Grand Doomer is a large spectral flaming ball-shaped creature with wings from Another Dimension that debuted in Kirby's Return to Dream Land, appearing as the boss of Nutty Noon. It is the leader of the Sphere Doomers that, when defeated, will yield the Lor Starcutter's Mast. It attacks in a similar fashion as the Fire Sphere Doomer, though its attacks are much more powerful.
The Grand Doomer resembles a smaller Fire Sphere Doomer, but it is naturally much bigger. It possesses many teeth and long fangs, two red eyes, two wings, long spikes on its head, and 13 feathers on its underside, which is the most among the Sphere Doomers. Inside its mouth, the Lor's Mast is visible inside a large Energy Sphere at all times (though the mast is absent when Grand Doomer is fought in The Arena). The Grand Doomer does not change its bodily appearance when knocked to half health, but its fiery back-glow changes to a dark gloomy back-glow. It will also begin roaring and will generally attack faster.
When its health is almost depleted, the Grand Doomer will encase itself in a slate-colored ball with glowing stars on it to defend from all regular attacks. In this form, it greatly resembles Drawcia Soul from Kirby: Canvas Curse.
In Extra Mode, Grand Doomer (now called Grand Doomer EX) is a dark red color, and its eyes are white. Unlike the EX Sphere Doomers, it retains both eyes and does not gain more jagged features than usual.
Grand Doomer is battled in Nutty Noon - Stage 6 and can also be faced in The Arena and The True Arena. In the Story Mode, after Kirby makes his way into the area where Grand Doomer is fought, he sees the Lor Starcutter's mast floating about in space. He tries to grab the mast, but the Grand Doomer pulls it away. Grand Doomer then manifests around the sphere containing the mast, and initiates battle with Kirby.
The following lists all of Grand Doomer's attacks prior to the third phase in the Main Game of Kirby's Return to Dream Land. Attacks in italics are used in the second phase of the fight only.
*Attack names are conjectural.
|Attacks - Main Mode|
Grand Doomer dives across the stage, in a maneuver that can be ducked, much like its smaller cousins. It can also do a low dive that cannot be ducked.
Grand Doomer fires one or two fire spheres at Kirby. These can be inhaled and spat back. In the second phase, Grand Doomer may rapid-fire these in a spiral pattern.
Grand Doomer spins about, dropping big fire spheres in various places that explode after a short time. These can be Super Inhaled.
Grand Doomer disappears, and four dark rifts appear in the background. The rifts close one-by-one; Grand Doomer flies out of the rift that closes last.
Grand Doomer disappears, and a shifting dark rift appears on the floor. Should Kirby be standing on it, he will be dragged in by dark jaws (actually the Grand Doomer itself), and attacked until the player shakes the Wii Remote to escape. If Kirby is not trapped, Grand Doomer will eventually fly out of the rift.
This move is extremely similar to one of Marx's attack in Kirby Super Star, thus why the attack is named to match it.
Grand Doomer flies into the background, then attempts to ram Kirby.
Grand Doomer fires four elongated fire spheres into the air, which then aim and fire at Kirby. These can be inhaled and spat back.
Grand Doomer flies into the background, then barrages the stage with a rapid fire of fire spheres.
In Extra Mode, Grand Doomer's attacks, while not all that much faster, are more punishing:
|Attacks - Extra Mode|
Grand Doomer EX dives across the stage, in a maneuver that can be ducked, much like its smaller cousins. It can also do a low dive that cannot be ducked. The dives are faster and cover more ground than in the Main Mode.
|Sphere Blast EX|
Grand Doomer EX fires three fire spheres at Kirby. These can be inhaled and spat back. In the second phase, the Grand Doomer EX may rapid-fire these in a spiral pattern that circles more than once. The blasts come out faster and are more numerous than in the Main Mode.
|Sphere Bomb EX|
Grand Doomer EX spins about, dropping big fire spheres in various places that explode and shoot sparks after a short time. These can be Super Inhaled. Grand Doomer will often feint this move.
|Shadow Feint EX|
Grand Doomer EX disappears, and four dark rifts appear in the background. Instead of the rifts closing, they all stay open and move around. Grand Doomer flies out of a rift that stops moving for a brief period, doing this multiple times.
|Shadow Uppercut EX|
Grand Doomer EX disappears, and a shifting dark rift appears on the floor. Should Kirby be standing on it, he will be dragged in by dark jaws (actually Grand Doomer EX itself), and attacked until the player shakes the Wii Remote to escape. If Kirby is not trapped, Grand Doomer EX will eventually fly out of the dark rift. This move covers a much bigger space than in the Main Game.
|Back Dive EX|
Grand Doomer EX flies into the background, then attempts to ram Kirby.
Much like a Fire Sphere Doomer, Grand Doomer EX engulfs itself in flames, then fires across the stage.
|Homing Blast EX|
Grand Doomer EX fires eight elongated fire spheres into the air, which then aim and fire at Kirby. These can be inhaled and spat back.
|Back Barrage EX|
Grand Doomer EX flies into the background, then barrages the stage with a rapid fire of fire spheres. It does this twice.
Much like an Ice Sphere Doomer, Grand Doomer EX starts shimmering ice, then falls and creates a blast. It does this multiple times.
Exclusive to Story Mode and Extra Mode, Grand Doomer has a third phase which initiates when almost all of its stamina is depleted. For this phase, it shields itself by turning into a rocky ball with glowing stars on it, and becomes impervious to normal attacks. Only a Super Ability attack will damage its shield, and the shield takes four hits to destroy. From here, it will cycle through the following moves:
|Attacks - Third Phase|
Grand Doomer teleports around (remaining intangible as it does so) while summoning three different enemies from small rifts that appear in semi-randomized positions. The enemies can be as follows: Blade Knight, Bouncy, Broom Hatter, Kabu, Nruff, Shelt, Shotzo, Super Blade Knight, or Waddle Dee. In Extra Mode, Armor Dee, Gordo, and Scarfy can also appear. Once called, these enemies will wander the stage for a moment and potentially try to attack Kirby, but after a few seconds will leave of their own accord if not defeated. They may drop food items when defeated.
Grand Doomer leaps into the background and then starts bouncing around wildly outside of Kirby's reach before making a big leap onto the stage, creating a shockwave where it lands.
If Grand Doomer's shield is destroyed, it will hover around and attempt to regenerate the shield, completely restoring it if not interrupted. If Kirby chooses to deliver the final blow with the Ultra Sword, a special cut-scene of the move will play.
Grand Doomer EX flies into the background and turns into a giant fireball. It then careens into the stage and flies across it, burning anything it touches.
This move is only performed by Grand Doomer EX.
When fought in The Arena or The True Arena, this phase of the fight is skipped entirely, instead having the Grand Doomer defeated normally once its health is depleted from the second phase. This was likely done for three reasons:
- So Kirby cannot carry a Super Ability into the next fight.
- So Kirby can easily keep whatever ability he's picked for the next fight.
- So characters other than Kirby can finish the fight.
|580 (Main Mode)|
435 (The Arena)
Grand Doomer EX
|640 (Extra Mode)|
480 (The True Arena)
|Kirby's Return to Dream Land||Grand Doomer:|
Evil Sphere Doomers have come to Planet Popstar from another dimension, drawn by the lost Energy Spheres... This one is huge!
- Grand Doomer slightly resembles a Quetzal since it has a rigid crest and long tail feathers.
- Kirby doesn't actually need the Ultra Sword to deal the finishing blow. Assuming Grand Doomer's shield is destroyed and an Ability Star is still bouncing around or there's at least two characters fighting the boss, Kirby can either use a regular Copy Ability or have a second player finish off the boss instead, in turn, skipping the cinematic involving the Ultra Sword at the end of the battle.
- When Grand Doomer conjures a Waddle Dee during the third phase, the Waddle Dee will stop to wave toward the Fourth wall if it gets a chance to land before it starts walking around.
No damage fight against Grand Doomer.
No damage fight against Grand Doomer EX.
Names in other languages
Written as "Grand Lowper" in internal data
|French||Chimair royal||Royal Chimera|
|German||Uralter Sphärenspuk||Ancient Spherespook|
|Italian||Fenix di fuoco||Fire phoenix|
|Latin American Spanish||Gran Esfespectro||Big Sphere specter|
|European Spanish||Gran espectrosfera||Big sphere specter|