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Kremling Krew
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A group of troublemaking humanoid crocodilians led by the deranged King K. Rool, who often plots to steal DK's banana hoard for some reason. They're the main antagonists of the original Donkey Kong Country trilogy, as well as 64 and the spinoffs made by Paon.

    In general 

The minions of King K. Rool, the Kremlings are a clan of nasty-tempered, dim-witted reptiles from Crocodile Isle. They have a seafaring culture with an emphasis on both piracy and technology. Despite their generally evil disposition, a few Kremlings have switched sides to help out the Kongs.


  • Action Bomb: Kaboom, Klasp, and Kracka.
  • Airborne Mook: Kloak, Kackle, and Kopter.
  • Ascended Extras:
    • Klump and Krusha, two mooks in the first game, were made singular characters in the cartoon. Krusha also became a Secret Character in Donkey Kong 64's multiplayer mode. Klump also became a Secret Character in Barrel Blast.
    • The playable Kopter in Barrel Blast.
    • Kritter became a playable character in DK: King of Swing, the Mario Strikers series, Mario Super Sluggers as well as Donkey Kong Barrel Blast.
  • Animal Talk: Averted if Mario Super Sluggers is any indication. Unlike the Kongs who speak in primate noises while the game provides translation, K. Rool and his Kritter minions appear to speak normally.
  • Bash Brothers: Kuff 'n' Klout, also known as the tyrant twins are two kremling brothers that always fight together.
  • BFG: Bazuka and Kannon.
  • BFS: Kutlass. The instruction manual for Donkey Kong Country 2 humorously states that he ordered the swords from a TV offer, and they turned out to be bigger than he expected because of his small TV screen.
  • Bring It: Done by Krusha and Krumple, after shrugging off an ineffectual attack.
  • Carry a Big Stick: Kudgel and Kosha.
  • Cool Shades: Worn by Kasplats.
  • Crosshair Aware: Kroc.
  • Dem Bones: The skeletal Kritters, the teeth of Klaptraps and the Resident Demon in Donkey Kong 64. Kackle from Donkey Kong Country 2.
  • Dual Wielding: Kutlass and Krook, although Krook usually throws the hook from the same hand over again.
  • Elite Mooks: Krusha, Kruncha, Krumple, and Kasplat.
  • Enemy Summoner: Kloak can summon enemies by manifesting them in his hands and tossing them at the Kongs.
  • Evil Laugh: Kloak and Kackle in Donkey Kong Country 2. The Resident Demon in Donkey Kong 64. Kalypso in Barrel Blast. Kroc in the GBA remake of Dnkey Kong Country 3.
  • Friendly Enemy: General Klump and Krusha were sometimes this to the Kongs in the cartoon.
  • Gameplay and Story Segregation: A few Kremlings, most notably Klump and Krusha, are implied to be singular individuals in the manual, but are generic enemies that appear in multiples within the game.
  • Giant Mook: Big Klaptraps in Donkey Kong 64.
  • Golem: Rockkrocs. Their appearance and name suggest that they're made of rock, and they're activated and deactivated with Stop & Go barrels.
  • Half-Dressed Cartoon Animal: In Donkey Kong Country 2, most of the Kremlings wear pants but not shirts (due to the pirate theme). In Donkey Kong 64, Kasplats wear black vests, boots and gloves as well as Cool Shades, but no pants.
  • Hand Cannon: Literally in the case of Kannons and Bazukas whom wield cannons bigger than they are.
  • Hook Hands: Krook has giant hook hands he can use as boomerangs.
  • Heavily Armored Mook: Koin and Koindozer are coverd in armor and have shields that prevent them from being hurt conventionally.
  • Invincible Minor Minion: Rockkrocs (except in the remakes and the Japanese version of the SNES Donkey Kong Country), Kackle, Kuchukas and technically Koindoizers too (though, hacking reveals they do actually have same weakness as Koins, it's just that there never is any Steel Keg around them which would defeat them).
  • Kung Fu-Proof Mook: Klumps in Donkey Kong 64 are immune to physical strikes from all but Chunky Kong in his giant form. The only ways to kill them are with Magic Music or throwing grenades.
  • Lizard Folk: A race of humanoid crocs.
  • Mad Bomber: Kuchuka, a Kremling hidden in a barrel, endlessly tosses bombs at the Kongs.
  • Mecha-Mooks: The Robotic Kritters in Donkey Kong 64. The Super Team in Super Mario Strikers uses a Robo-Kritter as their goalie, instead of a regular Kritter.
  • Monogender Monsters: Until Barrel Blast, when Kass and Kalypso were introduced, all visible Kremlings were male.
  • Mooks: Of the original Donkey Kong Country trilogy, Donkey Kong 64 and Paon's games.
  • Never Smile at a Crocodile: They are anthropomorphic crocodilian beings who constantly antagonize our primate heroes.
  • Night of the Living Mooks: Kloak, Kackle, the Resident Demon, the skeletal Kritters, and the teeth of Klaptraps.
  • Ninja Pirate Zombie Robot:
    • Klump and Krusha are crocodilian soldiers.
    • All of the Kremling Kuthroats are crocodiles mixed with pirates. Some are also undead like Kackle and Kloak.
    • Kosha from Donkey Kong 64 is a Kremling viking. Skeleton Kritters are also enemies in that game.
  • One-Winged Angel: The Jungle Climber bosses are regular Kritters, powered up by the Crystal Bananas.
  • Pirates: In Donkey Kong Country 2 and Donkey Kong Land 2.
  • Real Men Wear Pink: Skiddas, Koindozers, Krimps, pink Krunchas and pink Klumps. Kritter also wears pink clothing/armor in the Mario Strikers series when on Princess Peach's team.
  • Red Eyes, Take Warning: Rockkrocs, Kloaks, Kackles, Dark Klobbers, Robotic Kritters, Kip, Kass, Kludge and Kalypso.
  • Semi Aquatic Species Sailor: In the second game (and the final boss of the first), they’re crocodiles with a pirate motif.
  • Shockwave Stomp: Done by Kasplats. They clap their hands against the floor to perform it. The color of the shockwave depends on the color of the blueprint they're guarding: Yellow, red, blue, purple, green. The color is retained even after they lose the blueprints to the Kongs (their hair does become white, however).
  • Sssssnake Talk: In the GBA remakes. Krunch also does this in the intro of Diddy Kong Racing DS.
  • Stout Strength: Klump, Kannon as well as Kluff and klout are fat but very strong.
  • Suspiciously Similar Substitute: Many of the Kremlings in the sequels for Kremlings from previous games in function and appearance.
  • Top-Heavy Guy: Krusha, Kruncha, Kudgel, Klubba, Krumple, Kasplat, and Kuff 'n' Klout. Mooks with this appearance can only be defeated by a jump attack from the heavier Kong (or from Diddy and Dixie teamed up) without a barrel or Animal Friend.
  • Toxic, Inc.: In contrast to the Kongs' presumably eco-friendly Bamboo Technology courtesy of Funky Kong, the Kremlings have a tendency to ruin their presumptive conquests by building polluting factories on them.
  • Turns Red: Kruncha turns red and gets faster when he touches the Kongs or is hit by an attack that isn't enough to knock him out.
  • Vegetarian Carnivore: Several games depict them as eating Fruits like bananas and oranges.
  • Xtreme Kool Letterz: All Kremlings share the trait of having their names start with K, especially when a C would make more sense, Mortal Kombat style.

    King K. Rool 

King K. Rool

Debut: Donkey Kong Country
Voiced by: (English): Chris Sutherland (video games, 1999-2005), Benedict Campbell (Donkey Kong Country), Len Carlson (Pilot episode)additional VAs

https://static.tvtropes.org/pmwiki/pub/images/king_k_rool_spirit.png "'Fatso', is it? I'd choose your last words more carefully if I were you."
Click here to see him as Kaptain K. Rool
Click here to see him as Baron K. Roolenstein
Click here to see him as King Krusha K. Rool
"I've been waiting a long time for this moment. Soon, Donkey Kong and his pretty little island... will be no more!"

A fat Kremling who acts as Donkey Kong's Arch-Enemy in the Donkey Kong Country series. Prone to adopting new personas (Kaptain K. Rool, Baron K. Roolenstein, etc.) in different games, complete with new powersets for battle. Whatever he likes to call himself, K. Rool's goals remain the same — to get rid of the Kong clan and take over their island, and if he can't manage that, destroying the island along with every primate on it suits him just fine instead.


  • Acrofatic: Take one look at the guy. Pretty overweight, right? Well, not only can he jump as high as Mario or Luigi, but he can also outrun Donkey Kong, is able to support his own weight with one hand, and is able to play an entire baseball game without tiring (at least when he isn't pitching).
  • Adaptational Attractiveness: In the cartoon, he lacks the bloodshot eye that he always has in the games.
  • Adaptational Early Appearance: In the Club Nintendo adaptation of Donkey Kong Country, King K. Rool appears at the start, personally leading the attack on the Banana Hoard and being the one to grab Diddy, place him in the Buddy Barrel and throw it into the bushes.
  • Adaptational Wimp:
    • In Michael Teitelbaum's Donkey Kong Country chapter book trilogy, K. Rool is a total coward who flees as soon as he loses the advantage and never tries to put up a fight.
    • In the animated series, he's a Non-Action Big Bad that leaves all the fighting and heavy lifting to his minions and is never shown to have any fighting prowess of his own, though that doesn't stop him from going along with them on missions from time to time.
  • Adaptation Personality Change: In the games, he's a cold-blooded and maniacal Kremling overlord who manages to capture members of the Kong family with surprising efficiency and frequency. In the cartoon, he's a Laughably Evil Ineffectual Sympathetic Villain.
  • Adipose Rex: Ruler of the Kremlings, and the most rotund, beating even Klump. He's also one of the strongest and most agile.
  • Affably Evil: The cartoon version. While he's still at odds with the Kongs and tries to get the Crystal coconut for himself, he doesn't seem to hate the Kongs as much as he does in the games, and a few episodes hint that him and Cranky Kong used to be friends before stuff between them happened.
  • Agony of the Feet: Tiny's phase of the Final Boss fight in Donkey Kong 64 involves her shrinking and entering K. Rool's left shoe (which has a hole) and dodging his moving toes until she gets an opening to shoot them with her Feather Bow. After four segments of this (with each one requiring more shots than before), K. Rool's foot hurts so much that he faints, and Tiny wins the round.
  • Anthropomorphic Zig-Zag: Befitting the Darker and Edgier nature of the Smash Bros series, K. Rool's appearance in Super Smash Bros. Ultimate noticeably shows him with a much more savage, animalistic behavior, Running on All Fours and letting out monstrous, bestial roars. He's far from mindless, though, as he still has access to all his numerous gadgets and inventions and puts them to good use.
  • Arch-Enemy: To Donkey Kong and the rest of the Kong clan.
  • Ash Face: Gets it in Donkey Kong Country 2 every time his blunderbuss explodes in his face after Diddy or Dixie successfully throw cannonballs into it. He shakes the ash off quickly.
  • Astonishingly Appropriate Appearance: K. Rool happens to be built like a gorilla, with bulky arms and thin legs. The resemblance extends to his golden chest and belly; together, they strongly resemble a gorilla's torso. These details reflect on how much K. Rool wants the Kongs' island for himself, along with how much he'll make himself a constant presence in their lives until he achieves his goals.
  • Ax-Crazy: Lampshaded by Nintendo on more than one occasion, particularly in reference to his schizophrenic adoption of multiple personas as his love of overkill.
  • Bad Boss: He keeps his minions in a constant state of misery, rules through fear, and is perfectly willing to sic Klaptraps on his already overworked engineers to speed things up, as well as kill the purple haired Kasplat from the intro with a Giant Red Klaptrap during the Creepy Castle Intro, and hurts his Zinger, Necky, Chomps, Lockjaw, and Flipflap minions when using a Wild Move in Donkey Kong Barrel Bast. This is a heavy contrast to his cartoon portrayal, where the worst he does is boss his soldiers around and yells colorful insults at them when they screw up, as typical for comedic animated villains at the time.
  • Battle Boomerang: K. Rool throws his crown during the final battle of Donkey Kong Country this way, as well as his left boxing glove during Round 2 of his Final Boss battle in Donkey Kong 64. After a few dodges, Diddy has to hop onto his barrel to hover to the boxing ring's installed lights to deep-six them onto K. Rool (who will continue throwing his glove with terrifying accuracy, so this is easier said than done).
  • The Battle Didn't Count: Four times in Donkey Kong 64. You have to beat him with each of the five Kongs in the game, because his henchmen keep ringing the bell to end the round when he's about to lose.
  • Berserk Button: There was this time in the cartoon when Klump's video conference messed him up in the computer game he was playing. It angered him so much that he let out an epic Big "NO!" and smashed the computer.
  • Beware the Silly Ones: King K. Rool is one of Nintendo’s goofiest antagonists, but he is also one of the more unrepentantly evil ones, whose plots and actions escalate every time he appears.
  • BFG: His blunderbuss in Donkey Kong Country 2. Not only can he shoot out waves of Kannonballs and colored gas to disorient the Kongs, but the barrel is big enough that K. Rool can use it as a jet to move around his arena.
  • Big Bad: The main villain of all the Donkey Kong games he appears in. This role starts to get more phased out come the Microsoft buyout.
  • Big Bad Ensemble: With Kaptain Skurvy in the cartoon. They're both after the Crystal Coconut, but they both have their own reasons for wanting it, in addition to working separately.
  • Boxing Battler: In Donkey Kong 64, where he dons a boxing outfit, complete with gloves and champion's belt, during the Final Boss battle.
  • Bullfight Boss: During Round 5 (also the last one) of his Final Boss battle in Donkey Kong 64, K. Rool will desperately attack Chunky with melee force. Once Chunky uses his abilities to increase his size, K. Rool will charge at him to deliver a devastating uppercut, and Chunky has to time his own charged punch to hit him instead. After receiving the first hit, K. Rool will run faster at him; after the second hit, he will turn invisible (though his shadow can still be seen); and after the third hit, he will turn invisible and move towards Chunky in a zigzag pattern to fool him. Chunky wins the round (and the whole fight) after the fourth hit.
  • The Bus Came Back: After a long absence, K. Rool finally returned in Super Smash Bros. Ultimate. His reveal trailer is treated as this, with King Dedede trolling DK and Diddy by making them think K. Rool has returned, before the real K. Rool shows up (and sidelines Dedede). Needless to say, the Kongs are shocked to see him return and instantly engage in an epic battle. Considering it had been 10 years since he was last seen in the flesh, and even longer since he'd been in a mainline Donkey Kong game, it's no wonder his return held such gravitas.
  • The Caligula: He's a pretty terrible ruler to the Kremlings, threatening them for failing him or badmouthing him. He's so bad in fact, that the Kremlings got KAOS as their new leader...who's actually a figurehead leader for K. Rool.
  • Chuck Cunningham Syndrome: Until his appearance in Super Smash Bros. Ultimate, he hadn't made a non-cameo appearance since 2008 in Mario Super Sluggers, 10 years prior. The gap is even longer for Europe, where the game was never released.
  • Cold-Blooded Torture: The first time you fight him on the Flying Krock in Donkey Kong Country 2, he is seen beating Donkey Kong. And by "beating", we mean firing cannonballs at him while he's tied up.
  • Crocodile Tears: The manual for Donkey Kong 64 states he pretended to cry to motivate his soldiers to distract the Kongs from interfering with the Blast-o-Matic.
  • Death Glare: He delivered one to Army Dillo after the latter's first failure. With his gruesome looking eye, he can do these easily.
  • Demoted to Extra: The departure of Creator/Rare did not do him any favors, especially for the home console games. His only appearance in the Donkey Konga series is in a whac-a-mole style Mini-Game where the goal is to hit him with a Steel Keg to earn points.
  • Depending on the Artist: Whether his chest is made of gold/some sort of metal or a skin-colored part of his body depends on the era: From Donkey Kong Country to Donkey Kong 64, his chest is rendered with a shine, implying it's not part of his body. However, as seen in the main image, subsequent appearances had this chest tan-colored, indicating it's natural. It wouldn't be until his return in Super Smash Bros. Ultimate that his chest would be depicted as the golden chestplate it started out as.
  • Depending on the Writer: K. Rool has some traits that aren't entirely consistent, partially due to Rule of Funny and the needs of the story.
    • Does K. Rool like Bananas or not, the Rareware games and Super Smash Bros. say he does like Bananas, but DK: Jungle Climber and Donkey Kong Country say he doesn't.
    • How dangerous is K. Rool is another variable. Sometimes his plans are fairly harmless like stealing Bananas or medals, othertimes his schemes are more heinous like blowing up Donkey Kong's entire island or kidnapping the Kongs to make them power a machine to help him Take Over the World.
    • Most games depict K. Rool as a Sore Loser whom can't handle defeat, but a few games depict him as a Graceful Loser whom admits the Kongs are a Worthy Opponent.
  • Despotism Justifies the Means: Many of his plots to steal the bananas or take over other islands seem to be done just for the sake of doing them.
  • Determinator: The one consistent thing between his many personas is the fact that they all take immense amounts of effort to put down, usually being multi-stage bosses. In Donkey Kong 64, he goes through multiple rounds of being hammered by every Kong in ridiculously over-the-top ways, including having the stage lights dropped directly on his head and getting Megaton Punched across the boxing ring, and it still takes high explosives to merely get rid of him.
  • Dr. Fakenstein: In Donkey Kong Country 3, complete with "Baron" title and "-stein" suffix. At the same time, he also wears Frankenstein's Monster-esque forehead and has bolts on the neck, so he manages to be both a scientist and a "monster".
  • Evil Brit: In the cartoon and in Donkey Kong 64.
  • Evil Is Hammy: Particularly in the cartoon.
  • Evil Sounds Deep: In Donkey Kong 64 and Mario Super Sluggers.
  • Evil Versus Evil:
    • In the cartoon, he was often at odds with Kaptain Skurvy.
    • In Mario Super Sluggers, he has bad chemistry with Bowser.
  • Eye Scream: It's so bulgy and veiny... And that's just the more recent portrayals: in the Donkey Kong Country games and Donkey Kong 64, the red marks don't even look like veins but blood stains on the eye, which makes him look demonic. Subverted in the cartoon, though, where his eye is just bulgy.
  • Fat Bastard: He might look like a silly overgrown lizard, but he's a ruthless villain who will resort to very evil actions to get what he wants, including kidnapping Donkey Kong himself in two games and planning to destroy DK Isles in 64.
  • Faux Affably Evil: Unlike Bowser, K. Rool's charisma is nothing but a façade to hide his cruelty. He's a Bad Boss and a brute who has few redeeming qualities.
  • Final Boss: Of each Donkey Kong game he appears in.
  • Final-Exam Boss: In Donkey Kong 64, K. Rool has to be fought in at least five boxing rounds (more if time runs out in any of them), each with one of the playable Kong characters. And each Kong has to attack him using a specific strategy that makes use of their unique tools and/or abilities.
  • For the Evulz: K. Rool clearly enjoys making others suffer whether it’s his enemies or his minions. Some of his plans were solely for sadistic pleasure such as kidnapping and torturing DK and trying to destroy his island.
  • Friendly Enemy:
    • In Donkey Kong Land 3, K. Rool attends the award ceremony of the Lost World's contest with Dixie and Kiddy, complimenting the heroes on their victory and giving them access to the time trial mode.
    • He's shown performing a secret handshake with Donkey Kong in the bizarre secret ending of Donkey Kong 64.
    • In the reveal trailer for Banjo and Kazooie in Super Smash Bros. Ultimate, K. Rool is seen chilling in DK's treehouse, and cheers on the bear and bird's return to Nintendo alongside the Kongs. Though he's later seen getting pushed off a cliff by the Jinjonator and crushed by a boulder like Banjo's own arch-enemy.
  • Genius Bruiser: He's pretty smart and very strong. Quite fitting, as crocodiles in real life are highly intelligent animals, especially by reptile standards.
  • Go-Karting with Bowser:
    • In the cartoon, it turns out that originally he and Cranky Kong were friends, and in those days, there was peace between Kremling and Kong, with the feud only flaring up after their friendship broke up over K. Rool's cheating in one of their contests. So, Donkey Kong and the gang decide to try and get the two to remember their friendship and see if that'll put an end to the fighting. It works... too well; Cranky and K. Rool are such madcap pranksters and daredevils that they drive everybody, Kong and Kremling alike, nuts, and eventually they force them to break their friendship again simply because it's more peaceful when they're at open war with each other.
    • In Donkey Kong Land III, K. Rool competes with the Kong family in the contest to find the Lost World. Subverted when K. Rool has his minions try to attack the Kongs and the Nintendo Power guide revealing he intends to use the prize money to fund his evil plot. Then it's Double Subverted when K. Rool is a Graceful Loser that attends the awards ceremony with the Kongs.
    • King K. Rool can race with Donkey Kong in Barrel Blast, play baseball in Mario Super Sluggers, and engage in competitive brawling in Super Smash Bros. Ultimate. In a trailer for the latter, K. Rool is even seen napping alongside the Kongs in their treehouse, though he's still treated with a fair amount of contempt and even gets beaten up and crushed by a rock later in the same trailer, courtesy of returning Rare alumni Banjo and Kazooie.
  • A God Am I: Sees himself as the "Supreme Ruler of all Evil" in the cartoon.
  • Greed: One of his most defining traits. King K. Rool spends nearly all of his appearances simply trying to take things for himself, even though he clearly doesn't need them. He's obsessed with stealing the banana hoard even though he may not even like bananas, he repeatedly tries to take over Donkey Kong's home despite having his own, much bigger island, and he even leads the Kremlings as an army of thieving pirates.
  • Helicopter Pack: In the third game and its Land 3 equivalent, as well as his Up Special in Super Smash Bros. Ultimate.
  • Humiliation Conga: His defeat in 64. First DK launches himself into K. Rool's face with Blast Barrels, then Diddy shoots out the stage lights so they fall on his head. Lanky later drops banana peels to make him slip and fall, Tiny crawls inside his boots to shoot his toes with feathers multiple times, and Chunky grows to giant size and delivers several punches to him that knock him across the ring. After all that, Funky shoots a foot rocket into his keister that launches him into K. Lumsy's cage, where he's given a beatdown off-screen.
  • Idle Animation: In Mario Super Sluggers, when left idle while batting, he will do a gesture with his left hand towards the pitcher that basically means "Come on!"
  • Ineffectual Sympathetic Villain: Very much so in the cartoon.
  • Inexplicably Tailless: While his appearances in the Rare games depict him with a tail, he lacks one in games after Donkey Kong 64. Super Smash Bros. Ultimate does depict him with a tail again, though it's much shorter than in his Rare appearances.
  • Informed Ability: K. Rool sealed the Banana Bird Queen behind a stone barrier using magic. This is odd considering that prior games have K. Rool and the Kremlings lean more into science and technology.
  • Informed Species: As a Kremling, he's based on crocodiles and alligators. He has an overbite and a wide U-shaped snout akin to an alligator.
  • The Insomniac: This is sometimes used to explain the way his eye looks.
  • Invisibility: Appears twice in his boss fights.
    • In his third phase during the final battle of Donkey Kong Country 2, he'll turn invisible as he moves around the arena. First, trying to chase after the Kongs using his Blunderbuss jet, then eventually vanishing and reappearing to try vacuuming them in to striking distance.
    • During the final round against Chunky Kong in Donkey Kong 64, he'll turn invisible as he bounces off the ropes with only his shadow as a tell. Chunky needs to turn invisible himself to make K. Rool visible and a Hunky Chunky barrel to appear.
  • I Shall Taunt You: He's prone to do this during Round 1 of his Final Boss fight in Donkey Kong 64. After dodging some Shockwave Stomps, Donkey hops onto a launching barrel so he can time a self-launch at K. Rool's head; he won't be able to damage him as long as K. Rool keeps his guard up (in fact, Donkey himself will take damage instead), but at one point K. Rool will taunt him and drop his guard, giving Donkey a window to perform his attack. After two hits, K. Rool will fake the first taunt, so Donkey has to wait until the second; after three hits, his taunt will be quicker, so Donkey has to time his attack very well for the last hit.
  • It's All About Me: Many of the evil actions he does in the games are solely to satisfy his personal objectives and goals.
  • The Juggernaut: After his debut, he's typically immune to standard attacks and even throwing objects at him.
  • Kindness Ball: In the ending Donkey Kong Land 3, outside of calling Dixie and Kiddy, "pesky kongs", K. Roolenstein handles his defeat in a graceful manner and even gives the heroes the last six watches they'd been searching for.
  • Knight of Cerebus: Throughout Donkey Kong 64, K. Rool is played up as an imposing, untouchable threat with an evil plan that ramps up the stakes higher than even Bowser and Gruntilda before him. Come the final battle, and this becomes massively subverted as K. Rool fully embraces his hammy boxer persona while suffering through the most humiliating of blows from the Kongs.
  • Large and in Charge: Among the largest Kremlings, though some of the monster bosses are huge even compared to him.
  • Laughably Evil: While he is absolutely a major threat to the Kongs and their island, K. Rool nonetheless has many goofy quirks and tends to be subjected to rather humiliating defeats that are always Played for Laughs.
  • Laughing Mad: In Barrel Blast, if he repeatedly slams into breakable objects (such as barrels) or enemies (like the Zingers) while using a Wild Move. Then there's his triumphant Evil Laughter in the infamous Game Over sequence of Donkey Kong 64.
  • Lightning Bruiser: Don't let his size fool you; K. Rool is not only very strong and very resilient, but he's also very fast. He also has very high stats in Barrel Blast.
  • Mad Eye: One of his most iconic features is a bulgy eye that is noticeably bloodshot in the vast majority of his appearances.
  • Mad Scientist: In Donkey Kong Country 3, supported by his alias "Baron K. Roolenstein".
  • Made of Iron: Fitting for his size and strength K. Rool can take an absurd amount of punishment. During the first boss fight with him in Donkey Kong Country 2 Diddy and Dixie simply aren't strong enough to decisively finish him and he just keeps getting back up for more, forcing DK to struggle loose and land a punch strong enough that puts the croc down and keeps him there. It's taken to an extreme in Donkey Kong 64 where K. Rool fights all of the Kongs back to back no matter how hard he gets hit in the previous rounds. This even shows up in Super Smash Bros. Ultimate where not only is K. Rool heavy and hard to knock out but the majority of his attacks have super armor on his belly, allowing him to keep swinging through most attacks in the game so long as his gut doesn't take too many hits.
  • The Man Behind the Man: In Donkey Kong Country 3, he is the one controlling KAOS, revealing himself right during the final battle.
  • Mighty Glacier: In DK: King of Swing he has the highest power, but the worst jump. As for Mario Super Sluggers, he is tied with Bowser and Petey Piranha for the best batting stat in the game, but he is also tied with Red Magikoopa as the slowest character. Most other games where K. Rool is playable make him this as well in contrast to him being a Lightning Bruiser when a boss.
  • Mirror Boss: The final showdown with K. Rool in DK: King of Swing plays more like the Jungle Jam mode than a traditional boss battle. He challenges DK (or Diddy) to a Climbing Race, claims that it was just a warm-up upon losing, then challenges the player Kong to an Attack Battle.
  • Motive Decay: Initially K. Rool stole the bananas because he and the Kremlings wanted to eat them, many later games simply had K. Rool messing with the Kongs for little to no reason or planning revenge. K. Rool even claims he hates bananas anyway in DK: Jungle Climber. The only possible explanation is Banana Bird Queen's line in Donkey Kong Country 3: Dixie Kong's Double Trouble!.
    Banana Bird Queen: After I'm finished with K. Rool, he won't even be able to look at a banana again.
  • Names to Run Away from Really Fast: K. Rool sounds like "cruel".
  • Never My Fault: Mainly in the cartoon, he would blame his flunkies for his mishaps.
  • Never Smile at a Crocodile: He is the leader of an evil crocodilian gang that likes to cause havoc for the Kongs.
  • New Job as the Plot Demands: Shows up as the king of the Kremlings, a ship captain, and a Mad Scientist in the first three DK installments (and a pro boxer by the end of Donkey Kong 64 as his last time changing his personas). Interestingly, his plans always seemed to be one step ahead of his job; being on a pirate ship while acting as King, having a massive industrial airship while acting as a pirate captain, and living in a royal castle while acting as a scientist. He seems to settle on King after that.
  • Ninja Pirate Zombie Robot: A crocodile king that is sometimes a pirate, a scientist or even a boxing champion.
  • No-Sell: If you try to roll into him in his debut, you will bounce off him. In Donkey Kong Country 2 and 3, jumping on him no longer works. If it's not sucked up by his gun or hits his helicopter pack, cannonballs thrown at him in those games will bounce off.
  • Odd Friendship: He has good chemistry with King Boo in Mario Super Sluggers. This would become much more fitting in retrospect when Luigi's Mansion: Dark Moon shows that King Boo has become just as sadistic and unhinged over the years.
  • Older Than They Look: In the cartoon, where it turns out that he and Cranky Kong are actually childhood buddies, meaning he's roughly the same age as Donkey Kong's grandpa, yet still doing all the stuff he does.
  • One-Hit-Point Wonder: In his rematch in Donkey Kong Country 2, he is defeated with a single cannonball... but before that cannonball can show up, he goes through a long sequence of attacks first.
  • Pirate: In Donkey Kong Country 2, where he goes by the alias "Kaptain K. Rool". Technically also in Donkey Kong Country 1, where his home base and battle arena is a pirate ship. According to Nintendo Power, the pirate was his original identity before he became a King.
  • Pistol-Whipping: Does this with his blunderbuss in Donkey Kong Country 2 to both the tied up DK and, if you get too close or get drawn in by the vacuum feature, to Diddy and Dixie. It sends Diddy or Dixie flying across the room.
  • Pragmatic Villainy: K. Rool's nuts, no question about that, but he's far from stupid. After every subsequent defeat, he takes great strides and greater care to avoid their attention and set up shop so that they can't intercept him until it's too late.note  Unfortunately, the Kongs are a Badass Family, and no matter how many he removes as as a factor against his plans, there's always another or two somewhere in the woodwork. Other times, the Kongs happen upon just the right circumstances they need to overcome him by pure chance or luck, and there's just no accounting for that.
  • Punny Name: Works on two levels. First, he's a king named "Rool" (rule). Then you add on the K and it becomes "cruel".
  • Put on a Bus: He hasn't appeared in a Donkey Kong game since Jungle Climber in 2007, and his latest non-cameo appearance was in Mario Super Sluggers in 2008. K. Rool has had a trophy in all Super Smash Bros. games since Melee, so Nintendo hasn't forgotten him, but then you have the fact his minions have appeared in Smash Run in 3DS/Wii U, while he only has a costume in that game and is conspicuously absent with no mention from Donkey Kong Country Returns and Tropical Freeze. He did return in Super Smash Bros. Ultimate but jury's still out on future Donkey Kong games.
  • Puzzle Boss: During Round 3 of his Final Boss fight in Donkey Kong 64, K. Rool will have one of the fallen lights from the previous round stuck onto his upper body, rendering him blind and functionally bound. This would be an advantage for Lanky... except he has no idea how to attack him, since K. Rool will simply roam around the boxing ring. He has to activate some pillars outside the ring (reachable with his ability to extend the arms) to summon a barrel with a banana peel inside. Lanky has to throw the barrel onto an adequate spot so he, after playing his instrument from one of the corners, can trigger K. Rool and make him plummet when he steps onto the banana peel. He has to do this four times to win the round (each time in a different corner), and the Kremlings will then proceed to remove the light from K. Rool for the next round.
  • Rank Scales with Asskicking: He is the final boss in each platforming game he appears in.
  • Red Eyes, Take Warning: Mainly because they're bloodshot.
  • Right-Hand Cat: K. Rool has a pet Klaptrap in Donkey Kong 64, ala Dr. Claw or Blofeld in the game's cutscenes that he lovely strokes on occasion.
  • The Rival: Cranky Kong in Barrel Blast.
  • Royal Brat: To Wrinkly while she taught him as a child.
  • Royals Who Actually Do Something: K. Rool is a villainous example, always coming up with one scheme after another, and typically taking a direct hand in them.
  • Sanity Slippage: K. Rool has never been particularly sound of mind, but he gets progressively worse in every appearance. In his latest appearance in Super Smash Bros. Ultimate, he seems to have unhinged a bit; his dash puts him on all fours, his attacks are simple and brutal (though not to the same extent as Ridley), and his Final Smash has him fire the Blast-o-Matic while laughing maniacally.
  • Shock and Awe: He can shoot bolts of electricity at the Kongs in Donkey Kong Land III.
  • Shockwave Stomp: During Rounds 1 (Donkey) and 4 (Tiny) of his Final Boss battle in Donkey Kong 64, he performs a Ground Pound that unleashes green-colored energy waves. Donkey only needs to do a tall jump (or climb one of the boxing ring's corners) to avoid them, but Tiny has to use her Heli-Critter ability due to the waves' prolonged stream in her round.
  • Sinister Silhouettes: The manuals for each of the Country games hides his main design as a silhouette. Although, his design as Kaptain K. Rool can be seen on the box cover and on the table of contents page for Diddy's Kong Quest.
  • The Sociopath: Even while being one of Nintendo's silliest villains, K. Rool shows quite a few traits of this trope. Not only is he an insane, narcissistic tyrant who keeps his own minions miserable (sometimes even resorting to murder and torture should they fail him), but his plans often involve kidnapping/torturing the Kongs, some of whom are even kids, and he tried to destroy their island out of pure hatred and spite.
  • Stout Strength: K. Rool is very fat, but also very strong and has visible muscles on his arms. Oftentimes, he's even faster than DK is! He's also able to support his own weight with one hand in DK: King of Swing and in 64 he can uppercut a giant sized Chunky several stories into the air.
  • Surrounded by Idiots: Claims to be this during a cutscene in Donkey Kong 64, complete with a Face Palm. It's also a constant theme in the cartoon: in the episode "The Curse of Kongo Bongo," Krusha and Klump are trying to decode a plan they themselves came up with, only to forget said code, leading to this:
    K. Rool: It's at times like this I find that I must ask myself again and again: "Do I really want the Crystal Coconut this badly?"
  • Tactical Suicide Boss: It's very common for K. Rool to be defeated in his boss fights simply because he keeps making the same mistakes again and again. For example, in the original Donkey Kong Country, he keeps throwing his crown at DK and Diddy, giving them the perfect opportunity to jump on his head, and in 64, his constant showboating leaves him open to the Kongs' attacks.
  • Time-Limit Boss: Each of his battle phases in 64 is on a time limit of three minutes. Run out of time, and the player must start the phase over, and your current Kong won't heal from any damage they've taken.
  • Took a Level in Badass:
    • Every time he appeared in the original SNES-N64 saga, K. Rool got more ambitious and more competent. He began by stealing the banana hoard. Then he one-upped himself by kidnapping Donkey Kong and holding him hostage on the Kremlings' stronghold island. He trumped that by kidnapping DK and Diddy and using their brainpower to power a Killer Robot to lead a new army of Kremlings. Finally, in 64, he captures Diddy, Lanky, Tiny, and Chunky, attacks the island with a giant fortress seacraft, and attempts to use a Wave-Motion Gun to blow up the entire island and all the Kongs. Super Smash Bros. Ultimate ramps this up even further, showing him to be more feral and psychotic than his original appearances, having a Final Smash that depicts him successfully blowing up DK Island with the Blast-O-Matic.
    • He also became a much more dangerous foe with each appearance, too. In the original Donkey Kong Country, the Kongs beat him by jumping on his head like a standard enemy, only needing to wait for him to throw his crown. In later games this no longer works and it takes the Kongs blowing up his blunderbuss and throwing electrified steel drums at him to hurt K. Rool. By the time of 64, he goes five rounds with the different members of the Kongs, during which time they shoot him in the face with blast barrels, drop stage lights on his head, and cause him numerous pratfalls, before he finally goes fist-to-fist against a giant Chunky Kong and takes several punches to the head, but he keeps coming. Each game also expands his arsenal of powers and gadgets more and more.
  • Upper-Class Twit: His animated counterpart speaks in a posh, sophisticated manner to emphasize his regal bearing in contrast to his minions.
  • Vile Villain, Laughable Lackey: While the Kremlings are generally Too Dumb to Live and hilariously bad at their jobs, King K. Rool is a ruthless, unstable tyrant who— while definitely funny in his own right— is far more competent and threatening than his minions when push comes to shove.
  • Villain Has a Point: King K. Rool's use of threats to keep his minions working on the Blast-O-Matic in Donkey Kong 64 is rightfully treated as a standout example of his Bad Boss and Ax-Crazy nature. However, the capstone of this, in the pre-Hideout Helm cutscene, where he insists on firing the Blast-O-Matic despite his engineers insisting that it hasn't been properly safety-tested and could blow them all to smithereens, is actually the tactically correct, if extremely reckless, decision to make in that context, as the Kongs are breaking into the Kremlings' base of operations literally at that very moment. There is no more time for preparations or fine-tuning. K. Rool's only two options at that point are to proceed straight to endgame regardless of the risks, or to watch his Evil Plan be torn to pieces.
  • Wicked Pretentious: In the cartoon, he uses large words in an attempt to be sophisticated, yet throws tantrums like a child.
  • Would Hurt a Child: He has no problems attacking the younger Kongs like Diddy, Dixie, Tiny and Kiddy. This is a Justified Trope, as they're highly capable heroes as skilled as any adult.
  • Your Size May Vary: In Donkey Kong 64 cinematics, he appeared the same height as in previous games, then suddenly appears a lot larger in the Final Boss fight.

    Donkey Kong Barrel Blast Kremlings 

The playable Kremlings characters introduced in Barrel Blast.


Kip

https://static.tvtropes.org/pmwiki/pub/images/kip_dkbb_artwork.jpg
A bratty little kremling who acts as The Rival to Diddy Kong.


Kass

https://static.tvtropes.org/pmwiki/pub/images/kass_dkbb_artwork.jpg
One of the only known female kremlings, a little kremling girl with a malicious streak.


Kalypso

https://static.tvtropes.org/pmwiki/pub/images/kalypsobt.png
The other currently known female kremling, she is high in the kremling ranks and is trusted even by K.Rool.


Kludge

https://static.tvtropes.org/pmwiki/pub/images/kludge_dkbb_artwork.jpg
A fat blue scaled kremling who is a simple-minded powerhouse with a dangerous temper.


    Donkey Kong Country Bosses 
https://static.tvtropes.org/pmwiki/pub/images/dkcboss_collage_transparent.png

The bosses of the original Donkey Kong Country. A group of enlarged Mooks who each guard a portion of DK's stolen banana hoard. They consist of:

Very Gnawty/Really Gnawty (Kongo Jungle & Gorilla Glacier)

Master Necky (Jr. and Snr.) (Monkey Mines & Chimp Caverns)

Queen B. (Vine Valley)

Dumb Drum (Kremkroc Industries, Inc.)


  • Animate Inanimate Object: The Dumb Drum is a giant version of the Mook Maker barrels you frequently find in Mine and Factory levels.
  • Attack of the 50-Foot Whatever: Master Necky Jr. and Snr. are so big that all you see of them are their heads.
  • Bee Afraid: Queen B. the giant Zinger queen.
  • Bash Brothers: According to character designer Steve Mayles, both Master Necky Jr. and Snr. are in fact a pair of brothers, with the suffixes referring to their relative age.
  • Big Creepy-Crawlies: As stated above, Queen B.
  • Breaking the Fourth Wall: Both Gnawties laugh at the player whenever they damage him or player damages them.
  • Collapsing Ceiling Boss: Really Gnawty becomes this in the GBA remake, once he moves to the side of the arena and causes stalactites to fall from the ceiling.
  • The Dragon: The final battle with K. Rool comes immediately after Master Necky Snr. is defeated. In the GBA remake, he and Master Necky Jr. are Co-Dragons.
  • Dual Boss: In the GBA remake, both Master Neckies are fought together. Defeating one will enrage the other.
  • Easter Egg: In the GBA remake, after you defeat Really Gnawty and come back to the treehouse at the beginning of the game, Very Gnawty will reside there, uninvited. The moment he notices the Kongs, he reacts with Oh, Crap! and runs away.
  • Feathered Fiend: Necky Jr. and Snr.
  • Flunky Boss: The Dumb Drum, naturally, as it is the boss version of a Mook Maker.
    • In GBA version, Queen B. can summon Zingers similarly to King Zing in Donkey Kong Country 2.
  • Generic Doomsday Villain: They have no other known qualities besides being giant-sized enemies.
  • I Shall Taunt You: Gnawties laugh at the player when they damage the player or are damaged.
  • Insect Queen: Queen B. It's right there in the name.
  • King Mook: All of them. Cranky lampshades it best:
    Cranky: I just hope they don't resort to enlarging the characters on the levels and calling them bosses this time; that giant beaver was a pretty cheap trick!
  • Palette Swap: Very Gnawty and Really Gnawty of each other, in both versions (SNES has them as green and brown, GBA changes them to brown and green).
  • Recurring Boss: In the GBA remake, Master Necky Jr. is fought twice, the second time together with Master Necky Snr.
  • Red Eyes, Take Warning: Unlike its Mook form, the Dumb Drum has these.
  • Rodents of Unusual Size: The Gnawties are gigantic beavers.
  • Underground Monkey: Really Gnawty and Necky Sr. are stronger, differently colored forms of their respective predecessors.

Donkey Kong Country 2 Bosses

    Krow/Kreepy Krow 

Krow/Kreepy Krow

https://static.tvtropes.org/pmwiki/pub/images/krow.png
Click here to see Kreepy Krow

The boss of Gangplank Galleon, the first world. A large bird who lives in the ship's Krow's Nest. Later, he comes back from the dead as the ghostly Kreepy Krow in order to finish his business with the Kongs in the fifth world, Gloomy Gulch.


  • Avenging the Villain: According to character designer Steve Mayles, Krow is in fact the younger brother of Master Necky Jr. and Snr.
  • Back from the Dead: He apparently dies from your first battle against him, which is the only way to explain his later appearance as a ghost. This is more obvious in the GBA version where Kreepy Krow is shown flying out of Krow's body after you win the first battle.
  • Deader than Dead: First, he's the Warm-Up Boss. Then, after explicitly dying (more obvious in the GBA version), he later returns as a ghost to serve as one of the last bosses too; naturally, you have to "kill" him again.
  • A Dog Named "Cat": "Krow" is actually an oversized Necky, who are closer to vultures. He is likely so called because he is fought at Gangplank Galleon's crow's nest, thus Rare couldn't resist the Punny Name.
  • Dressed to Plunder: He wears a typical pirate bicorne hat alongside a leather belt.
  • Feathered Fiend: An evil, pirate vulture.
  • Flunky Boss: Employs Mini-Neckies to help him out as Kreepy Krow.
  • Ghost Pirate: As Kreepy Krow, the restless ghost of Krow.
  • Giant Flyer: He's quite big alright.
  • King Mook: He's an oversized Mini-Necky. Strangely, Krow debuts before his Mook counterparts, who start showing up only from the end of the second world onward.
  • Proj-egg-tile: Krow drops giant eggs at the Kongs which they can jump on and throw back at him. Some of Kreepy Krow's attacks involve eggs being dropped from above or are flying from the sides at the Kongs.
  • Tactical Suicide Boss: Maybe he'd figure out that throwing those giant, pickable eggs is not a good idea by the time he gets hit the first time, but he never wises up.

    Kleever 

Kleever

https://static.tvtropes.org/pmwiki/pub/images/kleever.png

A haunted, living cutlass sword wielded by an unspecified lava entity. The boss of Crocodile Cauldron, the second world.


  • BFS: For a cutlass, it is huge.
  • Degraded Boss: Kerozene of the GBA version can summon two (massively weakened) Kleevers at will.
  • The Dog Was the Mastermind: At first, it looks like the real boss might be whatever is holding that creepy cutlass sword from below all that lava, but once enough damage is dealt, it starts sinking with the weapon still in hand... only for the sword to emerge back from the inferno and attack the Kongs by itself.
  • Evil Weapon: It's an evil, living cutlass.
  • Living Weapon: Again, it's an evil, living cutlass.
  • Playing with Fire: One of his main attacks involves flinging fiery cannonballs.
  • Red Eyes, Take Warning: In the first phase, its hilt's eyes are always glowing in menacingly red. This is switched to green in the second phase.
  • Sinister Scimitar: This cutlass is scary, haunted and evil. Can't get more sinister than that.

    Kudgel 

Kudgel

Voiced by: Chris Sutherland (GBA port)
https://static.tvtropes.org/pmwiki/pub/images/kudgel.png

The muscular, club-wielding boss of Krem Quay (third world). A gray-colored Palette Swap of Klubba.


  • Adapted Out: Did not appear in Donkey Kong Land 2.
  • The Brute: He's a big, dumb, violent Kremling.
  • Carry a Big Stick: His weapon, a big-ass spiked club.
  • In a Single Bound: Boy, does he jump high. Just don't ask how with those little legs of his.
  • Lightning Bruiser: He's a mountain of muscle who can leap on and off the screen. Even if he doesn't touch you, the Kongs will be stunned if they are touching the ground while he does.
  • Never Smile at a Crocodile: He's a Kremling, so it goes without saying.
  • Shockwave Stomp: His landings are strong enough to paralyze the Kongs.
  • Tactical Suicide Boss: One wonders why he intentionally summons TNT barrels in his fight. It's not like he uses them anyway (but the Kongs do).
  • Throw a Barrel at It: How you damage him.
  • Top-Heavy Guy: Like Klubba, everything from his waist up (as well as neck down) is incredibly buff. His arms are actually as long as his entire body.

    King Zing 

King Zing

https://static.tvtropes.org/pmwiki/pub/images/king_zing.png

The boss of Krazy Kremland, the fourth world. A giant Zinger and possibly related to the previous game's Queen B. Notably fought as Squawks the Parrot.


  • Adaptational Badass: A downplayed example; He was missing his stinger in the original SNES version when he chases you in Rhambi Rumble. This was fixed in both Donkey Kong Land 2 and the GBA release.
  • Attack Its Weak Point: His sting is his weakness, so you'll need to aim Squawks' egg projectiles at it.
  • Bee Afraid: Takes after Queen B. from the previous game.
  • Big Creepy-Crawlies: Again, giant Zinger, who are already way larger than regular bees.
  • Dub Name Change: In the Japanese version, he is known as "King B.", strengthening his connection to Queen B.
  • Escape Sequence: He chases you near the end of the level just before the boss-fight, where you're playing as Rambi. You can't hurt him with Rambi, so your only option is to run.
  • King Mook: He's a giant Zinger, similarly to Queen B.
  • Orbiting Particle Shield: The second phase has Zing summoning a barrier of 4 Zingers that circle around him.
  • Spike Shooter: When annoyed enough in his first phase, he starts firing stings in several directions, only to resume his usual movement pattern after two or three shots.
  • Turns Red: Literally. In the second phase, he turns into a regular-sized red Zinger.

    Kerozene 

Kerozene

https://static.tvtropes.org/pmwiki/pub/images/kerozene.png

This humongous, fire-breathing Kremling is the boss of K. Rool's Keep, the sixth and technically penultimate world. He's only present in the GBA version.


    Screech 

Screech

https://static.tvtropes.org/pmwiki/pub/images/dkc2_screech.png

King/Kaptain K. Rool's pet bird, he is the last obstacle between Diddy and Dixie's rescue of Donkey Kong.


  • The Dragon: Technically one to K. Rool in this adventure, as he is the last obstacle for the Kongs to face before fighting him.
  • Evil Counterpart: To Squawks. Both are the parrot sidekicks of their respective faction's main character (Donkey Kong and King K. Rool), but while Squawks helps Donkey Kong and the Kongs fight the Kremling Krew, as well as the Tiki Tak Tribe and the Snowmads, Screech obstructs the Kongs in rescuing Donkey Kong.
  • Feathered Fiend: Races Diddy and Dixie Kong in Screech's Sprint, the only level in The Flying Krock.
  • Skippable Race: In the original SNES version, it's possible to have him stuck at the starting position through a Good Bad Bug just by flying over his head, mitigating the race entirely.

Donkey Kong Country 3 Bosses

    Belcha 

Belcha

https://static.tvtropes.org/pmwiki/pub/images/belcha_transparent.png

A gigantic, living barrel. Boss of Lake Orangatanga. To defeat Belcha, you need to feed him with Knick-knacks (which he supplies to you through barrels that he barfs out) until he ends up burping himself out of his platform.


    Arich 

Arich

https://static.tvtropes.org/pmwiki/pub/images/arich_transparent.png

An enormous spider who rules Kremwood Forest. His head is the weak spot, but you need to pick some barrels and get below his jaws in order to damage him, all while avoiding deadly, ricocheting venom.


    Squirt 

Squirt

https://static.tvtropes.org/pmwiki/pub/images/squirtdk.png

Some... thing (possibly a slug) living behind a waterfall in Cotton-Top Cove. You fight it as Ellie the Elephant, who has to shoot water blasts at its eyes while avoiding Squirt's very own water attacks.


  • Cave Behind the Falls: Squirt appears to live in one.
  • Eye Scream: Having water directly shot at your eyes definitely doesn't feel good.
  • Kill It with Water: Its main form of attack also happens to be his weakness. Just Go for the Eye.
  • Making a Splash: Its main and only form of attack consists of a circling jet of water that, while not damaging, has sufficient force to push a small elephant really far.
  • Our Monsters Are Weird: As Cranky puts it:
    Cranky: What was that? I don't think I want to know...
  • Ring-Out Boss: Inverted. He tries to ring you out, while Ellie can't move him at all.
  • Stationary Boss: Squirt never moves out from his spot behind the waterfall. Its only semblance of movement consists of sending its eyes through the water in order to peek at Ellie.
  • When All You Have Is a Hammer…: As noted above, Squirt doesn't do anything besides... well... squirting water, at different speeds and durations (and sometimes adding an extra stream of water).

    Bleak 

Bleak

Voiced by: Chris Sutherland (GBA port)
https://static.tvtropes.org/pmwiki/pub/images/dkc3_bleak.png

A creepy, animated snowman who inhabits the fields of K3 and likes to partake in snowball fights, so the Kongs will need to apply everything they've learned from Swanky's throwing contests (SNES version only) in order to give Bleak a taste of his own medicine.


  • Defeat Means Explosion: There's no reason for a snowman to blow up because he was hit by a few snowballs, unless his glowing weak spot was some sort of Soul Jar or something of that nature.
  • Die Laughing: He starts laughing maniacally whenever he gets hit, which culminates with him literally exploding of laughter when defeated. Averted in the GBA version where he yells instead and gives one final yell before he blows up.
  • Enemy Posturing: He always laughs after finishing a snowball assault, giving the Kongs an opening for a counterattack. Bleak never wises up.
  • Evil Laugh: A strange one that sounds like growling burps. The GBA version replaces it with him yelling whenever hit and he lets out one final, loud yell before he explodes when you win.
  • An Ice Person: He's a snowman, duh.
  • Snowball Fight: The whole fight is one.
  • Snowlems: Being a living snowman, Bleak is one by default.
  • Unexpected Gameplay Change: Most players would brush aside Swanky's target shooting as just some random side-content minigame, unaware of its true purpose as a way to practice for this boss. Even more so in the GBA version, wherein Swanky's Sideshow is replaced by Swanky's Dash, though to make up for it, Dixie and Kiddy will automatically target whichever layer Bleak's on instead of being manually aimed.
  • Weaponized Headgear: His top hat is actually a cannon that can fire massive snowballs.

    Barbos 

Barbos

https://static.tvtropes.org/pmwiki/pub/images/barbos_transparent.png

The queen of the Lurchins, the spiky-shelled enemies that infest the waters of the Northern Kremisphere. She resides in a lake located in the middle of Razor Ridge, although the GBA version relocates her to Pacifica, an extra world. You fight her through Enguarde the Swordfish.


  • Abnormal Ammo: Can shoot homing hermit crab missiles in her second phase.
  • Flunky Boss: It spawns Lurchins in her first phase.
  • King Mook: Of the Lurchins, being a giant one herself.
  • Misguided Missile: This is how you deal with her second phase. She fires hermit crab missiles that home at the Kongs, and you need to use those to get rid of the Lurchins that protect her weakspot.
  • Sea Hurtchin: A giant, spiky sea urchin.
  • The Smurfette Principle: The only confirmed female boss in the game, if only because the likes of Squirt and Kroctopus are impossible to gender-identify.
  • Spike Shooter: Starts firing spikes everywhere in her final phase.
  • Spikes of Villainy: Fitting for an evil sea urchin.
  • Underwater Boss Battle: Which is why Enguarde is required here, as he is the Kongs' only mean of aquatic offense.

    Kroctopus 

Kroctopus

https://static.tvtropes.org/pmwiki/pub/images/kroctopus.png

A bizarre monster created by Baron K. Roolenstein. Becomes the new boss of Razor Ridge in the GBA remake.


    KAOS 
https://static.tvtropes.org/pmwiki/pub/images/KAOS_2824.png
"Bzzzzt... Click... KONGS... ENEMY.... You must be... DESTROYED!!!"

The apparent new leader of the Kremlings in Donkey Kong Country 3: Dixie Kong's Double Trouble!, and a killer robot intent on world conquest, it's found to be secretly under the control of K. Rool in his latest guise and powered by the captured Donkey and Diddy Kong. Has multiple heads that appear when each is destroyed. Fought in Mekanos and then later in KAOS Kore.


Donkey Kong 64 Bosses

    Army Dillo 

Army Dillo

https://static.tvtropes.org/pmwiki/pub/images/army_dillo.png

A cowardly armadillo who lacks a shell of his own, Army Dillo is equipped with a mechanical shell that makes up for the real one he lacks. He acts as one of K. Rool's agents in Donkey Kong 64, serving as the Climax Boss of both Jungle Japes and Crystal Caves.


  • Attack Its Weak Point: His face, which he exposes in order to laugh at you.
  • BFG: Gains one during the battle in Crystal Caves. After his small cannons are blown off, he adds an enormous rocket launcher to the top of his shell, which can drop huge fireballs on you and fire a heat seeking missile.
  • Boss-Arena Idiocy: TNT barrels spawn in the centre of both his arenas.
  • Dirty Coward: Flees as soon as his rockets are destroyed, and is so terrified of reporting failure to K. Rool that he actually faints. The second time he lasts until his entire armour is wrecked, then he tries to slink off again.
  • Enemy Posturing: If he stopped exposing his face to mock you, he'd be invincible.
  • Evil Laugh: When he's done attacking, he sticks his face out to laugh. This leaves him vulnerable.
  • Fireballs: He attacks with these when he has his guard on.
  • Giant Flyer: During your second battle with him, where he uses rockets to fly up into the air. Initially he just uses this to slam down and create shockwaves, but after you hit him three times, he'll bombard you from the air as well.
  • Hard Head: You throw TNT barrels into his face. This damages his shell, but somehow does no damage to his face.
  • King Mook: Appears to be a giant Army. Unlike them, he doesn't have real armor.
  • Mid-Season Upgrade: Midgame upgrade, but the same principle applies.
  • Monowheel Mayhem: Curls up into a ball and rolls about, trying to crush you.
  • Powered Armor: His shell, which is made of metal and electrically powered.
  • Punny Name: The name is a play on Army and Armadillo.
  • Recurring Boss: You face him twice in the game (Jungle Japes and Crystal Caves), and both times as Donkey Kong.
  • Shockwave Stomp: During the second battle, Army Dillo can elevate upward and then fall down to create a shockwave: Once after the boss is hit for the first time, twice after the second hit, and three after the third.
  • Sociopathic Soldier: It's Played for Laughs, but there's no way to deny that Army certainly seems to enjoy blasting DK with rockets.
  • Suddenly Voiced: Inverted. At one point in development, he was intended to speak, but his lines weren't used in the final version. He would have pronounced K. Rool's name as "KAY Rool" in one of these lines, unlike some people that could be mentioned.

    Dogadon 

Dogadon

https://static.tvtropes.org/pmwiki/pub/images/dogadon_dk64.png
Voiced by : Ted Cassidy (archive audio)

A red, giant-sized hybrid between a dragonfly and a dragon. He guards two of the Boss Keys that are necessary to free Lumsy from his imprisonment, and obviously he won't give them to the Kongs without fighting back.


  • Boss-Arena Idiocy: Just like Army Dillo, there are TNT barrels in his both of his battle arenas. He also stops to laugh at Diddy and Chunky, not even caring that they're picking up and hurling a TNT barrel at him.
  • Breath Weapon: Breathes Fireballs for his main attack. In the fight with Chunky he will also breath a massive fire wall which requires going off of the platform to dodge it.
  • Eek, a Mouse!!: In the secret ending, he roars at Diddy Kong, scaring him, only to get scared himself by a small yellow Gnawty.
  • Fireballs: His primary attack is spitting fireballs rapidly at his opponents: Five at the start, ten after he's hit once and fifteen when he's hit twice. During his fight against Chunky, he sticks to only five per turn during the second phase of the fight (this is necessary from the game's external point of view, because the ground is sinking into lava and it would be impossible to defeat him in time if he increased further his attack's duration).
  • Made of Iron: In the rematch with him, after he takes enough damage the TNT barrels stop knocking him off the platform and just stun him. Chunky has to turn giant and punch him several times in order to beat him.
  • Playing with Fire: In addition to shooting fireballs, he has a very powerful attack that consists of a barrier of fire that slowly combs the battlefield (the only possible way to avoid this attack is to grab onto one of the ledges and not moving until the attack passes on).
  • Recurring Boss: He's the boss of both Angry Aztec and Fungi Forest. Diddy fights him in the former and Chunky does in the latter.
  • Shockwave Stomp: During the battle against Chunky, he performs this attack as he rests after shooting fireballs. This narrow moment is when Chunky has to counter-attack.
  • Stock Sound Effects: All of his voices are actually taken from The Godzilla Power Hour.
  • Time-Limit Boss: He becomes this during the second battle after being hit three times with the explosive barrels. If Chunky doesn't deplete his HP in time, he will burn in lava and die.
  • You Have Outlived Your Usefulness: K. Rool very rarely tolerates a failure. Dogadon fails twice and, since his last meeting with the King of Kremlings, he's never seen again (Not that Dogadon was particularly eager to come back for more, complaining about his injuries before retiring to rest them off in his final meeting with K. Rool).

    Mad Jack 

Mad Jack

https://static.tvtropes.org/pmwiki/pub/images/mad_jack.png
Voiced by : Clarence Nash (archive audio)

A creepy, sentient Jack-in-the-box toy that confronts Tiny Kong when she looks for the Boss Key guarded in Frantic Factory. He's a formidable opponent, having in hands a large repertoire of attacks, and is fought on a checkerboard-style grid of high pillars (fortunately for Tiny, falling down won't kill her).


  • Boss-Arena Idiocy: Jack is so large that Tiny cannot harm him directly. Fortunately, the pillars have switches that unleash a large electric field that can harm the boss. But the switches only appear when Jack is resting from his melee attack, and Tiny must press the switch located in the pillar that has the same color as the pillar where Jack is resting (if Tiny hit the switch in the pillar of the other color, she will be harmed by the electric shockwave instead).
  • Disney Villain Death: When Jack is defeated, the floor beneath him gives way and he crashes to the ground. We don’t see what happened, but since there’s a cloud of dust and the sound of metal breaking, not to mention he doesn’t return for another boss fight, we can assume the impact destroyed him.
  • Evil Laugh: He presents in front of Tiny with a malicious background laugh, heard while he taunts her. The laugh itself is also part of the boss theme.
  • Eye Beams: During the final part of the battle, he replaces the fireball attack with shooting a laser from his metal eye, which creates a shockwave.
  • Fireballs: Unlike the other bosses, Mad Jack doesn't shoot these so frequently, only when he stops chasing Tiny to rest.
  • Ground Pound: This is Jack's primary attack. Tiny has to dodge it constantly to avoid being hurt, and has to do so by using the Heli-Critter ability to avoid falling on the pit while hopping onto the next pillar.
  • Invisibility: When Jack only has one HP left, he turns invisible. Tiny can still locate him by looking at his shadow, but she has to move faster because the invisibilty abruptly increases Jack's speed.
  • Living Toys: He's a giant, sentient Jack-in-the-box toy.
  • Scary Jack-in-the-Box: He's a giant Jack-in-the-box that is alive, sentient, and very evil. Also, he towers over Tiny Kong and wishes to crush her dead. Definitely scary.
  • Stock Sound Effects: All of his quacks are actually taken from Donald Duck.
  • Wake-Up Call Boss: The first challenging boss in Donkey Kong 64, in addition to taking longer to defeat.

    Puftoss 

Puftoss

https://static.tvtropes.org/pmwiki/pub/images/puftoss_dk64.png

A gigantic Puftup who lurks in a body of water that is encased away from the mainland of Gloomy Galleon. Lanky is the unfortunate Kong who's given the task to challenge it. Since the battlefield is aquatic, Lanky confronts it while driving a motorboat.


  • Battle in the Rain: The battle between Puftoss and Lanky is set during a stormy, rainy night.
  • Boss-Arena Idiocy: Due to the size of the boss and the lack of ground, Lanky cannot harm it directly. The only reason why Lanky can still defeat it is because there are star-shaped emblems that activate metallic pillars which can in turn activate an electric trap capable of harming the big monster. However, each pillar must be activated within a time limit of a few seconds, and that limit decreases gradually as Lanky makes use of it during the battle.
  • Fireballs: Initially, Puftoss shoots them straight at Lanky, and does so unceasingly except when it's preparing a different attack. After being hit twice by the electric impact, it starts shooting a bigger fiery blaze skyward so it splits and derives into a rain of smaller fireballs.
  • Homing Projectile: After being hit thrice by the electric impact, Puftoss shoots a small number of fireballs, and then releases a homing Puftup that will chase Lanky relentlessly until it either hits him or runs out of time and explodes.
  • King Mook: Of the Puftups. Unlike its smaller relatives, Puftoss can stay on the surface of the water.
  • Pass Through the Rings: The star-shaped emblems in the battlefield have to be passed through to activate the pillars. And Lanky must hurry up because there's a time limit triggered when the first emblem is touched.
  • Shockwave Stomp: After being hit once by the electric impact, Puftoss provokes a very large, blue-colored double wave of energy that spreads through most of the battlefield. It's a powerful attack, but contrary to popular belief it doesn't cause a One-Hit Kill.
  • Stationary Boss: It's the only boss in the game of this type, probably because of its formidable size.
  • Waterfront Boss Battle: During the battle, Lanky has to move through the battlefield by driving a motorboat while navigating a maze of electrified bouys, while Puftoss swims around in the water.

    King Kut Out 

King Kut Out

https://static.tvtropes.org/pmwiki/pub/images/king_kut_out_01.png

The penultimate boss in Donkey Kong 64, King Kut Out is a giant, inanimate piece of cardboard modeled after King K. Rool. It is assembled by a group of Kremlings to present a final, desperate resistance against the Kongs when they're looking for the penultimate Boss Key in Creepy Castle (the last one is guarded in the office of K. Rool himself). Although the chosen Kong to fight it is Lanky, all five playable characters can participate (one after another, depending on the potential casualties).


  • Battle in the Rain: Justified, because all of Creepy Castle is explored during a stormy night.
  • Boss-Arena Idiocy: As a sign of the Kremlings' signature stupidity, they think it's a good idea to attack the Kongs with cardboard in a battlefield secured by four cannons (each pointing to a cardinal direction). When Kut Out isn't attacking, the current Kong can hop into the cannon to launch onto the enemy to inflict damage. The idiocy is subverted during the final phase of the fight, though, when the Kremlings start shifting rapidly Kut Out's position, which puts the current Kong at the risk of launching away from the battlefield.note 
  • Didn't Need Those Anyway!: When Kut Out is impacted three times, it loses an arm, and when it receives the sixth hit it loses the other; but neither loss eases the boss's difficulty. It's only truly defeated when the head is cut.
  • Doppelgänger Attack: During the second phase of the battle, two Kut Outs are seen (in opposite extremes). The brighter one is the real one.note 
  • Energy Weapon: This is the primary attack of the boss, as it shoots them in two groups of four before ceasing. The Kongs can't attack the boss during these moments.
  • Fireballs: It's the only boss besides K. Rool that averts this trope. It's also justified, because it's cardboard and thus fire would incinerate it.
  • Flunky Boss: Kut Out is assisted by Ghosts and Puftups during the battle. It's the only boss in the game of this type.
  • Laughing Mad: Kut Out (or the Kritter voicing it) laughs maniacally whenever it pops in one of the sides, regardless of whether or not it'll attack. And the sound of the laugh is deranged.
  • Marathon Boss: It's the second most enduring boss in the game (only behind K. Rool), requiring nine hits to be defeated.
  • Off with His Head!: The battle is ended after the head is cut off.
  • Rule of Three: It's fought in three phases, and in each of them the Kongs must hit it three times.
  • Screw This, I'm Outta Here: When Kut Out finally loses its head and falls to pieces, the Kritters look at each other before fleeing, leaving the wrecked cardboard behind.
  • Tactical Suicide Boss: Kut Out stops moving when you jump into a cannon. So if you jump right as it pops up in front of the cannon, you'll always hit it. (There's an element of Guide Dang It! to this, as the game doesn't tell you this fact, making some players think you have to lead your shots - which just leads to lost Kongs.)

Kartoon-only Krew Members

    General Klump 
"Sir, General Klump reportin'! I have some news, and it is in the A-1 rank of importance!"
Voiced By: Adrian Truss
https://static.tvtropes.org/pmwiki/pub/images/general_klump.png

Second-in-command to King K. Rool and in charge of his military forces.


  • Ascended Extra: He and Krusha were Elite Mooks in the first game.
  • Catchphrase: "Hip hup, hip hup!"
  • Co-Dragons: He and Krusha are K. Rool's top goons.
  • The Creon: His sole desire is serving K. Rool as his general. When Klump briefly gets fired, he's devastated because he literally has no idea what else to do with his life. When K. Rool and Cranky seemingly rekindle their childhood friendship, Klump panics because he can't function without being given orders.
  • Dumb Muscle: Not particularly bright and lot of his idiocy comes from either being oblivious or misunderstanding K. Rool's orders.
  • Fat Bastard: He is one of K. Rool's henchmen, and he is just as fat as his boss, if not more so. That said, he's usually depicted as a pleasant Punch-Clock Villain whom is a Friendly Enemy with the Kongs when off duty.
  • Fat Idiot: He's an overweight and dumb henchman. His flabby pecs are always on display, for better or for worse.
  • Friendly Enemy: Notably in the episode "Klump's Lumps", where he strikes up a friendship with Dixie.
  • General Failure: Leads K. Rool's troops and formulates plans to try and steal the Crystal Coconut. However, he's so incompetent that the plans that aren't self-defeating are usually easily undone by Donkey Kong.
  • Southern-Fried Private: A military lizard that talks in a strong Southern accent.

    Krusha 
"Is today Tuesterday?"
Voiced By: Len Carlson, Stuart A. Hutson (Return to Krocodile Isle)
https://static.tvtropes.org/pmwiki/pub/images/krusha_tv.png

King K. Rool’s bodyguard and the strongest of his minions, but also incredibly dimwitted.


    Candy Clone 
"Let's go for a ride, you big ape."
Voiced by: Joy Tanner (English)
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2021_06_09_174625.png

A robot duplicate of Candy Kong built by King K. Rool, used whenever he has a scheme that involves manipulating the Kongs with Donkey Kong's girlfriend.


  • Computer Voice: What tells her apart from the real Candy is the clearly robotic effects on her voice. Unfortunately, her friends often fail to notice.
  • Evil Twin: She looks exactly like the real Candy, barring the Computer Voice and other signs of robotic behavior.
  • Fem Bot: A robot built in Candy Kong's likeness.
  • Out of Focus: Unlike Klump & Krusha, she's barely made any appearances past the pilot.
  • The Smurfette Principle: The only female villain in the Donkey Kong Country cartoon.
  • Villain Decay: Much like Krusha, her intelligence has reduced since the pilot, developing a generic robot personality. This was presumably done to make it clearer for younger viewers that this is not Candy Kong.
  • Villain Song: "I'm Candy Kong's Clone". The second musical number of the show, even.

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