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Health

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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, 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 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: 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.
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 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 at 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.
By using the life potion from Helper Magolor, 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