heads. ...This could explain why they have no friends. * Catch Card 87- Swooper
088 Cherbil Max HP: 5, Attack: 2. This odd floating beast strikes with sleeping gas. One whiff of that gas and it's sweet dreams... * Catch Card 88- Cherbil
089 Ice Cherbil Max HP: 5, Attack: 2. This floating beast attacks with ferocious freezy gas. It loves blue raspberry snow cones... * Catch Card 89- Ice Cherbil
090 Poison Cherbil Max HP: 5, Attack: 2. This floating beast attacks with perilous poison gas. I hear it smells awful. * Catch Card 90- Poison Cherbil
091 Dark Cherbil Max HP: 15, Attack: 4. This odd gassy creature puffs itself up and explodes. They have sleepy, freezy, and poison gas, so watch out! * Catch Card 91- Dark Cherbil
092 Boo Max HP: 4, Attack: 1. These spooks only approach when your back is turned. They'd be awesome at "Red light, green light"! * Catch Card 92- Boo
093 Dark Boo Max HP: 13, Attack: 2. This ghastly ghost hates being stared at. Unlike other Boos, it will turn around in front of you. * Catch Card 93- Dark Boo
094 Dark Dark Boo Max HP: 20, Attack: 4. This Dark Dark Boo dwells in a certain secret pit. Dark sheets make it extra not-so-scary! * Catch Card 94- Dark Dark Boo
095 Atomic Boo Max HP: 10, Attack: 2. This gigantic Boo still hides when you look at it. Some say it's a gathering of many smaller Boos... * Catch Card 95- Atomic Boo
096 Growmeba Max HP: 2, Attack: 1. Growmebas copy themselves over and over and over. Just stomp the real one to make them all disappear. * Catch Card 96- Growmeba
097 Blomeba Max HP: 5, Attack: 2. This weird little guy can't stop copying itself. Try using an item to put them all out of their misery. * Catch Card 97- Blomeba
098 Chromeba Max HP: 10, Attack: 3. This devious doppelganger loves to copy itself. Stomp them all before the problem multiplies! * Catch Card 98- Chromeba
099 Dark Growmeba Max HP: 20, Attack: 4. This Dark Growmeba lurks in a certain secret pit. Which one's real?! Gah, it's very hard to tell. ** Catch Card 99- Dark Growmeba
100 Mister I Max HP: ??, Attack: 2. It's an eye. A big, juicy, unblinking, ever-watching eye. ...Gross. * Catch Card 100- Mister I
101 Red I Max HP: ??, Attack: 4. This big, red eye looks a little irritated. It must not be getting much sleep these days. * Catch Card 101- Red I
102 Chain Chomp Max HP: 4, Attack: 1, Defense: 4. Chain Chomps are more bark than bite. But that's not much comfort for the mailman... * Catch Card 102- Chain Chomp
103 Red Chomp Max HP: 8, Attack: 3, Defense: 8. This bright red breed isn't very well behaved. That probably rules out winning best of show. ** Catch Card 103- Red Chomp
104 The Underchomp Max HP: 16, Attack: 3, Defense: 4. The three Dorguys command this special breed of Chomp. In off-hours they like to practice their comedy act. ** Catch Card 104- The Underchomp
105 Dark Chomp Max HP: 10, Attack: 4, Defense: 10. This Dark Chomp makes its home in a certain secret pit. Who's a good boy?! Who's a dark, evil boy! Yes you are! * Catch Card 105- Dark Chomp
106 Bald Cleft Max HP: 2, Attack: 1, Defense: 2. This hardheaded minion is easily mistaken for a rock. It'll turn around if it bumps into a wall. If hit with an explosion, its Defense drops to 0. * Catch Card 106- Bald Cleft
107 Moon Cleft Max HP: 5, Attack: 2, Defense: 4. It's an evil mineral that looks just like a rock. That is, until it's too late! * Catch Card 107- Moon Cleft
108 Dark Cleft Max HP: 10, Attack: 4, Defense: 10. This Dark Cleft dwells in a certain secret pit. You'd have to really try to mistake it for a rock... * Catch Card 108- Dark Cleft
109 Shlurp Max HP: ??, Attack: 2. This hungry beast really sucks...stuff up! Bombs give it a bad case of heartburn. * Catch Card 109- Shlurp
110 Shlorp Max HP: ??, Attack: 3. It's a vacuum! It's a worm! It's both! Don't feed it bombs, or you'll ruin its supper. Forever. * Catch Card 110- Shlorp
111 Dark Shlurp Max HP: ??, Attack: 4. The Dark Shlurp dwells in a certain secret pit. Now with the cleaning power of darkness! * Catch card 111- Dark Shlurp
112 Thwomp This block-headed rocker really loves making pancakes. All that macho pounding must be a sign of insecurity. ** Catch Card 112- Thwomp
113 Spiny Tromp It's a massive, rolling pinwheel of doom. If it keeps rolling, maybe it'll aerate someone's lawn. ** Catch Card 113- Spiny Tromp
114 Spiky Tromp This bowling boulder rolls around in search of prey. Don't get caught under the spikes, or you'll be tenderized. ** Catch Card 114- Spiky Tromp
115 Bullet Bill Max HP: 1, Attack: 2. In our hearts, this monster is number one with a bullet. It does have a short fuse, though... * Catch Card 115- Bullet Bill
116 Bill Blaster Max HP: 5, Attack: 2, Defense: 3. It's a big, burly cannon. Where do all those bullets come from? * Catch Card 116- Bill Blaster
117 Ruff Puff Max HP: 15, Attack: 4. This little thundercloud is darkening a sky near you! Looks a little like cotton candy, but don't bite! * Catch Card 117- Ruff Puff
118 Dark Ruff Puff Max HP: 30, Attack: 6. This Dark Ruff Puff floats in a certain secret pit. Dark thunder... Wow... That is so METAL! * Catch Card 118- Dark Ruff Puff
119 Lava Bubble Max HP: 1, Attack: 4. Lava Bubbles always have a bounce to their step. But watch out: they've got fiery tempers. * Catch Card 119- Lava Bubble
120 Tileoid G Max HP: 5, Attack: 1. These sticky creatures crawl along walls. They're like living, antigravity tumbleweeds! * Catch Card 120- Tileoid G
121 Tileoid B Max HP: 10, Attack: 1. This sticky beast clings to any surface. Caution: it is not blue cotton candy. * Catch Card 121- Tileoid B
122 Tileoid R Max HP: 15, Attack: 2. This gluey, gloppy animal will stick to any surface. Gluey and gloppy...not the best traits. * Catch Card 122- Tileoid R
123 Tileoid Y Max HP: 10, Attack: 2. This tenaciously sticky beast slides along walls and ceilings. And it even doubles as an industrial adhesive! * Catch Card 123- Tileoid Y
124 Dark Tileoid Max HP: 25, Attack: 4. This Dark Tileoid scuttles around a certain secret pit. Yikes... This shadowy one is really tough! * Catch Card 124- Dark Tileoid
125 Meowbomb Max HP: 1, Attack: 2, Defense: 1. These feline robo-bombs get shot out of SurpriseMeows. Strangely, they don't mind getting blown to meowbits. * Catch Card 125- Meowbomb
126 PatrolMeow Max HP: 5, Attack: 2, Defense: 1. This patrol puss is the hall monitor of Fort Francis. Ever vigilant...and flea resistant! * Catch Card 126- PatrolMeow
127 AirMeow Max HP: 5, Attack: 2, Defense: 1. This AirMeow guards the skies over Fort Francis. It runs on a volatile mixture of catnip and cooking oil. * AirMeow (Catch Card 127)
128 SurpriseMeow Max HP: 1, Attack: 2. It's the latest in feline firepower: a kitty cannon. Check out the visors they're sporting. Classy! * Catch Card 128- SurpriseMeow
129 BigMeow These robotic cat servants are loyal to their master. They're not designed for battle. But they aren't going to complain about it! ** Catch Card 129-
130 MeowMaid No chore is a bore to this robotic housecleaner! She loves her master with endless devotion. ...Because he programmed her that way. * Catch Card 130- MeowMaid
131 SecuriMeow No chore is a bore to this robotic housecleaner! This Meowmaid model can make advanced decisions. ** Catch Card 131- SecuriMeow
132 Jellien Max HP: 4, Attack: 2. Jelliens drift around the lonely ocean of space. Maybe they've discovered the best way to get around? Intergalactic jiggling: the newest form of space travel. * Catch Card 132- Jellien
133 Foton Max HP: 8, Attack: 2. Fotons fire super-fast, superheated particles. Of course, they're big crowd-pleasers at parties. * Catch Card 133- Foton
134 Warpid Max HP: 10, Attack: 2. This space case warps around here and there. It won't bother you. Just let it do its thing. * Catch Card 134- Warpid
135 Eeligon Max HP: 10, Attack: 2. Eeligons slither through the murky bits of the cosmos. Hit them and they'll shrink faster than their egos. * Catch Card 135- Eeligon
136 Hooligon Max HP: 10, Attack: 2. Hooligons love to wreak havoc in the depths of space. They blend into their habitat, waiting to attack. * Catch Card 136- Hooligon
137 Dark Eeligon Max HP: 30, Attack: 4. This Dark Eeligon flies around in a certain secret pit. So...this one's dark, but it's pretty much the same. * Catch Card 137- Dark Eeligon
138 Longator Max HP: 12, Attack: 1. Longators get in your face. They have no respect for your personal space-bubble. * Catch Card 138- Longator
139 Longadile Max HP: 20, Attack: 2. Super-elastic Longators stretch out to slap you. It'd chap its hands on your face...if it had hands. * Catch Card 139- Longadile
140 Dark Longator Max HP: 30, Attack: 4. This Dark Longator nests in a certain secret pit. It's just...weird. * Catch Card - Dark Longator
141 Barribad Max HP: 4, Attack: 2. A round enemy that wraps itself in a force field. Round face, square shield... Triangle brain? * Catch Card 141- Barribad
142 Sobarribad Max HP: 8, Attack: 4. A round enemy that wraps itself in a force field. Flip through dimensions to shred it like paper! * Catch Card 142- Sobarribad
143 Dark Barribad Max HP: 12, Attack: 8. The Dark Barribad roams around in a certain secret pit. It looks eerily similar to a flying bowling ball. * Catch Card 143- Dark Barribad
144 Pigarithm Max HP: ??, Attack: 2. Takes three stomps to beat. Stomp the piggy back to get the golden goodness inside! Each time you stomp, the pig will get a little smaller. * Catch Card 144- Pigarithm
145 Hogarithm Max HP: ??, Attack: 4. Takes three stomps to beat. Hop on this hog and ride it all the way to the bank! Soooooooie! * Catch Card 145- Hogarithm
146 Dark Pigarithm Max HP: ??, Attack: 6. Takes three stomps to beat. This Dark Pigarithm wallows around in a certain secret pit. It may look weird, but it drops coins! Cha-ching! * Catch Card 146- Dark Pigarithm
147 Choppa Max HP: 5, Attack: 1. Check out this aerial alien's sweet midair tricks. It can appear and disappear in a flash. Not even fair. * Catch Card 147- Choppa
148 Copta Max HP: 10, Attack: 3. This aerial alien has even sweeter midair maneuvers. You'll get dizzy just watching this thing. * Catch Card 148- Copta
149 Dark Choppa Max HP: 15, Attack: 5. This Dark Choppa dwells in a certain secret pit. It's all shadowy now, but still very, very nervous... * Catch Card 149- Dark Choppa
150 Muth Max HP: 100, Attack: 5. Fear the woolly foot of the mighty Muth! It'll trample you just for looking at it wrong. ** Catch Card 150- Muth
151 Mega Muth Max HP: 200, Attack: 8. This hairy Muth is even grumpier than its herd mates. Probably not the best choice for a petting zoo. * Catch Card 151- Mega Muth
152 Dark Muth Max HP: 255, Attack: 10. Dark Muths stomp around in a certain secret pit. Even in the dark, they still go with the nerd. Fascinating. * Catch Card 152- Dark Muth
153 Floro Sapien Max HP: 12, Attack: 3. Floro Sapiens serve their floral lord, King Croacus. Watch your head because they'll throw theirs at you! * Catch Card 153- Floro Sapien
154 Floro Cragnien Max HP: 10, Attack: 1. This poor Cragnon has been zombified by King Croacus. Don't beat on it, or you'll lose some serious points. ** FloroCragnienCard
155 Ninjoe Max HP: 6, Attack: 2. Only the wind whispers the name of Ninjoe. Give him enough money, and he'll be your ninja minion. * Catch Card 155- Ninjoe
156 Ninjohn Max HP: 8, Attack: 3. Ninjohn is an assassin from King Sammer's Kingdom. He really knows how to hurl a mean throwing star. * Catch Card 156- Ninjohn
157 Ninjerry Max HP: 10, Attack: 4. Never mess with Ninjerry. He is a true ninja master! Of course, shape-shifting like that isn't exactly fair. * Catch Card 157- Ninjerry
158 Dark Ninjoe Max HP: 20, Attack: 5. This Dark Ninjoe creeps around a certain secret pit. They move at the speed of DEADLY. Roundhouse kick! * Catch Card 158- Dark Ninjoe
159 Underhand This white-gloved weirdo will reach out and grab you. You can't beat it and it's creepy, so just steer clear. ** Catch Card 159- Underhand
160 Skellobit Max HP: 10, Attack: 2, Defense: 2. Skellobits roam the dark pits of The Underwhere. Their spears make them pretty much unstompable. * Catch Card 160- Skellobit
161 Spiky Skellobit Max HP: 10, Attack: 2, Defense: 2. This fiend infests the dark depths of The Underwhere. Smack it from the side because you can't stomp it! * Catch Card 161- Spiky Skellobit
162 Dark Skellobit Max HP: 30, Attack: 4, Defense: 4. Dark Skellobits dwell in a certain secret pit. ...And that's about it. * Catch Card 162- Dark Skellobit
163 Dark Spiky Skellobit Max HP: 30, Attack: 4, Defense: 4. Dark Spiky Skellobits dwell in a certain secret pit. It's got spikes... Other than that, not much else going on. * Catch Card 163- Dark Spiky Skellobit
164 Skellobomber Max HP: 10, Attack: 2, Defense: 2. This airborne ghoul rules the foul skies of The Underwhere. It'll mostly try to impale you with Skellobaits. It'll also throw its own head at you. That's hard core. * Catch Card 164- Skellobomber
165 Skellobait Max HP: 5, Attack: 2, Defense: 1. Skellobombers use these as ammo. Their icy breath can cause freezebite. * Catch Card 165- Skellobait
166 Spiky Skellobait Max HP: 5, Attack: 2, Defense: 1. It's a Spiky Skellobait. Like a Skellobait, but spikier. You can't stomp on it or throw it, so don't even try. Just use a Skellobomber's head, why don't you? * Catch Card 166- Spiky Skellobait
167 Red Magiblot Max HP: 15, Attack: 6. This spellslinging stain can warp wherever it wants. It's red, but what's it so embarrassed about? * Catch Card 167- Red Magiblot
168 Blue Magiblot Max HP: 25, Attack: 4. This spellslinging stain curses like a...Magiblot. It's blue. Maybe it's not easy being a Magiblot. * Catch Card 168- Blue Magiblot
169 Yellow Magiblot Max HP: 20, Attack: 5. This spellslinging stain is the enemy of fun. It's yellow. But it doesn't seem to be afraid of you! * Catch Card 169- Yellow Magiblot
170 Dark Magiblot Max HP: 40, Attack: 10. This Dark Magiblot dwells in a certain secret pit. Wandering in the dark has made it extra crabby. * Catch Card 170- Dark Magiblot
171 Megabite Max HP: 4, Attack: 1. Only takes 1 point of damage. This disembodied head really knows how to ruin a picnic. Lay low until it finds someone else to terrorize. ** Catch Card 171- Megabite
172 Gigabite Max HP: 6, Attack: 2. Only takes 1 point of damage. The best policy: keep away from angry floating heads. This thing will not leave you alone. Be warned! ** Catch Card 172- Gigabite
173 Dark Megabite Max HP: 8, Attack: 4. This dark Megabite dwells in a certain secret pit. This thing just wants to end you. That's all. ** Catch Card 173- Dark Megabite
174 Dark Mario Max HP: 100, Attack: 10. It's Mario's dark-power doppelganger! One of the last foes in the Flopside Pit of 100 Trials. *** Catch Card 174- Dark Mario
175 Dark Luigi Max HP: 100, Attack: 10. It's a dark duplicate of Luigi! One of the last foes in the Flopside Pit of 100 Trials. *** Catch Card 175- Dark Luigi
176 Dark Peach Max HP: 100, Attack: 10. It's a dark duplicate of Peach! One of the last foes in the Flopside Pit of 100 Trials. *** Catch Card 176- Dark Peach
177 Dark Bowser Max HP: 100, Attack: 20, Defense: 4. It's a dark duplicate of Bowser! One of the last foes in the Flopside Pit of 100 Trials. *** Catch Card 177- Dark Bowser
178 Zombie Shroom Max HP: 1, Attack: 2. It's a Zombie Shroom. They pop out of ? Blocks. It may look like a snack, but it'll snack on you! ** Catch Card 178- Zombie Shroom
179 Ghoul Shroom Max HP: 10, Attack: 5. Ghoul Shrooms sometimes pop out of ? Blocks. What went wrong in that Shroom's life? ** Catch Card 179- Ghoul Shroom
180 Fracktail Max HP: ??, Attack: 1. Fracktail valiantly guarded the Pure Heart inside Yold Ruins. That is, until Dimentio fried his processor. ** Catch Card 180- Fracktail
181 Wracktail Max HP: ??, Attack: 10. The baddest baddie in the Flipside Pit of 100 Trials. He may fight like Fracktail, but he's 100 times stronger. ** Catch Card 181- Wracktail
182 Frackle Max HP: 1, Attack: 1. This bot defends Fracktail from foreign invaders. In off-hours, it relaxes on Fracktail's back... * Catch Card 182- Frackle
183 Wrackle Max HP: 10, Attack: 10. This bot defends Wracktail from foreign invaders. It was made long ago, so its warranty has expired. ** Catch Card 183- Wrackle
184 Big Blooper Max HP: ??, Attack: 2. It's a giant, ten-tentacled squid! That's right...ten. How'd it get so big? Must be something in the water. ** Catch Card 184- Big Blooper
185 Francis Max HP: 40, Attack: 1. Francis totally nerds out for rare collectibles. He takes geek chic to a totally new level. ** Catch Card 185- Francis
186 King Croacus Max HP: 50, Attack: 2. King Croacus cares about making the world beautiful. Too bad drinking polluted water has made him insane. ** Catch Card 186- King Croacus
187 Bonechill Max HP: 80, Attack: 4. Tremble before the frosty lord of The Underwhere! Bonechill's minty-fresh breath will freeze you solid! ** Catch Card 187- Bonechill
188 Count Bleck Max HP: 150, Attack: 8. This top-hatted villain is bent on ending the world! Fun fact: he was once known as Count Blumiere. *** Catch Card 188- Count Bleck
189 Nastasia Nastasia is Count Bleck's executive assistant. She's in charge of scheduling, organizing, and brain-control. Word is, she's got a secret crush on her boss. *** Catch Card 189- Nastasia
190 O'Chunks Max HP: 100, Attack: 4. It's O'Chunks, the count's hulking, wild-eyed henchman! Word is, the count saved his life. Now he owes him big. ** Catch Card 190- O'Chunks
191 Mimi Max HP: ??, Attack: 4. It's Mimi, the adorable, yet slightly unstable shape-shifter! Word is, she has a crush on Count Bleck. ** Catch Card 191- Mimi
192 Mr. L Max HP: 40, Attack: 3. So...who's this mysterious Mr. L character? Is this what the Prognosticus foretold? ** Catch Card 192- Mr. L
193 Brobot Max HP: 255, Attack: 4, Defense: 3. This is Mr. L's hovering, head-shaped robot. He must have tricked it out with all kinds of weapons. I guess that means Mr. L is a pretty awesome inventor, huh? ** Catch Card 193- Brobot
194 Brobot L-Type Max HP: 64, Attack: 5, Defense: 4. This is a souped-up version of Mr. L's robot. It looks like he went all out with the customizations. Too bad they don't help much! ** Catch Card 194- Brobot L-Type
195 Dimentio Max HP: 80, Attack: 4. Dimentio is Count Bleck's dimension-bending mercenary. The question is, do psycho jesters get good benefits? ** Catch Card 195- Dimentio
196 Super Dimentio Max HP: 200, Attack: 6. This monstrous clown was created by Dimentio. He used Luigi and the Chaos Heart to create it. In the end, it was no match for the power of love. *** Catch Card 196- Super Dimentio
197 Merlon This wizened old sage is a descendant of the Ancients. He helps Mario to decode the Light Prognosticus. ** Catch Card 197- Merlon
198 Nolrem This is Merlon's dimensional counterpart in Flopside. He is also a descendant of the Ancients. ** Catch Card 198- Nolrem
199 Merluvlee This fortune-teller with a wild laugh lives in Flipside. She uses the stars to read your future. Sorta. ** Catch Card 199- Merluvlee
200 Merlee This charmer uses the sun to work her magic. She is a descendant of the Tribe of Ancients. ** Catch Card 200- Merlee
201 Bestovius Bestovius taught Mario how to flip between dimensions. He talks about his beard and floats all the time. Other than that, he's perfectly normal. ** Catch Card 201- Bestovius
202 Watchitt Old Man Watchitt is the crotchety mayor of Yold Town. His job is to keep people from going to the ruins. You know, lawsuits and all that. WATCH IT!!! ** Catch Card 202- Watchitt
203 Merlumina She made a Pure Heart to stop the end of all worlds. She is an ancestor of Merlon and Bestovius. ** Catch Card 203- Merlumina
204 The InterNed The InterNed knows all...and also moonlights as a game-show host. ** Catch Card 204- The InterNed
205 The InterChet This owner of the arcade is a video-game savant. The arcade doesn't earn a lot of money... He invented The InterNed. ** Catch Card 205- The InterChet
206 Welderberg This guy will dig a pipe tunnel wherever you want to go. He's a real go-getter, but sometimes he goes overboard. ** Catch Card 206- Welderberg
207 Red & Green These brothers guard the bridges in Yold Town. Brothers will be brothers, even in strange dimensions. **
208 Gnip This faithful guard pup spits out trespassers. Being spit out is better than the alternative... * Catch Card 208- Gnip
209 Gnaw This mean mutt snacks on trespassers and spits them out. Nobody fights for scraps with this big dog. ** Catch Card 209- Gnaw
210 Squirps This funky space kid drops some crazy outer-space lingo. His full name is Squirp Korogaline Squirpina! ** Catch Card 210- Squirps
211 Flint Cragley It's the star of "Flint Cragley, Cragtrotter"! His show is a smash-hit on crag-vision. ** Catch Card 211- Flint Cragley
212 Hornfels & Monzo These two Cragnons are Flint Cragley's assistants. Sadly, he doesn't treat them with proper crag. **
213 King Sammer This overexcitable king hosts the Duel of 100! Martial-arts tournaments tickle his fancy. ** Catch Card 213- King Sammer
214 Sammer Guy Max HP: 10-80, Attack: 1-8, Defense: 0-3. This is one of King Sammer's legendary 100 Sammer Guys. They're pretty sensitive about their honor. ** Catch Card 214- Sammer Guy
215 Small Sammer Guy Max HP: 1, Attack: 2-5. This diminutive Sammer Guy fights in the Duel of 100. He's small, wily, and not above smacking your shins! * Catch Card 215- Small Sammer Guy
216 Big Sammer Guy Max HP: 30-99, Attack: 3-10, Defense: 0-4. This Big Sammer Guy fights in the Duel of 100. Too bad there aren't weight divisions in the Duel of 100... * Catch Card 216- Big Sammer Guy
217 Luvbi This spunky Nimbi was raised by Grambi and Jaydes. She is actually a Pure Heart who saved the world. ** Catch Card 217- Luvbi
218 Jaydes This dark queen rules over The Underwhere. Her magic controls life... And game overs. ** Catch Card 218- Jaydes
219 Grambi This elder Nimbi rules The Overthere. He deeply cares for Luvbi and misses her greatly... ** Catch Card 219- Grambi
220 Whacka This odd guy sprouts pastries when whacked on the head. Sadly, his kind is on the verge of extinction. Please headwhack in moderation. *** Catch Card 220- Whacka
221 Mario Our hero is so busy he barely has time to wax his 'stache! He's always leaping between worlds to save the day. *** Catch Card 221- Mario
222 Luigi The mean green bro is here again to back up his brother. He's got a vertical jump like you wouldn't believe. *** Catch Card 222- Luigi
223 Peach (1) Peach has this funny habit of getting kidnapped... But that parasol of hers is stylish and functional! *** Catch Card 223- Peach (1)
224 Peach (2) Peach is looking fabulous in her white wedding gown! It was conjured with magic, but who designed it? ** Catch Card 224- Peach (2)
225 Peach (3) Peach is sporting a fresh and breezy new hairstyle! It's perfect for the princess with an active lifestyle! ** Catch Card 225- Peach (3)
226 Bowser (1) Mario's mean-spirited rival needs no introduction. He's not too happy about having to help out Mario. *** Catch Card 226- Bowser (1)
227 Bowser (2) There's Bowser looking dapper in a white tux! Pity the minion that had to wax his shell... ** Catch Card 227- Bowser (2)
228 Tippi It's Tippi, your friendly...friend. And guide. Her name was Timpani before Merlon turned her into a Pixl. *** Catch Card 228- Tippi
229 Thoreau This handy Pixl can pick things up and throw them. He's very...handy. *** Catch Card 229- Thoreau
230 Boomer This Pixl has an appetite for demolition. "You build it, I blast it." That's his motto. *** Catch Card 230- Boomer
231 Slim This sidestepping Pixl can turn you sideways in a snap. Slim likes close calls and hair-raising experiences. *** Catch Card 231- Slim
232 Thudley This former wrestling-star Pixl can pound the ground. A hip replacement kept him out of high-end competition. *** Catch Card 232- Thudley
233 Carrie This platform Pixl will go where no other Pixl can. But she will only help heroes that are on her wavelength. *** Catch Card 233- Carrie
234 Fleep This flippy Pixl is really good at finding hidden goodies. Without you, he never would have left that outhouse... *** Catch Card 234- Fleep
235 Cudge This hard-hitting Pixl can shatter yellow blocks. But he's a real people Pixl. *** Catch Card 235- Cudge
236 Dottie This puny Pixl can micro-size you. Sometimes, less is more! More or less... *** Catch Card 236- Dottie
237 Barry This impenetrable Pixl repels enemy attacks. He waited in a bush for the hero to arrive. *** Catch Card 237- Barry
238 Piccolo This pitch-perfect Pixl plays the most melodious tunes. She lived in Flopside before joining your ragtag group. *** Catch Card 238- Piccolo
239 Dashell This former track star brings some Pixl pep to your party. You could say he has wheels, but...he doesn't. *** Catch Card 239- Dashell
240 Tiptron Francis made this 1:1-scale robotic version of Tippi. It's the ultimate rare collectible. ** Catch Card 240- Tiptron
241 Goombario Mario and Goombario go all the way back to Paper Mario. Enemies suffer when he uses his head. *** Catch Card 241- Goombario
242 Kooper This is Mario's good buddy Kooper from Paper Mario. His Power Shell move was, and is, a thing of beauty. *** Catch Card 242- Kooper
243 Bombette Bombette was Paper Mario's bombastic starlet. Who knew a pink Bob-omb could pack such a punch? *** Catch Card 243- Bombette
244 Parakarry Parakarry earned his fame from the original Paper Mario. He's the most fearsome mail carrier of them all! *** Catch Card 244- Parakarry
245 Bow This is Mario's good buddy Bow from Paper Mario. The mistress of Boo's Mansion slapped foes with panache! *** Catch Card 245- Bow
246 Watt This is Mario's good buddy Watt from Paper Mario. This guy was pretty bright for his age! *** Catch Card 246- Watt
247 Sushie It's Sushie, the unfortunately-named star of Paper Mario. Being fishy doesn't always have to be a bad thing. *** Catch Card 247- Sushie
248 Lakilester This is Mario's good buddy Lakilester from Paper Mario. He played it cool in shades as he flew over lava. *** Catch Card 248- Lakilester
249 Goombella It's Goombella from the last Paper Mario adventure. This extra-spunky university student knew it all. *** Catch Card 249- Goombella
250 Koops It's Koops from the last Paper Mario adventure. Kicking some shell never felt so good. *** Catch Card 250- Koops
251 Madame Flurrie It's Madame Flurrie from the last Paper Mario adventure. The most Rubenesque Mario companion ever? *** Catch Card 251- Madame Flurrie
252 Yoshi It's Yoshi from the last Paper Mario adventure. This scrappy Yoshi was the only way to travel! *** Catch Card 252- Yoshi
253 Vivian It's Vivian from the last Paper Mario adventure. She was a great friend once she split from her sisters. *** Catch Card 253- Vivian
254 Admiral Bobbery It's Admiral Bobbery from the last Paper Mario adventure. This salty dog knew how to blast his enemies broadside! *** Catch Card 254- Admiral Bobbery
255 Ms. Mowz It's Ms. Mowz from the last Paper Mario adventure. This thief had a nose for rare badges. Great smoocher! *** Catch Card 255- Ms. Mowz
256 Toad This loyal subject comes from another dimension. Many people in that world have strange head spots. ** Catch Card 256- Toad
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