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[[File:Vitality Heart.jpg|thumb|right|250px|Artwork of a '''Vitality Heart''', an item which increases maximum '''Stamina''' from ''[[Kirby: Squeak Squad]]''.]]
{{about|the amount of damage Kirby and others can sustain in the games|the heart-shaped item that increases Kirby's maximum health bar in certain games|[[Vitality]]|the skill that Magolor can level up to gain more hit points in [[Magolor Epilogue: The Interdimensional Traveler]]|[[Magolor's Magical Skills#Health]]}}
'''Stamina''' (also referred to as '''HP''', '''Health''', '''Life''' or '''Vitality''') refers to the amount of [[damage]] [[Kirby]] or another entity can sustain before being defeated or otherwise losing. The concept of stamina has been in the series since [[Kirby's Dream Land|its first iteration]] and has recurred in nearly every game since then. It usually appears on the top or the bottom of the screen on the Heads-up display.
[[File:Vitality Heart.jpg|thumb|right|250px|Artwork of a '''Vitality''', an item which increases maximum '''Health''' from ''[[Kirby: Squeak Squad]]''.]]
'''Health''' (also referred to as '''HP''', '''Stamina''', '''Life''' or '''Vitality''') refers to the amount of [[damage]] [[Kirby]] or another entity can sustain before being defeated or otherwise losing. The concept of health has been in the series since [[Kirby's Dream Land|its first iteration]] and has recurred in nearly every game since then. It usually appears on the top or the bottom of the screen on the [[Heads-up display]].


==Stamina by entity==
==Health by entity==
===Kirby and other playable characters===
===Kirby and other playable characters===
In early games in the series, Kirby had distinct bars of stamina, and anything that dealt him damage (and was not immediately fatal) took exactly one point away. The only exception were [[Gordo]]s, which dealt a much more painful three bars of damage, and [[Dark Mind]]'s (second form) laser attack, which can deal 2 units of damage. As such, restorative items tended to also heal in these discrete fashions, with [[Energy Drink]]s restoring a small number of bars, and [[Maxim Tomato]]es restoring all of them.
[[File:KatFL Kirby low health screenshot.png|thumb|150px|left|Kirby at low health in ''Kirby and the Forgotten Land''. When at low health, Kirby typically adopts a tired pose and expression and may also flash red.]]
[[File:KSS Defeated Kirby.png|thumb|Kirby is defeated if he runs out of health, in this case by touching a magma block when he was already at low health.]]
In early games in the series, Kirby had distinct bars of health, and anything that dealt him damage (and was not immediately fatal) took exactly one point away. The only exception were [[Gordo]]s, which dealt a much more painful three bars of damage in ''[[Kirby's Dream Land]]'', and [[Dark Mind]]'s (second form) laser attack, which can deal 2 units of damage. As such, some restorative items tended to also heal in these discrete fashions, with [[Energy Drink]]s restoring a small number of bars, and [[Maxim Tomato]]es restoring all of them.


In later games, starting with ''[[Kirby Super Star]]'', and most games since then, Kirby and his allies' stamina is represented not as discrete bars, but as one continuous bar. In addition, damage sources could vary in severity, with some hits dealing minor damage, taking only a small portion away, and others dealing a comparatively large amount of damage. In addition, smaller [[Food]] items such as cherries would appear in these titles, to heal minor amounts of stamina.
In later games, starting with ''[[Kirby Super Star]]'', and most games since then, Kirby and his allies' health is represented not as discrete bars, but as one continuous bar. In addition, damage sources could vary in severity, with some hits dealing minor damage, taking only a small portion away, and others dealing a comparatively large amount of damage. In addition, smaller [[Food]] items such as cherries would appear in these titles, to heal minor amounts of health.


In most games in the series, a high-pitched beeping noise plays when Kirby reaches a significantly low threshold to his stamina, warning {{realMe}} of the situation. In later games, such as ''[[Kirby's Return to Dream Land]]'', having sufficiently low stamina would also cause Kirby or his friends to adopt an exhausted look when standing still, and cause their portraits to sweat and exhibit sad expressions.
In most games in the series, a high-pitched beeping noise plays when Kirby reaches a significantly low threshold to his health, warning the player of the situation. In later games, such as ''[[Kirby's Return to Dream Land]]'', having sufficiently low health would also cause Kirby or his friends to adopt an exhausted look when standing still, and cause their portraits to sweat and exhibit sad or tired expressions.


Some titles, including ''[[Kirby & The Amazing Mirror]]'', allow Kirby to extend his maximum stamina by collecting special items in the levels. Other titles have [[Extra Game]]s which reduce Kirby's maximum stamina to increase the challenge.
Some titles, including ''[[Kirby & The Amazing Mirror]]'', allow Kirby to extend his maximum health by collecting special items in the levels. Other titles have [[Extra Mode]]s which reduce Kirby's maximum health to increase the challenge.
 
In ''[[Kirby and the Forgotten Land]]'', if Kirby is at full health and has not taken any damage for a certain amount of time, his health bar will temporarily disappear from the [[Heads-up display|HUD]] until he takes damage.
{{clear}}
The following table lists the health values of playable characters in some titles:
{| class="wikitable" border="1" cellpadding="2"
!colspan=5|Health of playable character  
|-
!Game
!HP
!Notes
|-
|''[[Kirby's Dream Land]]''
|6
|Takes more [[damage]] in [[Extra Mode]].
|-
|''[[Kirby's Adventure]]''
|6
|Becomes 3 in [[Extra Mode]].
|-
|''[[Kirby's Dream Course]]''
|4 (1P Game)<br>6 (2P Game)
|
|-
|''[[Kirby's Dream Land 2]]''
|6
|
|-
|''[[Kirby Super Star]]''
|70 ([[Kirby]])
|[[Helper]]s' HP varies.
|-
|''[[Kirby's Dream Land 3]]''
|10
|Shown as 5 bars, each containing 2 HP.<br>Summoning [[Gooey]] takes 1 bar from Kirby, giving both players 4 bars (8 HP).
|-
|''[[Kirby 64: The Crystal Shards]]''
|6
|
|-
|''[[Kirby Tilt 'n' Tumble]]''
|6 (10 during boss fights)
|Shown as 3 bars, each containing 2 HP.
|-
|''[[Kirby: Nightmare in Dream Land]]''
|6
|Becomes 3 in [[Extra Mode]] and [[Meta Knightmare]].
|-
|''[[Kirby & The Amazing Mirror]]''
|6
|Each Vitality adds 1 (+4 in total).
|-
|''[[Kirby: Canvas Curse]]''
|4 ([[Kirby]] and [[Waddle Dee]])<br>7 ([[King Dedede]])<br>3 ([[Meta Knight]])<br>5 ([[Waddle Doo]])
|Kirby can obtain up to 3 extra HP through Vitality items (called Life Boost in this game) in [[Medal Swap]] (for a total of 7), but the other characters cannot benefit from this.
|-
|''[[Kirby: Squeak Squad]]''
|36
|Each Vitality adds 4 (+16 in total).<br>If the current HP is more than 1, [[Kirby]] will always survive at 1 HP when taking [[damage]] that is more than his current HP.
|-
|''[[Kirby Super Star Ultra]]''
|76 ([[Kirby]])<br>72 ([[Rocky]])<br>64 ([[Sword Knight]])<br>62 ([[Bio Spark]], [[Capsule J2]] and [[Poppy Bros. Jr.]])<br>58 ([[Birdon]], [[Blade Knight]], [[Bonkers]], [[Burning Leo]], [[Bugzzy]], [[Gim]], [[Knuckle Joe]], [[Parasol Waddle Dee]], [[Plasma Wisp]], [[Simirror]], [[Sir Kibble]] and [[Tac]])<br>54 ([[Chilly]] and [[Wheelie]])<br>50 ([[Meta Knight]])<br>47 ([[Waddle Doo]])
|Helpers' HP differs in [[Helper to Hero]].
|-
|''[[Kirby Mass Attack]]''
|2 (each Kirby)
|Kirby turns blue when 1 HP remains.
|-
|''[[Kirby's Return to Dream Land]]''
|40/24 ([[Kirby]] and [[Bandana Waddle Dee]])<br>36/22 ([[Meta Knight]])<br>50/30 ([[King Dedede]])
|Story/Extra Mode.<br>If the current HP is 50% or below, [[damage]] taken will be reduced by 20%.<br>If the current HP is 25% or below, damage taken will be reduced by 40%.<br>If the current HP is 12.5% or more when taking an otherwise fatal blow, the character will always survive at 1 HP.
|-
|''[[Kirby: Triple Deluxe]]''
|40
|Applies to both [[Kirby]] and [[King Dedede]].<br>If the current HP is 50% or below, [[damage]] taken will be reduced by 20%.<br>If the current HP is 25% or below, damage taken will be reduced by 40%.<br>If the current HP is 12.5% or more when taking an otherwise fatal blow, the character will always survive at 1 HP.<br>Adds 2 for each time the character is defeated by a [[boss]] (up to +8; reset after leaving a stage).
|-
|''[[Kirby and the Rainbow Curse]]''
|4 ([[Kirby]])<br>2 (each [[Bandana Waddle Dee|Waddle Dee]])
|Scanning a King Dedede amiibo increases Kirby's maximum HP to 6 for the current stage.
|-
|''[[Kirby: Planet Robobot]]''
|45
|Applies to both [[Kirby]] and [[Meta Knight]].<br>If the current HP is 50% or below, [[damage]] taken will be reduced by 20%.<br>If the current HP is 25% or below, damage taken will be reduced by 40%.<br>If the current HP is 12.5% or more when taking an otherwise fatal blow, the character will always survive at 1 HP.<br>Adds 2 for each time the character is defeated by a [[boss]] (up to +8; reset after leaving a stage).
|-
|''[[Kirby Star Allies]]''
|
'''Normal Mode Health:'''
*45 ([[Kirby]])
*42 ([[King Dedede]] and [[The Three Mage-Sisters]])
*40 ([[Bandana Waddle Dee]], [[Dark Meta Knight]], [[Daroach]], [[Magolor]], [[Marx]], [[Meta Knight]], [[Rick]] & [[Kine]] & [[Coo]], [[Rocky]], and [[Susie]])
*35 ([[Beetley]], [[Bonkers]], [[Bugzzy]], [[Burning Leo]], [[Taranza]], and [[Vividria]])
*30 ([[Birdon]], [[Blade Knight]], [[Broom Hatter]], [[Chef Kawasaki]], [[Chilly]], [[Como]], [[Driblee]], [[Gim]], [[Gooey]], [[Jammerjab]], [[Knuckle Joe]], [[Parasol Waddle Dee]], [[Plugg]], [[Poppy Bros. Jr.]], [[Sir Kibble]], [[Waddle Doo]], and [[Wester]])
*25 ([[Bio Spark]] and [[NESP]])
*20 ([[Adeleine]] & [[Ribbon]])
 
'''Default Ultimate Choice Health:'''
*48 ([[King Dedede]], [[The Three Mage-Sisters]], [[Rocky]])
*45 ([[Kirby]], [[Bandana Waddle Dee]], [[Dark Meta Knight]], [[Daroach]], [[Magolor]], [[Marx]], [[Meta Knight]], [[Rick]] & [[Kine]] & [[Coo]], [[Rocky]], [[Susie]], [[Beetley]], [[Bonkers]], [[Bugzzy]], [[Burning Leo]], [[Taranza]], and [[Vividria]])
*42 ([[Birdon]], [[Blade Knight]], [[Broom Hatter]], [[Chef Kawasaki]], [[Chilly]], [[Como]], [[Driblee]], [[Gim]], [[Gooey]], [[Jammerjab]], [[Knuckle Joe]], [[Parasol Waddle Dee]], [[Plugg]], [[Poppy Bros. Jr.]], [[Sir Kibble]], [[Waddle Doo]], and [[Wester]])
*40 ([[Bio Spark]] and [[NESP]])
*30 ([[Adeleine]] & [[Ribbon]])
|The Ultimate Choice Health varies by difficulty; on difficulty five, six, and seven, the Ultimate Choice health is multiplied by 0.8 rounded down, and on difficulty eight, the Ultimate Choice health is multiplied by 0.7, also rounding down.
|-
|''[[Kirby's Extra Epic Yarn]]''
|5
|Health indicated by [[Life Piece]]s; only in [[Devilish Mode]]
|-
|''[[Kirby Fighters 2]]''
|240 (two players; [[King Dedede]] is 270)<br>220 (three players; King Dedede is 250)<br>200 (four players; King Dedede is 230)
|If the current HP is 25% or below, damage taken will be reduced by 25%.<br>In multiplayer battle modes, the player can select a handicap per character, which does as follows for the character's health:
*'''Very Easy''': x1.5 health
*'''Easy''': x1.2 health
*'''Normal''': no change
*'''Hard''': x0.75 health
*'''Very Hard''': x0.5 health
|-
|''[[Kirby and the Forgotten Land]]''
|400 (Spring-Breeze Mode)<br>250 (Wild Mode)<ref name="FL">[https://docs.google.com/spreadsheets/d/1tfx7jTmAHFRo9qNrSjhq0X-a_O8UQ8U8unIv5uOUFlU ''Kirby and the Forgotten Land'' Research Data by firubii]</ref>
|Applies to both [[Kirby]] and [[Bandana Waddle Dee]].<br>By using [[Life Up]] or getting a random effect from [[Deep Sleep]], the character's HP is doubled via getting an extra life bar, but cannot exceed double the normal amount.<br>If the current HP is 50% or below, [[damage]] taken will be reduced by 20%.<br>If the current HP is 30% or below, damage taken will be reduced by 30%.<br>If the current HP is 20 or more when taking an otherwise fatal blow, the character will always survive at 1 HP. [[Morpho Knight Sword]] can increase the threshold with the amount of lifesteal, the maximum threshold being 50. The threshold resets if Kirby uses [[Sleep]] or enters a different room.
|-
|''[[Kirby's Return to Dream Land Deluxe]]''
|40/24 ([[Kirby]] and [[Bandana Waddle Dee]])<br>36/22 ([[Meta Knight]])<br>50/30 ([[King Dedede]])<br>22/29/37/45/54/63/72/81/90 ([[Magolor]], Level 1-9)
|Story/Extra Mode ([[Magolor Epilogue]] does not have separate Story and Extra Modes, with Magolor's HP instead depending on [[Magolor's Magical Skills#Health|his Health skill]]).<br>By using the life potion from [[Helper Magolor]] in Story Mode, the character's HP is doubled via getting an extra life bar, but cannot exceed double the normal amount.<br>If the current HP is 50% or below, [[damage]] taken will be reduced by 20%.<br>If the current HP is 25% or below, damage taken will be reduced by 40%.<br>If the current HP is 12.5% or more when taking an otherwise fatal blow, the character will always survive at 1 HP.
|}


===Standard enemies===
===Standard enemies===
Apart from a select few games in the series, enemies' stamina is not shown to {{realMe}}. However, each enemy has a specific amount of stamina, just like Kirby or a boss, and the enemy is defeated when its stamina reaches zero. Most enemies have little constitution, but large or hardy foes like [[Rocky]] and [[Degout]] may take several hits to defeat.
Apart from a select few games in the series, enemies' health is not shown to the player. However, each enemy has a specific amount of health, just like Kirby or a boss, and the enemy is defeated when its health reaches zero. Most enemies have little constitution, but large or hardy foes like [[Rocky]] and [[Degout]] may take several hits to defeat.


===Bosses and mid-bosses===
===Bosses and mid-bosses===
In most every game in the series when a boss or mid-boss is encountered, its stamina is displayed to {{realMe}} on the HUD, often overlapping a previous display to avoid taking up extra space on the screen. Despite earlier bosses showing their stamina as discrete units, it may in fact take several hits to deplete one unit of their stamina, as is the case with the boss [[Kabula]] or that the number of units loss from the same damage doesn't always lose the same amount of bars, this is because these bosses have more stamina than the game could display, thus representing them as approximate health percentage to the nearest unit. Bosses in particular typically have a very high stamina, and will take numerous hits to defeat. Some of them may not necessarily be defeated when their stamina bar is emptied, instead taking on a new form or phase and displaying a new bar to drain. Others, particularly in later games, will enter different phases of attacks depending on how much stamina they have remaining.
In most every game in the series when a boss or mid-boss is encountered, its health is displayed to the player on the HUD, often overlapping a previous display to avoid taking up extra space on the screen. Despite earlier bosses showing their health as discrete units, it may in fact take several hits to deplete one unit of their health, as is the case with the boss [[Kabula]]. It is also sometimes the case that the same attack may appear to deal differing amounts of damage at different times; this is because the boss's health is internally stored as a higher number than the game can display, so the visual units represent a fraction of their health rounded to the nearest whole. Bosses in particular typically have a very high health, and will take numerous hits to defeat. Some of them may not necessarily be defeated when their health bar is emptied, instead taking on a new form or phase and displaying a new bar to drain. Others, particularly in later games, will enter different phases of attacks depending on how much health they have remaining.


In ''[[Kirby's Return to Dream Land]]'' and ''[[Kirby Star Allies]]'', bosses will have more Stamina if more friends are fighting. Additionally, Bosses almost always have less stamina when fought in [[The Arena]] and [[The True Arena]].
From ''[[Kirby's Return to Dream Land]]'' onward, bosses almost always have less health when fought in [[The Arena]], [[The True Arena]], [[The Ultimate Choice]] and the [[Colosseum]], usually multiplied by 0.75.
 
====Multi-player modifier====
===== ''Kirby Super Star'' / ''Kirby Super Star Ultra''=====
In ''[[Kirby Super Star]]'' and ''[[Kirby Super Star Ultra]]'', bosses will have their health multiplied by 1.3 if a [[helper]] is present before the boss health bar loads.
 
===== ''Kirby's Dream Land 3'' =====
In ''[[Kirby's Dream Land 3]]'', damage taken by bosses will be multiplied by 0.8 if [[Gooey]] is present.
 
=====''Kirby's Return to Dream Land'' / ''Kirby's Return to Dream Land Deluxe''=====
In ''[[Kirby's Return to Dream Land]]'' and ''[[Kirby's Return to Dream Land Deluxe]]'', bosses will take less [[damage]] if more friends are fighting, multiplied by a certain amount depending on how many players are present during the battle.
 
{|class="wikitable" border="1" cellpadding="2"
|-
!Number of Players
!Modifier
|-
|1
|×1.0
|-
|2
|×0.8
|-
|3
|×0.75
|-
|4
|×0.7
|}
 
===== ''Kirby Star Allies''=====
In ''[[Kirby Star Allies]]'', bosses will take less [[damage]] if more friends are fighting, multiplied by a certain amount depending on how many players are present during the battle. The multipliers differ depending on the mode.
{|class="wikitable" border="1" cellpadding="2"
|-
!Number of Players
!Main Modes
![[The Ultimate Choice]]
|-
|1
|×1.0
|×1.0
|-
|2
|×0.75
|×0.875
|-
|3
|×0.6
|×0.8
|-
|4
|×0.5
|×0.75
|}
 
===== ''Kirby and the Forgotten Land'' =====
In ''[[Kirby and the Forgotten Land]]'', damage taken by bosses will be multiplied by 0.6 if [[Bandana Waddle Dee]] is present.<ref name="FL"/>
 
====Handicap after losing to bosses ====
Starting in ''[[Kirby's Return to Dream Land]]'' and persisting in every main series game since then alongside spin-offs such as ''[[Kirby Fighters Deluxe]]'' and ''[[Kirby Fighters 2]]'', every time Player 1 loses against a mid-boss or boss, the boss's maximum health decreases and their cool-down between attacks becomes longer to lower the difficulty. This handicap will be kept, even after continuing from a Game Over, until the boss is beaten or the player quits the game.
 
=====''Kirby's Return to Dream Land'' and ''Kirby's Return to Dream Land Deluxe''=====
In ''Kirby's Return to Dream Land Deluxe'', if Helper Magolor is enabled, the boss HP is calculated starting from the 2 losses multiplier (91%).
{| class="wikitable" border="1" cellpadding="2"
!Number of Losses
!Boss Maximum Health
|-
|1
|97%
|-
|2
|91%
|-
|3
|88%
|-
|4
|82%
|-
|5
|74%
|-
|6+
|62%
|-
|}
 
=====''Kirby: Triple Deluxe'' to ''Kirby Fighters 2''=====
{| class="wikitable" border="1" cellpadding="2"
!Number of Losses
!Boss Maximum Health
|-
|1
|90%
|-
|2
|75%
|-
|3
|65%
|-
|4
|55%
|-
|5+
|45%
|-
|}
 
=====''Kirby and the Forgotten Land''=====
{| class="wikitable" border="1" cellpadding="2"
!rowspan="2"|Number of Losses
!colspan="2"|Boss Maximum Health<ref name="FL"/>
|-
!Spring-Breeze<br>Mode
!Wild Mode
|-
|1
|90%
|100%
|-
|2
|75%
|90%
|-
|3
|65%
|75%
|-
|4
|55%
|65%
|-
|5
|45%
|55%
|-
|6+
|35%
|45%
|-
|}


===Other===
===Other===
Some other entities in the series have stamina, such as items and vehicles. In ''[[Kirby Air Ride]]'', each vehicle has a set amount of HP, which can be drained or augmented in modes such as [[City Trial]]. When a vehicle's HP reaches zero, it explodes, which has various consequences depending on the mode being played.
Some other entities in the series have health, such as items and vehicles. In ''[[Kirby Air Ride]]'', each vehicle has a set amount of HP, which can be drained or augmented in modes such as [[City Trial]]. When a vehicle's HP reaches zero, it explodes, which has various consequences depending on the mode being played.


==Trivia==
==Trivia==
*So far, the only game in the series which does not employ stamina for Kirby is ''[[Kirby's Epic Yarn]]''. Instead, getting hit or falling in a pit simply results in losing beads.
*So far, there are two games in the ''Kirby'' series which do not employ health for Kirby under any circumstance. The first is ''[[Kirby's Epic Yarn]]'', as here, getting hit or falling in a [[Bottomless pit|pit]] simply results in losing beads. The second is ''[[Kirby's Dream Buffet]]'', as Kirby merely gets bumped away by anything that hits him, and falling out of bounds (or getting Screen KO'd by [[Invincible Candy]]) will only result in lost time (or lost [[Strawberry|strawberries]] in Battle Royale modes).
*In ''[[Kirby: Triple Deluxe]]'', when [[Hypernova]] Kirby inhales [[Flowery Woods]] and [[Flowered Queen Sectonia]], their Stamina bars also peel off, and fly into Kirby's mouth. This is breaking the 4th wall as intended to emphasize how strong the attack is and the 3D stereoscopic screen of the Nintendo 3DS.
*In ''[[Kirby: Triple Deluxe]]'', when [[Hypernova]] Kirby inhales [[Flowery Woods]] and [[Flowered Sectonia]], their Health meters also peel off, and fly into Kirby's mouth. This is breaking the [[fourth wall]] as intended to emphasize how strong the attack is and the 3D stereoscopic screen of the Nintendo 3DS.
*So far, the entity with the most stamina in ''Kirby'' series history is [[King D-Mind]] EX, from ''[[Team Kirby Clash Deluxe]]'', with 62000 hit points.
*So far, the boss with the most health in ''Kirby'' series history is [[King D-Mind's Revenge]] from ''[[Super Kirby Clash]]'', with 3,039,600 HP. Note that the ''Kirby Clash'' series uses a different health and damage system from the main series, with even the weakest boss, the [[Colossal Waddle Dee]], having 13,000 HP.
**Additionally, the boss with the most stamina from the main series are [[The Three Mage-Sisters]] from ''[[Kirby Star Allies]]'', with 37000 HP.
**The boss with the most health in any single non-shoot 'em up battle from the main series is the first form of [[Chaos Elfilis]] from ''[[Kirby and the Forgotten Land]]'', with 3,400 HP (for scale, a [[Star Bullet]] does 80 [[damage]] in this title).
**The boss with the most health in any single shoot 'em up battle from the main series is [[Zero]] from ''[[Kirby's Dream Land 3]]'', with 4,080 HP (for scale, the [[Love-Love Stick]] does 32 damage).
 
==Gallery==
<gallery>
KNiDL Poppy Bros Sr Vegetable Valley.png|Kirby's health bar and a [[mid-boss]]'s health bar at the bottom of the screen in ''[[Kirby: Nightmare in Dream Land]]''.
KTD Kirby Stamina Bar.png|[[Kirby]]'s health bar in ''[[Kirby: Triple Deluxe]]''
KTD Dedede Stamina Bar.png|Dedede's health bar in [[Dededetour!]]
KPR Kirby Stamina Bar.png|Kirby's health bar with the [[Smash Bros.]] ability in ''Kirby: Planet Robobot''
</gallery>
 
==Names in other languages==
{{Names
|fr=Vitalité
|frM=Vitality
|es=Vitalidad<br>Vida
|esM=Vitality<br>Health
|de=Vitalität
|deM=Vitality
}}
 
{{ref}}
 
{{clear}}
 
{{Navbox-Game Design}}


[[Category:Gameplay Mechanics]]
[[Category:Gameplay mechanics]]

Latest revision as of 16:04, 10 April 2024

This article is about the amount of damage Kirby and others can sustain in the games. For the heart-shaped item that increases Kirby's maximum health bar in certain games, see Vitality. For the skill that Magolor can level up to gain more hit points in Magolor Epilogue: The Interdimensional Traveler, see Magolor's Magical Skills#Health.
Artwork of a Vitality, an item which increases maximum Health from Kirby: Squeak Squad.

Health (also referred to as HP, Stamina, Life or Vitality) refers to the amount of damage Kirby or another entity can sustain before being defeated or otherwise losing. The concept of health has been in the series since its first iteration and has recurred in nearly every game since then. It usually appears on the top or the bottom of the screen on the Heads-up display.

Health by entity[edit]

Kirby and other playable characters[edit]

Kirby at low health in Kirby and the Forgotten Land. When at low health, Kirby typically adopts a tired pose and expression and may also flash red.
Kirby is defeated if he runs out of health, in this case by touching a magma block when he was already at low health.

In early games in the series, Kirby had distinct bars of health, and anything that dealt him damage (and was not immediately fatal) took exactly one point away. The only exception were Gordos, which dealt a much more painful three bars of damage in Kirby's Dream Land, and Dark Mind's (second form) laser attack, which can deal 2 units of damage. As such, some restorative items tended to also heal in these discrete fashions, with Energy Drinks restoring a small number of bars, and Maxim Tomatoes restoring all of them.

In later games, starting with Kirby Super Star, and most games since then, Kirby and his allies' health is represented not as discrete bars, but as one continuous bar. In addition, damage sources could vary in severity, with some hits dealing minor damage, taking only a small portion away, and others dealing a comparatively large amount of damage. In addition, smaller Food items such as cherries would appear in these titles, to heal minor amounts of health.

In most games in the series, a high-pitched beeping noise plays when Kirby reaches a significantly low threshold to his health, warning the player of the situation. In later games, such as Kirby's Return to Dream Land, having sufficiently low health would also cause Kirby or his friends to adopt an exhausted look when standing still, and cause their portraits to sweat and exhibit sad or tired expressions.

Some titles, including Kirby & The Amazing Mirror, allow Kirby to extend his maximum health by collecting special items in the levels. Other titles have Extra Modes which reduce Kirby's maximum health to increase the challenge.

In Kirby and the Forgotten Land, if Kirby is at full health and has not taken any damage for a certain amount of time, his health bar will temporarily disappear from the HUD until he takes damage.

The following table lists the health values of playable characters in some titles:

Health of playable character  
Game HP Notes
Kirby's Dream Land 6 Takes more damage in Extra Mode.
Kirby's Adventure 6 Becomes 3 in Extra Mode.
Kirby's Dream Course 4 (1P Game)
6 (2P Game)
Kirby's Dream Land 2 6
Kirby Super Star 70 (Kirby) Helpers' HP varies.
Kirby's Dream Land 3 10 Shown as 5 bars, each containing 2 HP.
Summoning Gooey takes 1 bar from Kirby, giving both players 4 bars (8 HP).
Kirby 64: The Crystal Shards 6
Kirby Tilt 'n' Tumble 6 (10 during boss fights) Shown as 3 bars, each containing 2 HP.
Kirby: Nightmare in Dream Land 6 Becomes 3 in Extra Mode and Meta Knightmare.
Kirby & The Amazing Mirror 6 Each Vitality adds 1 (+4 in total).
Kirby: Canvas Curse 4 (Kirby and Waddle Dee)
7 (King Dedede)
3 (Meta Knight)
5 (Waddle Doo)
Kirby can obtain up to 3 extra HP through Vitality items (called Life Boost in this game) in Medal Swap (for a total of 7), but the other characters cannot benefit from this.
Kirby: Squeak Squad 36 Each Vitality adds 4 (+16 in total).
If the current HP is more than 1, Kirby will always survive at 1 HP when taking damage that is more than his current HP.
Kirby Super Star Ultra 76 (Kirby)
72 (Rocky)
64 (Sword Knight)
62 (Bio Spark, Capsule J2 and Poppy Bros. Jr.)
58 (Birdon, Blade Knight, Bonkers, Burning Leo, Bugzzy, Gim, Knuckle Joe, Parasol Waddle Dee, Plasma Wisp, Simirror, Sir Kibble and Tac)
54 (Chilly and Wheelie)
50 (Meta Knight)
47 (Waddle Doo)
Helpers' HP differs in Helper to Hero.
Kirby Mass Attack 2 (each Kirby) Kirby turns blue when 1 HP remains.
Kirby's Return to Dream Land 40/24 (Kirby and Bandana Waddle Dee)
36/22 (Meta Knight)
50/30 (King Dedede)
Story/Extra Mode.
If the current HP is 50% or below, damage taken will be reduced by 20%.
If the current HP is 25% or below, damage taken will be reduced by 40%.
If the current HP is 12.5% or more when taking an otherwise fatal blow, the character will always survive at 1 HP.
Kirby: Triple Deluxe 40 Applies to both Kirby and King Dedede.
If the current HP is 50% or below, damage taken will be reduced by 20%.
If the current HP is 25% or below, damage taken will be reduced by 40%.
If the current HP is 12.5% or more when taking an otherwise fatal blow, the character will always survive at 1 HP.
Adds 2 for each time the character is defeated by a boss (up to +8; reset after leaving a stage).
Kirby and the Rainbow Curse 4 (Kirby)
2 (each Waddle Dee)
Scanning a King Dedede amiibo increases Kirby's maximum HP to 6 for the current stage.
Kirby: Planet Robobot 45 Applies to both Kirby and Meta Knight.
If the current HP is 50% or below, damage taken will be reduced by 20%.
If the current HP is 25% or below, damage taken will be reduced by 40%.
If the current HP is 12.5% or more when taking an otherwise fatal blow, the character will always survive at 1 HP.
Adds 2 for each time the character is defeated by a boss (up to +8; reset after leaving a stage).
Kirby Star Allies

Normal Mode Health:

Default Ultimate Choice Health:

The Ultimate Choice Health varies by difficulty; on difficulty five, six, and seven, the Ultimate Choice health is multiplied by 0.8 rounded down, and on difficulty eight, the Ultimate Choice health is multiplied by 0.7, also rounding down.
Kirby's Extra Epic Yarn 5 Health indicated by Life Pieces; only in Devilish Mode
Kirby Fighters 2 240 (two players; King Dedede is 270)
220 (three players; King Dedede is 250)
200 (four players; King Dedede is 230)
If the current HP is 25% or below, damage taken will be reduced by 25%.
In multiplayer battle modes, the player can select a handicap per character, which does as follows for the character's health:
  • Very Easy: x1.5 health
  • Easy: x1.2 health
  • Normal: no change
  • Hard: x0.75 health
  • Very Hard: x0.5 health
Kirby and the Forgotten Land 400 (Spring-Breeze Mode)
250 (Wild Mode)[1]
Applies to both Kirby and Bandana Waddle Dee.
By using Life Up or getting a random effect from Deep Sleep, the character's HP is doubled via getting an extra life bar, but cannot exceed double the normal amount.
If the current HP is 50% or below, damage taken will be reduced by 20%.
If the current HP is 30% or below, damage taken will be reduced by 30%.
If the current HP is 20 or more when taking an otherwise fatal blow, the character will always survive at 1 HP. Morpho Knight Sword can increase the threshold with the amount of lifesteal, the maximum threshold being 50. The threshold resets if Kirby uses Sleep or enters a different room.
Kirby's Return to Dream Land Deluxe 40/24 (Kirby and Bandana Waddle Dee)
36/22 (Meta Knight)
50/30 (King Dedede)
22/29/37/45/54/63/72/81/90 (Magolor, Level 1-9)
Story/Extra Mode (Magolor Epilogue does not have separate Story and Extra Modes, with Magolor's HP instead depending on his Health skill).
By using the life potion from Helper Magolor in Story Mode, the character's HP is doubled via getting an extra life bar, but cannot exceed double the normal amount.
If the current HP is 50% or below, damage taken will be reduced by 20%.
If the current HP is 25% or below, damage taken will be reduced by 40%.
If the current HP is 12.5% or more when taking an otherwise fatal blow, the character will always survive at 1 HP.

Standard enemies[edit]

Apart from a select few games in the series, enemies' health is not shown to the player. However, each enemy has a specific amount of health, just like Kirby or a boss, and the enemy is defeated when its health reaches zero. Most enemies have little constitution, but large or hardy foes like Rocky and Degout may take several hits to defeat.

Bosses and mid-bosses[edit]

In most every game in the series when a boss or mid-boss is encountered, its health is displayed to the player on the HUD, often overlapping a previous display to avoid taking up extra space on the screen. Despite earlier bosses showing their health as discrete units, it may in fact take several hits to deplete one unit of their health, as is the case with the boss Kabula. It is also sometimes the case that the same attack may appear to deal differing amounts of damage at different times; this is because the boss's health is internally stored as a higher number than the game can display, so the visual units represent a fraction of their health rounded to the nearest whole. Bosses in particular typically have a very high health, and will take numerous hits to defeat. Some of them may not necessarily be defeated when their health bar is emptied, instead taking on a new form or phase and displaying a new bar to drain. Others, particularly in later games, will enter different phases of attacks depending on how much health they have remaining.

From Kirby's Return to Dream Land onward, bosses almost always have less health when fought in The Arena, The True Arena, The Ultimate Choice and the Colosseum, usually multiplied by 0.75.

Multi-player modifier[edit]

Kirby Super Star / Kirby Super Star Ultra[edit]

In Kirby Super Star and Kirby Super Star Ultra, bosses will have their health multiplied by 1.3 if a helper is present before the boss health bar loads.

Kirby's Dream Land 3[edit]

In Kirby's Dream Land 3, damage taken by bosses will be multiplied by 0.8 if Gooey is present.

Kirby's Return to Dream Land / Kirby's Return to Dream Land Deluxe[edit]

In Kirby's Return to Dream Land and Kirby's Return to Dream Land Deluxe, bosses will take less damage if more friends are fighting, multiplied by a certain amount depending on how many players are present during the battle.

Number of Players Modifier
1 ×1.0
2 ×0.8
3 ×0.75
4 ×0.7
Kirby Star Allies[edit]

In Kirby Star Allies, bosses will take less damage if more friends are fighting, multiplied by a certain amount depending on how many players are present during the battle. The multipliers differ depending on the mode.

Number of Players Main Modes The Ultimate Choice
1 ×1.0 ×1.0
2 ×0.75 ×0.875
3 ×0.6 ×0.8
4 ×0.5 ×0.75
Kirby and the Forgotten Land[edit]

In Kirby and the Forgotten Land, damage taken by bosses will be multiplied by 0.6 if Bandana Waddle Dee is present.[1]

Handicap after losing to bosses[edit]

Starting in Kirby's Return to Dream Land and persisting in every main series game since then alongside spin-offs such as Kirby Fighters Deluxe and Kirby Fighters 2, every time Player 1 loses against a mid-boss or boss, the boss's maximum health decreases and their cool-down between attacks becomes longer to lower the difficulty. This handicap will be kept, even after continuing from a Game Over, until the boss is beaten or the player quits the game.

Kirby's Return to Dream Land and Kirby's Return to Dream Land Deluxe[edit]

In Kirby's Return to Dream Land Deluxe, if Helper Magolor is enabled, the boss HP is calculated starting from the 2 losses multiplier (91%).

Number of Losses Boss Maximum Health
1 97%
2 91%
3 88%
4 82%
5 74%
6+ 62%
Kirby: Triple Deluxe to Kirby Fighters 2[edit]
Number of Losses Boss Maximum Health
1 90%
2 75%
3 65%
4 55%
5+ 45%
Kirby and the Forgotten Land[edit]
Number of Losses Boss Maximum Health[1]
Spring-Breeze
Mode
Wild Mode
1 90% 100%
2 75% 90%
3 65% 75%
4 55% 65%
5 45% 55%
6+ 35% 45%

Other[edit]

Some other entities in the series have health, such as items and vehicles. In Kirby Air Ride, each vehicle has a set amount of HP, which can be drained or augmented in modes such as City Trial. When a vehicle's HP reaches zero, it explodes, which has various consequences depending on the mode being played.

Trivia[edit]

Gallery[edit]

Names in other languages[edit]

Language Name Meaning
French Vitalité Vitality
German Vitalität Vitality
Spanish Vitalidad
Vida
Vitality
Health


References