Genre: Tower Defense
Publisher: Nintendo
Developer: Gamecom
ESRB: E for Everyone
Platforms: Wii U, Nintendo 3DS, Gigacom (There may also be a ten-stage version of this in a Bloons Tower Defense styled game for the PC)
Bowser Wars is a Tower Defense game in which the goal is to protect your castle from waves of oncoming enemies from nine different worlds. You can also upgrade enemies through paying coins.
Towers[]
- In bold are bosses, which can only be summoned once per level.
Name | Function | Cost/Instant Recruit | Unlocked By | Upgrade Cost | Stage | Type |
Goomba | Headbutts enemies for 1 damage | 1 coin | Default |
2 coins |
1 | Normal |
Paragoomba | Dives at enemies for 2 damage and is faster than Goomba's headbutt. | 3 coins | Upgrading Goomba | 3 coins | 2 | Air |
Giant Paragoomba | Dives at enemies for 3 damage but only at the same speed as Paragoomba. | 6 coins | Upgrading Paragoomba | N/A | 3 | Air |
Super Goomba | Headbutts enemies for 2 damage. It also doesn't take damage from the hit. | 3 coins | Upgrading Goomba | 3 coins | 2 | Normal |
Grand Goomba | Headbutts enemies for 3 damage. Nothing else is upgraded. | 6 coins | Upgrading Super Goomba | 4 coins | 3 | Normal |
Goomboss | Headbutts enemies for 4 damage. It also has Red and Blue Goomba on each side of it. | 10 coins | Upgrading Grand Goomba | N/A | 4 | Normal |
Red and Blue Goombas | Headbutts enemies for 2 damage each. | N/A | Having Goomboss on your roster. | N/A | Only | Normal |
Koopa Troopa | Shell Dashes at enemies for 1 damage. It doesn't take recoil damage but has to move to the other side of the path. If there is an abyss on the other side, Koopa goes off the edge of the screen and is lost. | 2 coins | Achieving rank 3. | 3 coins | 1 | Normal |
Koopa Paratroopa | Shell Dashes at enemies for 1 damage but returns to its position after attacking and is faster than Koopa Troopa's | 5 coins | Upgrading Koopa Troopa. | 4 coins | 2 | Air |
Super Koopa | Fly attacks at enemies for 3 damage with tremendous speed with all the functions of its previous stages. | 9 coins | Upgrading Koopa Paratroopa. | N/A | 3 | Air |
Terra Cotta | Shell Dashes at enemies with its sword outstretched. It does 1 damage on contact but a lucky hit may do more damage. | 5 coins | Upgrading Koopa Troopa | 4 coins | 2 | Spiked |
Koopatrol | Uses Power Shell which does 5 damage always, but still goes into the abyss like its previous stages if placed in a bad position. | 9 coins | Upgrading Terra Cotta. | 5 coins | 3 | Spiked |
Captain Basilisx | Attacks with a fury of claws that consistently do 1 damage until the targeted enemy is out of range. | 14 coins | Upgrading Koopatrol | N/A | 4 | Spiked |
Octoomba | Shoots a single stone out of its mouth thingy for 1 damage. Because it attacks from a distance, it takes no damage. | 3 coins | Achieving rank 5. | 4 coins | 1 | Normal |
Elite Octoomba | Shoots two stones out of its mouth for 1 damage each. Its speed is doubled. | 7 coins | Upgrading Octoomba | 5 coins | 2 | Normal |
Octoguy | Shoots a single enormous stone for 3 damage. The speed is the same as Elite Octoomba's. | 12 coins | Upgrading Elite Octoomba | N/A | 3 | Normal |
Octopus | Shoots two stones out of its mouth for 2 damage each. Sometimes it will shoot coconuts, which can be countered by certain enemies. | 7 coins | Upgrading Octoomba | 5 coins | 2 | Normal |
Prince Pikante | Can shoot blasts out of each side of it. Good position is in the middle of a U-turn. It still shoots coconuts | 12 coins | Upgrading Octopus | 6 coins | 3 | Normal |
King Kaliente | Can shoot three coconuts at once and can move side-to-side. | 18 coins | Upgrading Prince Pikante | N/A | 4 | Fire |
Buzzy Beetle |
Shell Dashes at enemies for 3 damage with the same fatality a Koopa does. It and its other upgrade stages are immune to projectiles. | 4 coins | Achieving rank 7 | 5 coins | 1 | Normal |
Parabuzzy | Shell Dashes at enemies for 3 damage, is faster, and has the fatality removed. | 9 coins | Upgrading Buzzy Beetle | 6 coins | 2 | Air |
Spiked Parabuzzy | Shell Dashes at enemies for 6 damage with the same effects as Parabuzzy. | 15 coins | Upgrading Parabuzzy | N/A | 3 | Spiked |
Magmite | Shell Dashes at enemies for 5 damage with the fatality of going into the abyss if there's no wall opposite Magmite's location. | 9 coins | Upgrading Buzzy Beetle | 6 coins | 2 | Earth |
Magmus | Shell Dashes at enemies for 7 damage with the fatality retained. | 15 coins | Upgrading Magmite | 7 coins | 3 | Earth |
Buzzy Behemoth (made by me, so don't even try looking him up.) | Shell Dashes at enemies for 9 damage and can knock out many at once. | 22 coins | Upgrading Magmus | N/A | 4 | Darkness |
Spiny | Shell Dashes at enemies for 5 damage, also with the fatality. It's not immune to projectiles, however, along with its upgrade stages. | 5 coins | Achieving rank 10 | 6 coins | 1 | Spiked |
Dark Spiny | Shell Dashes at enemies for 6 damage. It's immune to damage when attacking. | 11 coins | Upgrading Spiny | 7 coins | 2 | Spiked |
Spiny Shroopa | Jump Attacks enemies for 7 damage. The attack is much faster and accurate. | 18 coins | Upgrading Dark Spiny | N/A | 3 | Spiked |
Sharpea | Shell Dashes at enemies for 6 damage. Still vulnerable to projectiles, but the damage is less. | 11 coins | Upgrading Spiny | 7 coins | 2 | Spiked |
Sky-Blue Spiny | Shell Dashes at enemies for 7 damage. It moves much faster, but the damage taken from projectiles isn't any less. | 18 coins | Upgrading Sharpea | 8 coins | 3 | Spiked |
Spike Storm | 4 Spinies Shell Dash at enemies. There is no improvements, but with quadruple the power and accuracy in numbers, who needs them? | 26 coins | Upgrading Sky-Blue Spiny | N/A | 4 | Spiked |
Shy Guy | Spits small bits of fire at enemies for 6 damage. | 6 coins | Achieving rank 12 | 7 coins | 1 | Normal |
Spear Guy | Jabs enemies for 6 damage and robs them to earn 1-5 coins decided randomly. The drawback is that it's vulnerable to enemy counterattack. | 13 coins | Upgrading Shy Guy | 8 coins | 2 | Spiked |
Bandit | Attacks enemies for 8 damage and robs them to earn 6-10 coins decided randomly. | 21 coins | Upgrading Spear Guy | N/A | 3 | Darkness |
Anti Guy | Spits black fire at enemies for 7 damage. | 13 coins | Upgrading Shy Guy | 8 coins | 2 | Darkness |
General Guy | Blasts enemies with lightning for 8 damage. | 21 coins | Upgrading Anti Guy | 9 coins | 3 | Energy |
Genius Guy | Shoots rapid laser fire for 10 damage and it cannot miss. Genius Guy is immune to counterattack. | 30 coins | Upgrading General Guy | N/A | 4 | Energy |
Sliding Stone | Can be placed near an abyss to push enemies over the side. | 7 coins | Achieving Rank 15 | N/A | Only | Earth |
Moneybag | Its attacks are nothing special, but can pull in a lot of coins every turn. It attacks with a headbutt for 3 damage. | 8 coins | Achieving Rank 18 | N/A | Only | Normal |
Fuzzy | It simply attacks enemies for 7 damage. They can gain health from attacking, along with its upgrade stages (Fuzzbush is the lone exception). | 9 coins | Achieving Rank 20 | 10 coins | 1 | Toxic |
Flower Fuzzy | Attacks enemies for 8 damage | 19 coins | Upgrading Fuzzy | 11 coins | 2 | Toxic |
Fuzzbush | Shoots small fuzzies out of itself for 10 damage. | 30 coins | Upgrading Flower Fuzzy | N/A | 3 | Plant |
Green Fuzzy | Attacks enemies for 8 damage | 19 coins | Upgrading Fuzzy | 11 coins | 2 | Toxic |
Dark Fuzzy | Attacks enemies for 9 damage. | 30 coins | Upgrading Green Fuzzy | 12 coins | 3 | Toxic |
Gold Fuzzy | Attacks enemies with its fuzzy horde. 9 damage from Gold Fuzzy, 3 damage from Fuzzy Horde members. If Gold Fuzzy is defeated, the horde members run away. | 42 coins | Upgrading Dark Fuzzy | N/A | 4 | Toxic |
Swooper | Dives at enemies for 7 damage. It can hit multiple foes at once. | 10 coins | Achieving rank 22. | 11 coins | 1 | Air |
Swampire | Dives at enemies for 8 damage and can replenish its own health by 3 if it connects. | 21 coins | Upgrading Swooper | 12 coins | 2 | Air |
Swoopula | Dives at enemies for 9 damage and can replenish its own health by 4 if it connects. | 33 coins | Upgrading Swampire | N/A | 3 | Air |
Fang | Dives at enemies for 8 damage. They move faster than Swampires and can evade counterattack easier. | 21 coins | Upgrading Swooper | 12 coins | 2 | Air |
Sir Swoop | Dives at enemies for 9 damage. He moves a tad bit quicker than Fang. | 33 coins | Upgrading Fang | 13 coins | 3 | Air |
Wings of Night (somewhat: if Sir Swoop is KO'd, Fang upgrades right to Wings of Night with only three members) | Four Swoopers (including Sir Swoop) dive at enemies for 2 damage each. | 46 coins | Upgrading Sir Swoop | N/A | 4 | Air |
Bumpty | Walks aimlessly around the track, forcing the foe to maneuver around them. If the enemy uses fire on them, they will be removed. Otherwise, they can't be killed. | 11 coins | Achieving rank 25 | 12 coins | 1 | Ice |
Cooligan | Instead of wandering around like Bumpties, Cooligans slide down the track, dealing 8 damage. They can only go down straight paths back and forth. | 23 coins | Upgrading Bumpty | 13 coins | 2 | Ice |
Pendril | Drills through the ground instead of sliding, making it less vulnerable to counterattack and also dealing 9 damage. | 36 coins | Upgrading Cooligan | N/A | 3 | Earth |
Cheep Cheep | Can only be placed in areas in which there's water on both sides of the path. Cheep Cheep jumps over the path at enemies, onto the other side. This does 9 damage. | 12 coins | Achieving rank 28 | 13 coins | 1 | Water |
Porcu-Puffer | Instead of jumping like Cheep Cheep does, Porcu-Puffer rolls slowly to the other side. It does 10 damage and is vulnerable only to Thunder. | 25 coins | Upgrading Cheep Cheep | 14 coins | 2 | Water |
Cheep Cheep Pufferfish | It does 10 damage and attack just like Cheep Cheep. It's only vulnerable to Thunder. | 39 coins | Upgrading Porcu-Puffer | N/A | 3 | Water |
Rip Van Fish | It sleeps by the track until enemies draw near. It then relentlessly chases the first foe and does 10 damage until they leave the water. | 25 coins | Upgrading Cheep Cheep | 14 coins | 2 | Water |
Boss Bass | Doesn't sleep like Rip Van Fish, but still relentlessly attacks the first foe it sets its sights on, continuously jumping at it for 11 damage. | 39 coins | Upgrading Rip Van Fish | 15 coins | 3 | Water |
Cheepskipper | Does a whopping 15 damage when it jumps, but is left vulnerable because he slides across the track afterwards. | 54 coins | Upgrading Boss Bass | N/A | 4 | Water |
Fishbone | Zips across the path to the other side (which should have water if you recruited one) and does 10 damage. They move so quickly, it's hard to counter one, but if it is countered, it will be KO'd instantly. | 13 coins | Achieving rank 30 | 14 coins | 1 | Darkness |
Jean de Fillet | Instead of zipping across the path to the other side, Jean de Fillet jumps like a Cheep Cheep, making it even harder to KO and dealing 11 damage. | 27 coins | Upgrading Fishbone | 15 coins | 2 | Darkness |
Honen | Jumps back and forth between to patches of water. It doesn't move any quicker than Jean de Fillet, but can deal 12 damage and takes 2 hits to kill. | 42 coins | Upgrading Jean de Fillet | N/A | 3 | Darkness |
Sharkbone | Only needs a patch of water on one side of the path. Its head pops out of the water and bites an enemy crossing it. When doing so, it's vulnerable but can't be killed in just one hit. It does 11 damage and can sometimes poison its target. | 27 coins | Upgrading Fishbone | 15 coins | 2 | Darkness |
Kingfin | Kingfin's huge head comes out of the water and can bite multiple enemies. This does 12 damage. Kingfin can also summon up to three Fishbones to attack enemies beside him. He is only vulnerable to shells. | 42 coins | Upgrading Sharkbone | N/A | 3 | Darkness |
Blooper | Jumps out of the water, lands on an enemy, then goes back in, doing 11 damage. It can also be set to spray ink which makes the enemy slow down and move side to side temporarily. This does no damage. | 14 coins | Achieving rank 32 | 15 coins | 1 | Water |
Super Blooper | Does the same thing, but this time doing 12 damage. The ink's effect also lasts longer. | 29 coins | Upgrading Blooper | 16 coins | 2 | Water |
Gooper Blooper | Instead of jumping, Gooper Blooper spins his tentacles around, doing 13 damage to surrounding enemies. It's best to place it inside U-Turns (Tack Shooter from Bloons Tower Defense anyone?) so it can do what it does best. It can still be set to shoot ink, though, and now the ink does 3 damage as well as confuses the enemy. | 45 coins | Upgrading Super Blooper | N/A | 3 | Water |
Electro Blooper | Attacks just like Blooper, but is electrified, does 12 damage to its target, and can sometimes paralyze. | 29 coins | Upgrading Blooper | 16 coins | 2 | Energy |
Mecha-Blooper | Shoots up to five torpedoes at the enemy that deal 13 damage each. Once all five have been used, it must spend a little while reloading. | 45 coins | Upgrading Electro Blooper | 17 coins | 3 | Energy |
King Calamari | It can either whip its tentacles for 14 damage, drool venom and poison the target, or shoot ink for 4 damage and to confuse the enemy. | 62 coins | Upgrading Mecha-Blooper | N/A | 4 | Toxic |
Bony Beetle | Charges at enemies with its spikes out for 12 damage. | 15 coins | Achieving rank 35 | 16 coins | 1 | Spiked |
Dry Bones | Throws bones at the enemies that do 13 damage. They will also throw their head as well, but this can be countered and if it is, Dry Bones will be headless, and the accuracy of its bone-throwing attack will decrease. | 16 coins | Achieving rank 38 | 17 coins | 1 | Darkness |
Red Bones | Its Bone and Head attacks do 14 damage, and if headless, its accuracy decreases less. | 33 coins | Upgrading Dry Bones | 18 coins | 2 | Darkness |
Mattermouth | It eats away parts of the track, creating gaps that send enemies into the abyss if they fall through the holes. Putting a bunch of these in one spot would be an amazing strategy. | 51 coins | Upgrading Red Bones | N/A | 3 | Darkness |
Dull Bones | Throws a bone, dealing 14 damage, and can also summon Dry Bones if you pay it 8 coins. | 33 coins | Upgrading Dry Bones | 18 coins | 2 | Darkness |
Dark Bones | Throws a bone that does 15 damage and can summon dry Bones if you pay it 4 coins. | 51 coins | Upgrading Dull Bones | 19 coins | 3 | Darkness |
Beecanoe | Can either throw an enormous bone that does 16 damage, use Frenzy Skull (throws his head that flies with multiple duplicates) that does 4 damage per head, or summon Dry Bones for only 2 coins. | 70 coins | Upgrading Dark Bones | N/A | 4 | Darkness |
Clubba | Stationary and sleeping by the side of the track, Clubba will wake up when enemies come near and smash them with their club for 14 damage. | 17 coins | Achieving rank 40 | 18 coins | 1 | Normal |
White Clubba | Stationary and alert by the side of the track, the white Clubba will slow down enemies when they come near and smash them with the club for 15 damage. Immune to all counters but fire. | 35 coins | Upgrading Clubba | 19 coins | 2 | Normal |
Spike | Stationary by the side of the track, Spike produces large spiked balls from its mouth and throws them onto the track. The attack both pushes enemies backward, but also yields 16 damage. | 54 coins | Upgrading White Clubba | N/A | 3 | Spiked |
Dark Clubba | Stationary by the side of the track, Dark Clubba attacks similar to White Clubba, but moves slower and can slow enemies down so much they almost don't move. It does 15 damage, of course. | 35 coins | Upgrading Clubba | 19 coins | 2 | Darkness |
Macho Grubba | Body slams enemies for 16 damage. When he's not attacking, he can boost any stat while he waits. | 54 coins | Upgrading Dark Clubba | 20 coins | 3 | Normal |
Tubba Blubba | Body slams enemies for 17 damage. He can't boost stats, but is immune to counterattacking of all forms. | 74 coins | Upgrading Macho Grubba | N/A | 4 | Darkness |
Piranha Plant | It can be placed only in pipes or in patches of flowers. They will attack enemies when they pass and deal 15 damage. | 18 coins | Achieving rank 42 | 19 coins | 1 | Plant |
Venus Fire Trap | Venus Fire Traps work similar to Piranha Plants, but its attack radius is greater because it can shoot fireballs at farther away enemies that deal 15 damage. | 37 coins | Upgrading Piranha Plant | 20 coins | 2 | Plant |
Spiky Piranha Plant | Spiky Piranha Plants cannot shoot fireballs, but have immunity to normal counterattacks. They can also slam their heads down on enemies (which doesn't have great accuracy), which does 16 damage. | 57 coins | Upgrading Venus Fire Trap. | N/A | 3 | Plant |
Piranha Bean | About the strength of a Venus Fire Trap. It has a high amount of defense, but can only shoot fireballs. They deal 15 damage. | 37 coins | Upgrading Piranha Plant | 20 coins | 2 | Plant |
Polluted Piranha Plant | Polluted Piranha Plant shoots goop at the enemies which deal 16 damage and linger on the track, drastically slowing down any who cross it. | 57 coins | Upgrading Piranha Bean | 21 coins | 3 | Toxic |
Naval Piranha | It sits on a large patch of the lawn (it can be anywhere, because the pipes and flower patches aren't big enough). It will shoot fireballs (dealing 16 damage) and enemies and also strike with its Naval buds (same amount). | 78 coins | Upgrading Polluted Piranha Plant | N/A | 4 | Fire |
Whimp | It stands on the side of the track and slams down on passing enemies and deals 16 damage. While it's down is the only time it can be harmed by Normal counterattack. | 19 coins | Achieving rank 45 | 20 coins | 1 | Earth |
Whomp | It does the same as a Whimp, but because it's bigger, it will have a larger range and deal 17 damage. | 39 coins | Upgrading Whimp | 21 coins | 2 | Earth |
Whomp King | The Whomp King is even bigger than a Whomp, and does 18 damage when it comes down. It needs to be hit three times when it's down for it to be KO'd. | 60 coins | Upgrading Whomp | N/A | 3 | Earth |
Wallop | Wallops don't work very much different than Whomps, but are harder to counterattack. They do 17 damage. | 39 coins | Upgrading Whimp | N/A | 2 | Earth |
Scuttle Bug | They slide around the track, dealing 17 damage and making themselves hard to counterattack. | 20 coins | Achieving rank 48 | 21 coins | 1 | Normal |
Skeeter | They're faster when they slide around and deal 18 damage. | 41 coins | Upgrading Scuttle Bug | 22 coins | 2 | Normal |
Tarantox | It sits in a web and spurts acid at enemies (19 damage). Only when its pulsating weak points are struck will it take damage. | 63 coins | Upgrading Skeeter | N/A | 3 | Toxic |
Ninji | If placed in a shadowed area, they will go in and out of them as they strike, dealing 18 damage. | 21 coins | Achieving rank 50 | 22 coins | 1 | Darkness |
Giant Ninji | They are bigger than Ninjis, meaning they must be placed in larger shadows. They now deal 19 damage. | 43 coins | Upgrading Ninji | N/A | 2 | Darkness |
Li'l Sparky | Li'l Sparkys slide around the track, and deal 19 damage as they do. | 22 coins | Achieving rank 52 | 23 coins | 1 | Energy |
Spark | Sparks do exactly the same thing as Li'l Sparkys, but they now deal 20 damage. | 45 coins | Upgrading Li'l Sparky | 24 coins | 2 | Energy |
Hothead | Hotheads are bigger than Sparks, and whenever they're hit by fire or energy, they will get even bigger. They do 21 damage. |
69 coins (hehe, 69) |
Upgrading Spark | N/A | 3 | Fire |
Podoboo | They can only be placed in lava. They will leap out and deal 20 damage. | 23 coins | Achieving rank 55 | 24 coins | 1 | Fire |
Hot Foot | They can only be placed up against walls. When an enemy comes near, they will leap out of the fire from the candles and deal 21 damage. | 47 coins | Upgrading Podoboo | 25 coins | 2 | Fire |
Fire Snake | They can be placed anywhere on the track.. They will hop around and deal 22 damage to whoever they hit. | 72 coins | Upgrading Hot Foot | N/A | 3 | Fire |
Amp | Amps will circle a crystal you place on the ground on the track and deal 21 damage. | 24 coins | Achieving rank 58 | N/A | 1 | Energy |
Monty Mole | Monty Moles will burrow underneath the track and pop up, damaging enemies underneath. It will then follow up by throwing a rock at the nearest enemy. | 25 coins | Achieving rank 60 | 26 coins | 1 | Earth |
Mega Mole | They will burrow underground and pop up, but cannot throw rocks. To make up for it, they have a high defense stat. | 51 coins | Upgrading Monty Mole | 27 coins | 2 | Earth |
Rocky Wrench | Completey different from the previous stages, it will stick its head out of its hole when enemies draw near and throw tools at them. | 78 coins | Upgrading Mega Mole | N/A | 3 | Earth |
Undergrunt | They burrow around the track, damaging any enemies that come in contact with it. The clumps of dirt it leaves behind will also slow down enemies. | 51 coins | Upgrading Monty Mole | 27 coins | 2 | Earth |
Monty Tank | This tank will shoot bullet bills and also the pilot will throw bombs at enemies. It will stay on the side of the track. | 78 coins | Upgrading Undergrunt | 28 coins | 3 | Energy |
Major Burrows | This giant mole will do what the Undergrunt does, and will move faster the more it's damaged. | 106 coins | Upgrading Monty Tank | N/A | 4 | Earth |
Comic Clone | They will relentlessly follow a trail of enemies around until they slow down, in which they will run into them and deal damage. Best to put them near a tower that will slow them. | 26 coins | Achieving rank 63 | N/A | 1 | Star |
Pokey | They will bob and slide around the track, damaging foes who touch them. They're difficult to kill, and they will occasionally shoot their spikes out. | 27 coins | Achieving rank 65 | 28 coins | 1 | Spiked |
Bramball | Bramballs stand directly across the path of the track. They will slightly damage any enemy that passes, but are vulnerable to counterattack. | 55 coins | Upgrading Pokey | 29 coins | 2 | Plant |
Mummipokey | It will do the same thing as Pokey did, but will sometimes poison enemies with its attacks. It hides in the ground and pops out and attacks when foes draw near. | 84 coins | Upgrading Bramball | N/A | 3 | Darkness |
Thwomp | They wait above the track for an enemy to come and crash down on them. When on the ground they damage on contact. | 28 coins | Achieving rank 68 | 29 coins | 1 | Earth |
Super Thwomp | Simply bigger and more damaging than a normal Thwomp. | 57 coins | Upgrading Thwomp | N/A | 2 | Earth |
Magikoopa | From a wide range, Magikoopas cast spells to attack enemies for hits of 6. | 24 coins | Achieving rank 27 | 6 | 9 | |
Defensive Magikoopa | From a wide range, Magikoopas cast spells to enhance towers in range. May increase range, increase attack, increase speed, provide invincibility or a variety of other benefits. | 25 coins | Purchasing Magikoopa | 6 | 9 | |
Offensive Magikoopa | From a wide range, Magikoopas cast spells to attack enemies and aid towers in annihilating enemies. May enlarge enemy and roll them over enemies following, shrink enemy to slow movement, remove invulnerabilities, turn them around to march the other way, or a variety of other attacks. | 26 coins | Upgrading Magikoopa | N/A | 9 |
Levels[]
World 1: Mushroom Kingdom[]
Leader: Larry Koopa
- The Plains
- The Underground
- Heights
- Castle Defense
- The Underwater
- Beside the Castle
- Castle Defense 2
- Airship Defense
World 2: Isle Delfino[]
Leader: Morton Koopa Jr.
- Delfino Airstrip
- Delfino Plaza
- Bianco Hills
- Ricco Harbor
- Gelato Beach
- Pinna Park
- Sirena Beach
- Corona Mountain
World 3: Subcon[]
Leader: Wendy O. Koopa
- Subcon 1 (grassy plain)
- Subcon 2 (desert)
- Subcon 3 (grass plain again)
- Subcon 4 (snow/ice world)
- Subcon 5 (grassy plain at night)
- Subcon 6 (desert again)
- Subcon 7 (cloud land)
- Wart's Castle
World 4: Yoshi's Island[]
Leader: Iggy Koopa
- Plains
- Uplands
- Steam Jungle
- Hot Hot Desert
- Icy Mountain
- Deep Ocean
- Fiery Cavern
- Bowser's Domain
World 5: DK Island[]
Leader: Roy Koopa
- Kongo Jungle
- Monkey Mines
- Vine Valley
- Gorilla Glacier
- Kremkroc Industries Inc.
- Chimp Caverns
- Lost World
- Gangplank Galleon
World 6: Luigi's Mansion[]
Leader: Lemmy Koopa
- The Front Yard
- The Main Lobby
- E. Gadd's Lab
- The Kitchen
- The Basement
- The Backyard
- The Attic
- The Rooftop
World 7: The Galaxy[]
Leader: Ludwig von Koopa
- Comet Observatory
- Good Egg Galaxy
- Freezeflame Galaxy
- Dreadnought Galaxy
- Starship Mario
- Sky Station Galaxy
- Supermassive Galaxy
- Bowser's Galaxy Generator
World 8: Peach's Castle[]
Leader: Bowser Jr.
- Peach's Castle
- Bob-Omb Battlefield
- Whomp's Fortress
- Jolly Rodger Bay
- Shifting Sand Land
- Tall Tall Mountatin
- Tick Tock Clock
- Rainbow Ride
World 9: Bowser's Castle[]
Leader: Bowser
- Volcano Run
- Wheels of Doom
- The Lava Tides
- Dark Cavern
- Magma Tram
- Cinder Cone
- The Grand Bonecoaster
- Final Mayhem
World 10: The Real Finale[]
Leader: Dry Bowser
- Death Plains
- Underworld
- Skull Heights
- Doom Castle
- The Abyss
- The Great Wall of Famine
- Doom Castle 2
- Air Shipwreck
Types[]
Types affect the gameplay well because of the sense that certain types are stronger against others. Abilities used by towers have types, towers have types, enemies have types, and enemy counterattacks have types. These are the types and what they're good and not so good against. They're made similar to Pokémon's types to help players grasp this crucial part of the game.
Type | Strong Against | Weak Against | Resistant To | Weak To |
Normal | None | Spiked, Star, Darkness | None | Star |
Fire | Plant, Ice, Darkness | Water, Earth, Fire | Plant, Ice, Fire, Darkness | Water, Earth |
Air | Plant, Earth | Energy, Ice, Spiked | Plant, Earth | Energy, Ice |
Plant | Earth, Water | Fire, Air, Plant, Spiked | Plant, Earth | Fire, Air, Ice, Toxic, Spiked |
Earth | Fire, Energy | Air, Plant, Earth, Water, Ice | Fire, Earth, Energy, Toxic | Plant, Water, Ice |
Water | Fire, Earth, Toxic | Plant, Water, Energy, Ice | Fire, Water, Ice, Toxic | Plant, Energy |
Energy | Air, Water, Spiked | Earth, Energy, Star, Ice | Air, Plant, Water, Energy | Earth, Star, Ice |
Darkness | Star, Toxic, Darkness | Ice, Fire | Normal, Toxic | Darkness, Star, Fire |
Star | Normal, Energy, Darkness | Toxic, Star | Normal, Spiked, Energy, Star | Darkness, Toxic |
Ice | Air, Plant, Earth, Energy | Fire, Water, Ice | Air, Earth, Water, Energy, Ice | Fire |
Toxic | Plant, Star | Earth, Water, Darkness, Toxic | Star, Toxic | Water, Darkness |
Spiked | Plant | Star | Normal, Air, Plant | Energy |
Enemies[]
- Red Toad
- Blue Toad
- Yellow Toad
- Green Toad
- Purple Toad
- Blue Noki
- Red Noki
- Green Noki
- Blue Pianta
- Red Pianta
- Yellow Pianta
- Dolphin
- Yellow Luma
- Blue Luma
- Green Luma
- Red Luma
- Orange Luma
- Penguin
- Ukiki
- Tippi
- Thoreau
- Boomer
- Slim
- Thudley
- Carrie
- Fleep
- Cudge
- Dottie
- Barry
- Dashell
- Piccolo
- Goombella
- Koops
- Madame Flurrie
- Yoshi Kid
- Vivian
- Admiral Bobbery
- Ms. Mowz
- Goombario
- Kooper
- Bombette
- Parakarry
- Lady Bow
- Watt
- Sushie
- Lakilester
- Dorrie
- Pink Birdo
- Red Birdo
- Gray Birdo
- Green Birdo
- Red Yoshi
- Yellow Yoshi
- Blue Yoshi
- Pink Yoshi
- Light Blue Yoshi
- Purple Yoshi
- Brown Yoshi
- Black Yoshi
- White Yoshi
- Orange Yoshi
- Eldstar
- Mamar
- Skolar
- Muskular
- Misstar
- Klevar
- Kalmar
Bosses[]
- Twink
- Daisy
- Mallow
- Yoshi
- Donkey Kong
- Luigi
- Rosalina
- Peach
- Mario
- Geno