SSBB Icon.png

Boss Battles: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Tag: Mobile edit
 
(248 intermediate revisions by more than 100 users not shown)
Line 1: Line 1:
'''Boss Battles Mode''' is a [[Unlockable]] [[Stadium]] mode introduced in ''[[Super Smash Bros. Brawl]]'', which is very similar to [[All-Star Mode]], except you fight all bosses rather than all characters. Boss Battles Mode is unlocked after the player completes both [[Classic Mode]] and '[[The Subspace Emissary]]' for the first time, or in other words, has faced each boss other than [[Crazy Hand]] or [[Master Hand]] at least once.
{{ArticleIcons|brawl=y}}
 
'''Boss Battles''' is an [[unlockable]] [[Stadium]] mode introduced in ''[[Super Smash Bros. Brawl]]'' that is very similar to [[All-Star Mode]], except the player fights all the [[boss]]es rather than all the playable characters. Boss Battles is unlocked after the player completes both {{SSBB|Classic Mode}} & [[The Subspace Emissary]] for the first time, or in other words, has defeated each boss at least once (aside from {{SSBB|Crazy Hand}}).


==Gameplay==
==Gameplay==
[[File:BossBattlesRest.png|thumb|The Rest Area.]]
[[File:BossBattlesPiranha.png|thumb|A battle with Petey Piranha in Boss Battles. Note that the cages are empty, and the sky is blue, like in [[The Great Maze]].]]


The goal of Boss Battles Mode is to defeat every boss in the game with a single [[stock]], or two characters in its co-op mode.  
The goal of Boss Battles is to defeat every boss in the game with a single [[stock]]. When a player begins Boss Battles, they are immediately dropped into combat against one of nine bosses (excluding [[Tabuu]]). Once a boss is defeated, the player is brought to the rest area. The rest area displays all defeated bosses as trophies, a screen that displays the face of next boss to be fought, and has limited recovery items. There are three [[Heart Container]]s, which recover the player's damage to 0% and don't reappear upon later visits to the rest area. This format continues until all bosses are defeated.  
When a player begins Boss Battles mode, they are immediately dropped into combat against one of the ten bosses. Once a boss is defeated, the player is brought to the rest area. The rest area displays all defeated bosses as trophies, a screen that displays the face of next boss to be fought, and has three heart containers, or five in co-op mode, which, like in All-Star, do not reappear even upon later visits to the rest area. This format continues until all bosses are defeated.
 
This format is the same as [[All-Star Mode]]. However, the player is not allowed to continue after losing their stock, as it is a stadium mode.
The bosses are fought in random order, except for Tabuu, who is always last. The player receives only 0.5x incoming damage, and reduced knockback, making bosses noticeably weaker, in addition to also being slower to compensate the fact that player has only one life and no [[continue]]s. Some boss attacks are altered in strength as well, either to make them weaker still, or to partially compensate for the resistances.
The battles occur in random order, except for the battle with [[Tabuu]] which always occurs last. Each boss has their own Stamina Bar as one would normally fight them in the Subspace Emissary, including both of the Hands. The player is treated with a picture of one of the bosses upon completing Boss Battles: this picture varies depending on the difficulty level chosen. You may not use [[stickers]] in Boss Battles.
 
This format is mostly the same as [[All-Star Mode]]. However, the mode must be retried from the beginning if a [[Game Over]] is earned instead of having any continues. The final three bosses before Tabuu move and attack at a faster rate (most noticeable with Rayquaza & Galleom), and boss HP gradually increases as the mode progresses. The player is treated to a picture of one of the bosses upon completing the mode; this picture varies depending on the [[difficulty]] level chosen, starting from [[Petey Piranha]] for Easy to Winged Tabuu for Intense.
 
Boss Battles also includes a co-op mode, where both characters will have a single stock and there will be three extra Heart Containers for a total of six. Both players must remain alive; if either player loses their stock, the game ends.


The battles in this mode include:
The battles in this mode include:
 
*{{SSBB|Master Hand}}
*[[Master Hand]]
*{{SSBB|Crazy Hand}}
*[[Crazy Hand]]
*[[Petey Piranha]]
*[[Petey Piranha]]
*[[Rayquaza]]
*[[Rayquaza]]
Line 21: Line 27:
*[[Tabuu]]
*[[Tabuu]]


== Tips ==
==Rewards==
* '''Play Conservative. '''
There are eight trophies obtained by completing [[Challenges]] and one [[unlockable character]] in ''[[Super Smash Bros. Brawl]]'' involving Boss Battles. None of these challenges can be broken by a [[Golden Hammer]], except in [[PAL]] versions of the game (which can break open all challenges). These trophies cannot be unlocked in [[Multiplayer|co-op play]]. If done in co-op mode, the high scores (similar to [[All-Star]]) are tracked into a unique reserved slot rather than being any attached to any character.
You're facing 10 bosses instead of one, and have 1 life instead of 4, so you can't give a frenzy of attacks at once. Wait for the gaps between attacks, then strike briefly, then prepare to evade the next attack. Strike a single multiple hit quick attack, then retreat to shoot projectiles if possible while evading the bosses' moves.
*'''Use [[Heart Container]]s Sparingly'''
You are given ten bosses to fight, and only 3 Heart Containers. Logically, it is best to use each one after every third Boss, when you are given a Trophy. But some bosses are hard to face with high damage, such as [[Duon]] or [[Porky Minch]], so use them when you feel you will be unable to beat the Boss otherwise.
* '''Abuse Powerful Moves'''.
Moves like [[Rock Smash]], [[Hammer (move)|Hammer]], [[Yoshi]] and [[Toon Link]]'s Dairs and [[Bowser]]'s [[Forward smash]], and [[Ganondorf]]'s [[Dark Dive]] inflict tons of damage. Use them, as long as they don't make you vulnerable. Kill moves like [[Rest]] and [[Warlock Punch]] work well, but use them '''only if you know they will defeat the boss in that hit'''. Kill move lag will almost surely leave you open to an attack. The less time it takes to defeat a boss, the less chance there is you'll receive damage. The best moves to use are usually those that can score multiple hits.
* '''Use a Character that is Effective Against or Counters at least One Boss.'''
[[Fox McCloud (SSBB)|Fox]], [[Ness (SSBB)|Ness]], and [[Lucas (SSBB)|Lucas]] are effective against Duon and Meta Ridley in that they have reflectors or absorbers. Pikachu is effective against any boss that takes to the air, as he can use Thunder to attack from the sky AND detonate attacks like Duon's Missiles/Mines safely.
[[Marth (SSBB)|Marth]] is effective against many bosses in that his [[Counter]] inflicts massive damage, as does [[Ike (SSBB)|Ike]]'s.
* '''Take Advantage of the Boss's Size'''
Some attacks like [[Knee Smash]] have very limited range and are hard to use in normal brawls. For bosses, though, it is very easy, in that you can simply be touching any part of the boss, which easily take up a quarter of the stage, to inflict damage.
* '''Always Dodge'''
Even if it's on Easy mode, dodge as many attacks of bosses as possible.Use moves like [[Farore's Wind]] to dodge. Some attacks of the bosses give you hints of what kind of attack it will be, and others come very quick. So dodge your way to attack without being wide open to be attacked at.
* '''Easy ways to beat it on Intense'''
:*Play it on Co-op with another skilled player, and both use Charizard. Then use [[Rock Smash]] constantly on bosses, avoiding Tabuu's Off Waves with [[Pokémon Change]] or, if skilled enough, by rolling or sidestepping.
:*Play as Meta Knight and continuously spam [[Nair]].
:*Play as Lucario and use Heart Containers only when reaching 250%+
:*Play as Ness or Lucas in order to heal with [[Master Hand]]'s Gun or [[Duon]]'s Pink Energy blasts.
:*Play as a character with great evasion, speed, and jumping, and having some kind of ranged attack, therefore being able to deal moderate damage, while taking NONE. A Tether-grab ability helps for hanging UNDER the range of certain attacks, like Duon's Rapid Spin (When behind him) or Tabuu's Explosive Clones. Example characters: Zero-Suit Samus & Sonic.


==Recommended character attacks==
*Clearing Boss Battles with {{SSBB|Fox}} or {{SSBB|Falco}} will challenge the player to beat {{SSBB|Wolf}}, and beating him will unlock him.
*'''[[Mario (SSBB)|Mario]]''': Down Aerial ([[Mario Tornado]]), [[Fireball]]
*Clearing Boss Battles with 10 characters unlocks the [[Subspace Gunship]] trophy
*'''[[Luigi (SSBB)|Luigi]]''': Down Aerial, [[Fireball]], [[Super Jump Punch]], [[Luigi Cyclone]]
*Clearing Boss Battles with 20 characters unlocks the [[Jyk]] trophy
*'''[[Peach (SSBB)|Peach]]''': Forward Aerial, [[Toad (move)|Toad]], [[Peach Parasol]], [[Peach Bomber]]
*Clearing Boss Battles with every character unlocks the Winged Tabuu trophy
*'''[[Bowser (SSBB)|Bowser]]''': Forward Smash, Up Smash, Down Aerial, [[Whirling Fortress]]
*Clearing Boss Battles on Easy difficulty unlocks the [[Subspace Bomb]] trophy
*'''[[Donkey Kong (SSBB)|Donkey Kong]]''': Forward Smash, Up Smash, Forward Aerial, Back Aerial, [[Giant Punch]] (only if charged beforehand), [[Spinning Kong]], [[Hand Slap]] (only on ground bosses)
*Clearing Boss Battles on Normal difficulty unlocks the [[Shadow Bug]]s trophy
*'''[[Diddy Kong (SSBB)|Diddy Kong]]''': Forward Smash, Up Smash, Forward Aerial, [[Peanut Popgun]]
*Clearing Boss Battles on Hard difficulty unlocks the [[Dark Cannon]] trophy
*'''[[Yoshi (SSBB)|Yoshi]]''': Down Aerial, [[Egg Throw]]
*Clearing Boss Battles on Very Hard difficulty unlocks the [[Porky Statue]] trophy
*'''[[Wario (SSBB)|Wario]]''': Up Smash, Up Aerial, Down Aerial (follow with Up Aerial, if possible), [[Corkscrew]]
*Clearing Boss Battles on Intense difficulty unlocks the [[Galleom|Galleom (Tank Form)]] trophy
*'''[[Link (SSBB)|Link]]''': Up Smash, Side Smash, Down Aerial hitting twice, then following up with Up Aerial, All Specials
*'''[[Toon Link (SSBB)|Toon Link]]''': Same as Link, especially for the Forward Smash
*'''[[Zelda (SSBB)|Zelda]]''': Up Smash, Side Smash, All Aerials and Specials
*'''[[Sheik (SSBB)|Sheik]]''': Up Smash, Down Smash, Up Aerial, [[Needle Storm]]
*'''[[Ganondorf (SSBB)|Ganondorf]]''': Up Smash, All Aerials, [[Warlock Punch]]
*'''[[Samus (SSBB)|Samus]]''': Down Tilt, Up Smash, Forward Aerial, Up Aerial, All Specials
*'''[[Zero Suit Samus (SSBB)|Zero Suit Samus]]''': Up Tilt, Side Smash, Up Smash, Forward Aerial, [[Plasma Whip]], [[Plasma Wire]]
*'''[[Pit (SSBB)|Pit]]''': Up Smash, Side Smash, Neutral Aerial, Forward Aerial, Back Aerial, Up Aerial, All Specials
*'''[[Ice Climbers (SSBB)|Ice Climbers]]''': Up Tilt, Side Smash, Down Smash, [[Ice Shot]], [[Squall Hammer]], double jumping and using [[Blizzard]] on the way down
*'''[[R.O.B. (SSBB)|R.O.B.]]''': Down Smash, All Aerials and Specials
*'''[[Kirby (SSBB)|Kirby]]''': All Aerials, [[Hammer (move)|Hammer]], [[Final Cutter]], [[Stone]]
*'''[[Meta Knight (SSBB)|Meta Knight]]''': Forward Tilt, Forward Smash, Up Smash, All Aerials and Specials
*'''[[King Dedede (SSBB)|King Dedede]]''': Forward Tilt, Up Smash, Forward Smash, Vertical Aerials, [[Waddle Dee Toss]], [[Jet Hammer]]
*'''[[Olimar (SSBB)|Olimar]]''': Up Tilt, Neutral Aerial, [[Pikmin Chain]], [[Pikmin Order]] for [[super armor]]
*'''[[Fox (SSBB)|Fox]]''': Forward Aerial, Down Aerial, All Specials, though [[Fox Illusion]] is more useful for evasion, and [[Fire Fox]] is especially effective on ground bosses
*'''[[Falco (SSBB)|Falco]]''': Same as Fox
*'''[[Wolf (SSBB)|Wolf]]''': Up Smash, Forward Smash, [[Blaster]], [[Wolf Flash]] for evasion
*'''[[Captain Falcon (SSBB)|Captain Falcon]]''': [[Knee Smash|Forward Aerial]], Up Aerial, Up Smash (though Down Smash is stronger, but slightly less efficient to hit with), [[Falcon Punch]]
*'''[[Pikachu (SSBB)|Pikachu]]''': Down Smash, All Aerials, [[Thunder Jolt]], [[Thunder]]
*'''[[Pokémon Trainer (SSBB)|Pokémon Trainer]]''':
:*'''[[Squirtle (SSBB)|Squirtle]]''': Up Smash, Down Smash, Neutral Aerial, Down Aerial
:*'''[[Ivysaur (SSBB)|Ivysaur]]''': Forward Tilt, Neutral Aerial,[[Bullet Seed]]
:*'''[[Charizard (SSBB)|Charizard]]''': Up Smash, Forward Aerial, [[Rock Smash]]
*'''[[Lucario (SSBB)|Lucario]]''': Jump above the target and constantly use Down Aerial, Reverse Double Team, All Specials
*'''[[Jigglypuff]]''': Forward Aerial, Back Aerial, Down Aerial
*'''[[Marth (SSBB)|Marth]]''': Forward Smash, Up Smash, Forward Aerial, Down Aerial, [[Dancing Blade]], [[Counter]]
*'''[[Ike (SSBB)|Ike]]''': Up Smash, Forward Smash, [[Aether]], [[Counter]]
*'''[[Ness (SSBB)|Ness]]''': Forward Smash, Back Aerial, All Specials
*'''[[Lucas (SSBB)|Lucas]]''': Same as Ness, All Smashes, Neutral Aerial, Down Aerial. [[PK Thunder]] is very useful for flying bosses.               
*'''[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]''': All Aerials, especially Side Aerials, [[Oil Panic]]
*'''[[Sonic the Hedgehog (SSBB)|Sonic]]''': Up Tilt, Forward Smash, Up Smash, Neutral Aerial, Forward Aerial, Back Aerial, Up Aerial
*'''[[Snake (SSBB)|Snake]]''': Forward Tilt, Forward Smash, Down Smash, Neutral Aerial, Down Aerial, All Specials


==Challenges==
==Changes from other modes==
Several of the bosses are slightly altered from their appearances in other modes.
*Bosses generally have around half the [[HP]] they do in the equivalent difficulty in the [[Subspace Emissary]] and [[Classic Mode]], with their attacks being noticeably nerfed in both damage and knockback as well. This may be to compensate for [[sticker]]s being unavailable.
**Bosses are additionally slower than normal, unless they're one of the final three before Tabuu.
**The maximum health can vary vastly depending on the difficulty. For example, Tabuu's HP is around 1/3 of their equivalent difficulty on Easy in the Subspace Emissary, but nearly 60% on Intense. However, in [[Multiplayer|co-op mode]] bosses' health is still increased by 66% as in the Subspace Emissary.
*Crazy Hand is a boss on his own, rather than together with Master Hand.
*Master Hand and Crazy Hand have Stamina Bars like other bosses, rather than the usual HP shown at the bottom. Both Hands also suffer a much more severe HP drop than the other bosses, resulting in them having much less HP than the other bosses despite having above average HP in Classic Mode. Their attacks are also much weaker, even on Intense difficulty, compared to the equivalent Classic Mode fight.
*Galleom will be fought randomly in one of his two stages. His death animation will depend on when the player fights him. If they fight him as one of the earlier bosses, he will kneel to the ground, defeated (like his animation at the end of [[The Wilds (Part I)|The Wilds I]]). If he is fought as one of the last three bosses before Tabuu, he will fall backwards to the ground (like his animation at the end of [[The Ruined Hall]] or when finished by a strong attack like [[Falcon Punch]]).
**Additionally, while the attacks of bosses are normally slower in Boss Battles, Galleom's Uppercut attack is always faster in Boss Battles than it is on the equivalent difficulty in the Subspace Emissary.
*There is no time limit when fighting [[Meta Ridley]].
*Almost all attacks lose their OHKO power and their [[damage]] is severely reduced (for example, Tabuu's Off Waves on Easy deal 22%-36% instead of 70%-78%).
**Tabuu's Off Waves on Intense is the only move that still has OHKO potential.
**Meta Ridley's Falcon Flyer Slam, Pull, and Smash are not weakened, however they are slower than in the Subspace Emissary.
**Unlike in the Subspace Emissary, Tabuu's Off Waves are not [[nerfed]] in co-op mode.
*Petey Piranha's cages are empty, as they are when he is faced in [[The Great Maze]]. Similarly, the sky is clear rather than covered in dark clouds.
*The individual boss themes are replaced with an arrangement of Melee's menu music, called ''{{SSBBMusicLink|Super Smash Bros. Brawl|Boss Battle}}'', except for those of of Master Hand, Crazy Hand, and Tabuu. They use the music ''{{SSBBMusicLink|Super Smash Bros.|Final Destination (Melee)}}'', ''{{SSBBMusicLink|Super Smash Bros.|Giga Bowser (Melee)}}'', and ''{{SSBBMusicLink|Super Smash Bros. Brawl|Boss Battle Song 2}}'', respectively.
*[[Item]]s don't appear and stickers can't be used.
*The camera behaves as it does in normal Brawls rather than how it behaves in the Subspace Emissary.


There are eight trophies obtained by completing [[Challenges]] in ''Super Smash Bros. Brawl'' involving Boss Battles Mode. Golden Hammers cannot be used to break them, except in [[PAL]].
==Gallery==
 
Below are the congratulations screens for completing Boss Battles.
* Clearing Boss Battles with 10 characters gives you the [[Subspace Gunship]] trophy
<gallery>
* Clearing Boss Battles with 20 characters gives you the [[Jyk]] trophy
Bossbattleseasy.png|Easy
* Clearing Boss Battles with every character gives you the Winged Tabuu trophy
Bossbattlesnormal.png|Normal
* Clearing Boss Battles on Easy difficulty gives you the [[Subspace Bomb]] trophy
Bossbattleshard.png|Hard
* Clearing Boss Battles on Medium difficulty gives you the [[Shadow Bugs]] trophy
Bossbattlesveryhard.png|Very Hard
* Clearing Boss Battles on hard difficulty gives you the [[Dark Cannon]] trophy
Bossbattlesintense.png|Intense
* Clearing Boss Battles on Very Hard difficulty gives you the [[Porky Statue]] trophy
</gallery>
* Boss Battles on Intense difficulty gives you the Galleom Tank trophy
 
==Differences between Easy and Hard Difficulties==
*Bosses are harder to deal a big fraction of HP at once.
*The attacks that have super speed go faster. (such as [[Rayquaza]]'s moves where he moves across the stage quickly]]
*The pauses between attacks are quicker.
 
==Boss changes from other modes==
Several of the bosses are slightly altered from their appearances in other modes.
* Crazy Hand is a boss itself, rather than together with Master Hand.
* Master Hand and Crazy Hand have Stamina Bars like other bosses, rather than the usual HP shown at the bottom.
* Galleom will be fought randomly in one of his two stages.
* There is no time limit to fight [[Meta Ridley]].
* On Easy, Normal and Hard modes, [[Tabuu]]'s Off Waves do not [[One-hit KO|instantly kill]] a player who comes in contact with them.
* In lower difficulties, all the bosses' speed, attack power and health are greatly decreased.
* [[Petey Piranha]]'s cages are empty, as when he is faced in [[The Great Maze]] stage of ''The Subspace Emissary''.
* The sky is clear when fighting Petey in Boss Battles, rather than covered in dark clouds.
* The individual boss themes are replaced with generic music, Boss Battle, except for Master Hand, Crazy Hand and Tabuu. They use the music Final Destination (Melee), Giga Bowser (Melee), and Boss Battle Song 2, respectively.
* [[Items]] do not appear.
* Each time you defeat three bosses you earn a rare trophy.
* The camera behaves as it does in normal Brawls rather than as it behaves in the SSE.


==Trivia==
==Trivia==
*After you beat a boss, if you jump off the edge and go below the lower or side blast line, you will not be KO'ed.
*The player can move while the [[Announcer]] is still saying "Ready?" and before he says "GO!".
*This mode resembles [http://kirby.wikia.com/wiki/Kirby_Super_Star Kirby Super Star's] [http://kirby.wikia.com/wiki/The_Arena "The Arena"] in many ways:
*Water effects from [[F.L.U.D.D.]] and [[Water Gun]] and [[push]] effects from [[PSI Magnet]] will make the color in the boss's health bar blink as it does when the boss takes [[damage]], even though these moves inflict none.
**Between boss battles, there is a rest area where you can occasionally heal yourself. When you get a Maxim Tomato/Heart Container, it disappears for the rest of the mode.
*The Boss Battles is similar to The Arena from the [[Kirby (universe)|''Kirby'' series]].
**This rest area is also not present before fighting the first boss.
*In ''[[Super Smash Bros. Ultimate]]'', the true [[Final stage (World of Light)|final stage]] of [[World of Light]] features a boss rush that pits the player against all the bosses (except for {{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}), which can be fought in any order, before the true final boss.
**To go to the next boss, you must go to a specific place in the rest area; the warp star in The Arena and the beam of light in Boss Battles.
**{{SSBU|Sephiroth}}'s route has him fighting against all the bosses in the game (aside from [[Galeem]] and [[Dharkon]]) in a Boss Rush.
**The bosses are fought in a random order, except the final one, which is the final boss of the game.
**There were some changes in the boss fights, to fit them in this mode/sub-game.
**After every fight, you'll see which boss is next.
**Every boss that has the normal boss fight music has their music changed with music exclusively made for that mode/sub-game.
**When you lose, you have to start all over again.
*When you defeat a boss, you do not get it as a trophy. but for some reason, it appears as a trophy in the backround of the resting area.
*You can already start when the countdown bar isn't empty yet.


==External Links==
{{SSBBMenus}}


[http://www.youtube.com/watch?v=HDOpKpCHZmo Boss Battles Mode in action]
[[Category:Single-player modes]]
[[Category:Minigames]]
[[Category:Co-op modes]]
[[Category:SSBB modes]]
[[Category:Modes (SSBB)]]

Latest revision as of 15:43, April 14, 2024

Boss Battles is an unlockable Stadium mode introduced in Super Smash Bros. Brawl that is very similar to All-Star Mode, except the player fights all the bosses rather than all the playable characters. Boss Battles is unlocked after the player completes both Classic Mode & The Subspace Emissary for the first time, or in other words, has defeated each boss at least once (aside from Crazy Hand).

Gameplay[edit]

The Rest Area.
A battle with Petey Piranha in Boss Battles. Note that the cages are empty, and the sky is blue, like in The Great Maze.

The goal of Boss Battles is to defeat every boss in the game with a single stock. When a player begins Boss Battles, they are immediately dropped into combat against one of nine bosses (excluding Tabuu). Once a boss is defeated, the player is brought to the rest area. The rest area displays all defeated bosses as trophies, a screen that displays the face of next boss to be fought, and has limited recovery items. There are three Heart Containers, which recover the player's damage to 0% and don't reappear upon later visits to the rest area. This format continues until all bosses are defeated.

The bosses are fought in random order, except for Tabuu, who is always last. The player receives only 0.5x incoming damage, and reduced knockback, making bosses noticeably weaker, in addition to also being slower to compensate the fact that player has only one life and no continues. Some boss attacks are altered in strength as well, either to make them weaker still, or to partially compensate for the resistances.

This format is mostly the same as All-Star Mode. However, the mode must be retried from the beginning if a Game Over is earned instead of having any continues. The final three bosses before Tabuu move and attack at a faster rate (most noticeable with Rayquaza & Galleom), and boss HP gradually increases as the mode progresses. The player is treated to a picture of one of the bosses upon completing the mode; this picture varies depending on the difficulty level chosen, starting from Petey Piranha for Easy to Winged Tabuu for Intense.

Boss Battles also includes a co-op mode, where both characters will have a single stock and there will be three extra Heart Containers for a total of six. Both players must remain alive; if either player loses their stock, the game ends.

The battles in this mode include:

Rewards[edit]

There are eight trophies obtained by completing Challenges and one unlockable character in Super Smash Bros. Brawl involving Boss Battles. None of these challenges can be broken by a Golden Hammer, except in PAL versions of the game (which can break open all challenges). These trophies cannot be unlocked in co-op play. If done in co-op mode, the high scores (similar to All-Star) are tracked into a unique reserved slot rather than being any attached to any character.

  • Clearing Boss Battles with Fox or Falco will challenge the player to beat Wolf, and beating him will unlock him.
  • Clearing Boss Battles with 10 characters unlocks the Subspace Gunship trophy
  • Clearing Boss Battles with 20 characters unlocks the Jyk trophy
  • Clearing Boss Battles with every character unlocks the Winged Tabuu trophy
  • Clearing Boss Battles on Easy difficulty unlocks the Subspace Bomb trophy
  • Clearing Boss Battles on Normal difficulty unlocks the Shadow Bugs trophy
  • Clearing Boss Battles on Hard difficulty unlocks the Dark Cannon trophy
  • Clearing Boss Battles on Very Hard difficulty unlocks the Porky Statue trophy
  • Clearing Boss Battles on Intense difficulty unlocks the Galleom (Tank Form) trophy

Changes from other modes[edit]

Several of the bosses are slightly altered from their appearances in other modes.

  • Bosses generally have around half the HP they do in the equivalent difficulty in the Subspace Emissary and Classic Mode, with their attacks being noticeably nerfed in both damage and knockback as well. This may be to compensate for stickers being unavailable.
    • Bosses are additionally slower than normal, unless they're one of the final three before Tabuu.
    • The maximum health can vary vastly depending on the difficulty. For example, Tabuu's HP is around 1/3 of their equivalent difficulty on Easy in the Subspace Emissary, but nearly 60% on Intense. However, in co-op mode bosses' health is still increased by 66% as in the Subspace Emissary.
  • Crazy Hand is a boss on his own, rather than together with Master Hand.
  • Master Hand and Crazy Hand have Stamina Bars like other bosses, rather than the usual HP shown at the bottom. Both Hands also suffer a much more severe HP drop than the other bosses, resulting in them having much less HP than the other bosses despite having above average HP in Classic Mode. Their attacks are also much weaker, even on Intense difficulty, compared to the equivalent Classic Mode fight.
  • Galleom will be fought randomly in one of his two stages. His death animation will depend on when the player fights him. If they fight him as one of the earlier bosses, he will kneel to the ground, defeated (like his animation at the end of The Wilds I). If he is fought as one of the last three bosses before Tabuu, he will fall backwards to the ground (like his animation at the end of The Ruined Hall or when finished by a strong attack like Falcon Punch).
    • Additionally, while the attacks of bosses are normally slower in Boss Battles, Galleom's Uppercut attack is always faster in Boss Battles than it is on the equivalent difficulty in the Subspace Emissary.
  • There is no time limit when fighting Meta Ridley.
  • Almost all attacks lose their OHKO power and their damage is severely reduced (for example, Tabuu's Off Waves on Easy deal 22%-36% instead of 70%-78%).
    • Tabuu's Off Waves on Intense is the only move that still has OHKO potential.
    • Meta Ridley's Falcon Flyer Slam, Pull, and Smash are not weakened, however they are slower than in the Subspace Emissary.
    • Unlike in the Subspace Emissary, Tabuu's Off Waves are not nerfed in co-op mode.
  • Petey Piranha's cages are empty, as they are when he is faced in The Great Maze. Similarly, the sky is clear rather than covered in dark clouds.
  • The individual boss themes are replaced with an arrangement of Melee's menu music, called Boss Battle, except for those of of Master Hand, Crazy Hand, and Tabuu. They use the music Final Destination (Melee), Giga Bowser (Melee), and Boss Battle Song 2, respectively.
  • Items don't appear and stickers can't be used.
  • The camera behaves as it does in normal Brawls rather than how it behaves in the Subspace Emissary.

Gallery[edit]

Below are the congratulations screens for completing Boss Battles.

Trivia[edit]