Mario + Rabbids Kingdom Battle Wiki
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Super effects are certain disadvantages to heroes or enemies hit with a weapon (the only exception being Rabbid Luigi's Vamp Dash, which triggers a super effect without a weapon). Super effects have a certain chance of triggering, depending on the weapon. There are three main types of super effects: involuntary movement, which forces the opponent to move in various ways depending on the super effect; lingering disadvantage, which prevents the opponent from doing certain actions until both sides' turns have ended and the effect wears off; and lingering attacker advantage, which gives the attacker, and those who attack the player after them, an advantage.

List of super effects[]

Name Image Description Type
Bounce Bounces the opponent backwards. It works like a team jump in that the enemy can go over cover, pits, and walls. If the opponent lands out of bounds, they are teleported to the nearest in-bounds location and take 30 additional damage. Involuntary movement
Push Pushes the opponent backwards at an angle opposite to the attacker. If they are pushed into cover, against a wall, or to a drop, they will bounce off of it and continue rolling at a reflected angle. If the opponent rolls out of bounds, they are teleported to the nearest in-bounds location and take 30 additional damage. Involuntary movement
Burn Burns the opponent, making them move randomly around after the shot. Involuntary movement
Ink Prevents the opponent from using weapons for one turn. Lingering disadvantage
Honey Prevents the opponent from moving for one turn. Lingering disadvantage
Freeze Prevents the opponent from using techniques for one turn. Lingering disadvantage
Stone Prevents the opponent from doing anything for one turn. Lingering disadvantage
Vamp Gives a certain percentage of the heath taken away from the opponent back to the attacker, and all heroes/enemies to attack the opponent until the opponent's turn ends. Lingering attacker advantage
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