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Characters / Hyrule Warriors: Age of Calamity - Monsters and Mooks

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    Bokoblins 
A race of monsters that serve as regular soldiers of Calamity Ganon's forces. They're not much of a threat on their own, but in large numbers, they can cause trouble for Hyrule's protectors.
  • Adaptational Intelligence: While still being sinister and cunning in the original game, this game has them lead organized armies far more complex than the feral raiders of the original game.
  • Adaptational Wimp: Silver Bokoblins were a Boss in Mook Clothing in Breath of the Wild, but here they're only a little bit stronger than the others.
  • Giant Mook: Some enemy fort captains are bigger Bokoblins with a shield.
  • The Goomba: The weakest and most common enemies in the game.
  • Mooks: The most common and numerous, with no special gimmicks save for numbers.
  • Nice Job Fixing It, Villain: A pair of Bokoblins in the DLC unknowingly screw Ganon over by digging up Terrako after Ganon buries it.
  • Luckily, My Shield Will Protect Me: Fort captains can use shields that require the use of the Bomb Rune to bypass.
  • Pig Man: Bokoblins are humanoid creatures with piglike snouts.
  • Randomly Drops: Their Teeth, Horns, and Guts. Stronger variants are more likely to drop the Guts.
  • Spin Attack: If you see a Bokoblin Fort Captain pump its hammer up in the air two times, get ready to hit it with Stasis to put a stop to it doing a spinning attack.

Stalkoblins

    Lizalfos 
Lizard-like monsters serving as part of Ganon's army. Their cunning makes them a bit more of a threat than bokoblins.
  • Adaptational Intelligence: In the original game, tales of Lizalfos armies were only observed when looking at Zora history, with all the remaining Lizalfos living in isolated camps harassing travelers and caravans. This game has them lead the organized armies the Zora describe warring against.
  • Breath Weapon: The regular variants spit jets of water, while the fire variants can spit fireballs and jets of flame, the ice variants can spit spheres of ice, and the lightning variants can spit balls of lightning.
  • Elemental Powers: Like in the original game, there are fire, ice, and lightning variants that have unique abilities.
  • Giant Mook: Some fort captains are bigger Lizalfos with a shield. Unlike the Bokoblins, it's more decorative in purpose.
  • Hollywood Chameleon: Lizalfos have a tendency to camouflage themselves to get the drop on people. Unfortunately, they’re fairly noticeable since their camouflage doesn't mesh well enough with their surroundings. In Scenarios with a Blood Moon, the red filter only serves to worsen the contrast.
  • Lizard Folk: Think human-sized chameleons wielding spears and bladed boomerangs.
  • Mooks: While they have a few additional quirks, such as their Super Spit attack, they're still classified as weak, common footsoldiers alongside Bokoblins.
  • Randomly Drops: Their Horns, Talons, and Tails. Stronger variants are more likely to drop the Tails, with the elemental variants having their own different Tail drops.

Stalizalfos

  • Dem Bones: They are reanimated skeletons of slain Lizalfos.
  • Losing Your Head: Like Stalkoblins, their heads sometimes become Cursed Lizalfos and continue to fight after you defeat them.
  • Randomly Drops: Lizalfos Horns and Talons. Unsurprisingly, they don’t drop Tails.

    Moblins 
Bigger, stronger, and nastier than Bokoblins, they are almost always seen as enemy commanders on the battlefield.
  • Adaptational Badass: In the original game, they're just a bigger, tougher class of mook. Here, they are captains on the same level as Wizzrobes, Gerudo Captains, Yiga Blademasters, and Lynels.
  • Fire, Ice, Lightning: Elemental Moblins appear fairly early on; these Moblins provide one charge of each elemental rod when defeated.
  • Pig Man: They have long porcine snouts and are essentially taller Bokoblins.
  • Smash Mook: Big, dumb, and destructive regardless of what weapons they wield. Checks out all boxes.
  • Throw Down the Bomblet: The DLC introduces Moblins that carry Bomb Barrels with them, which they proceed to toss at you.
  • Throwing Your Sword Always Works: Moblins wielding metal weapons (Iron Sledgehammers for Red, Woodcutter's Axes for Blue, Soldier's Claymores for Black, and Double Axes for Silver), will sometimes throw their weapon at you, pulling another out of nowhere when finished. This attack can be countered with Magnesis.
  • Unholy Nuke: The Guardian of Remembrance DLC introduces Malice Moblins, which as the name suggests are Malice-infused Moblins that are the strongest of their kind.
  • Would Hurt a Child: An Electric Moblin tries to hurt a young Sidon during the Guardian of Remembrance DLC.

Stalmoblins

  • Dem Bones: They are reanimated skeletons of slain Moblins.
  • Losing Your Head: Averted. Unlike their lesser Stal brethren, Stalblins, being Captain tiered, only need to be defeated once.

    Wizzrobes 
Strange creatures resembling robed wizards that can cause havoc with their elemental rods.
  • Adaptational Badass: They're much more durable in this game (they won't die in one hit from an attack of their opposite element), and wield larger variants of their spells. They're treated as mini-bosses.
  • Elite Mook: The "Pulse of the Ancients" DLC introduces the second tier Wizzrobe variants (Meteo Wizzrobe, Blizzrobe, and Thunder Wizzrobe), which are not only even stronger and more durable than the standard variants, but sometimes show up as the main targets of Vicious Monster challenges.
  • Fire, Ice, Lightning: They wield rods of each element to use several different attack spreads, and the first time you kill one of each type, you get to take that type of rod and keep it for the rest of the game.
  • Randomly Drops:
    • Averted. They don't drop random materials when you defeat them. Instead, they always drop three charges for the type of rod they wield, with Tier 2 Wizzrobes dropping five.
    • The first of the three elemental Wizzrobes you kill also drop their Rods for the Hyrulian Forces to use.

    Keese 
Bat-like creatures with a single eye, they are generally considered a nuisance, but they can still cause problems for their foes when grouped together.
  • Fire, Ice, Lightning: Keese types wreathed in each of the three elements exist. Luckily, you won't be affected by their element just by bumping into them, only when they actually attack.
  • Randomly Drops: Keese Wings and Keese Eyeballs. Elemental Keese drop wings of their element, which makes the basic type somewhat rare when you start needing them...

    Chuchus 
Strange blobs that appear to be made of jelly. Fairly weak and mostly ineffective in battle, but the ones infused with an element can explode violently when defeated, causing collateral damage.
  • Fire, Ice, Lightning: In addition to the element-less blue ones that appear from the very first mission onward, there are also red-orange, white, and yellow-green ones that carry these elements in that order. Hitting them causes them to bounce away and then explode in their element. The blue ones burst harmlessly unless hit with an element, which causes them to explode in that element.
  • Giant Mook: Giant Chuchus show up as mini-boss enemies in the "Pulse of the Ancients" DLC, which can spread their elemental effect an even greater distance than their smaller brethren without even exploding.
  • Herd-Hitting Attack: Their explosions hit everyone, regardless of allegiance, so be sure to knock them toward the enemy.
  • Mook Maker: Giant Chuchus can spawn and toss smaller Chuchus at the player. This is particularly a nuisance for giant elemental Chuchus, as their offspring will create an elemental splash when they land.
  • Randomly Drops: Chu Jelly, color-coded to the type of Chuchu. Blue ones only ever drop Blue Chu Jelly, even if you hit them with an element.

    Octoroks 
Octopus-like creatures that tend to hide underground (or underwater in some cases), only revealing themselves when they are about to spit projectiles at their targets. Some Octoroks have been used as makeshift balloons to keep platforms suspended in the air.
  • Adaptational Badass: The DLC introduces Moblins that can fly with the assistance of Sky Octoroks. In Breath of the Wild, Sky Octoroks were simply harmless, glorified balloons, but the ones that assist these Moblins are used as Attack Animals. Not only can they spit the usual rocks, note  but their Magnesis-countered attack has them spit an entire Royal Claymore at the target.
  • Hoist by His Own Petard: Characters who carry shields can reflect their rocks back at them with a parry, but simply blocking won't send the rocks back this time. And if multiple Octoroks shoot at once, you'll probably take most of the damage.
  • Randomly Drops: Octo Balloons, Octorok Eyeballs, and Octorok Tentacles.

    Pebblits 
Monsters that are made of small rocks joined together in a roughly humanoid shape.
  • Randomly Drops: Ores such as pieces of Flint and Ruby.
  • Rock Monster: They're just tiny Taluses, and often appear alongside their larger cousins.
  • Underground Monkey: Igneo and Frost Pebblits exist, but they don't function any differently than the regular kind.

    Hinoxes 
Enormous one-eyed creatures that easily dwarf Moblins, they use their size and weight to cause devastation to their enemies.
  • Acrofatic: Somehow, they're even more nimble than their BotW counterparts, being able to keep pace with beings much smaller and faster than they are and even doing a rolling attack that leads into a Ground Pound that splashes if it's an elemental variant.
  • Fire, Ice, Lightning: New, elemental variants exist alongside the regular kinds. They can spit balls of their element, but are otherwise pretty much identical to the non elemental Hinoxes.
  • Go for the Eye: You can reduce their weak point gauge even when it's not showing by hitting them in the eye, but you have to get some elevation to do that, and even then, they're so big that you can't reach the eye until they lean down to attack.
  • Randomly Drops: Hinox Toenails and Hinox Guts. As bosses, they drop several at once. The elemental variants also drop a single recharge for their rod type. Stalnoxes only drop Toenails.
  • Smash Mook: The biggest and smashiest of all monsters. A Hinox appearing on the battlefield will generally get an Oh, Crap! reaction from your allies.
  • Unholy Nuke: Malice Hinoxes appear late in the game as the strongest Hinox variant.

Stalnoxes

  • Losing Your Head: Subverted. Unlike the lesser Stal enemies, they don't leave behind an animated head when defeated. They do occasionally lose their eyeball during their Ground Pound attacks, though, which makes them helpless and causes their weak point gauge to appear.

    Taluses 
Much larger versions of Pebblits, they are as dangerous as their size suggests.
  • Adaptational Wimp: While the ore deposit on their back is still the key weak point, they take at least some damage no matter where they're hit. Justified, since BotW's climbing mechanic is absent in this game.
  • Attack Its Weak Point: The ore on their back will reduce their weak point gauge when struck, but you'll have to get enough height to reach it, either by gliding or climbing on top of it. The only other way to reduce their gauge is to use flurry rushes.
  • Colossus Climb: When they fall over, you'll get a prompt to jump on top of them and attack the ore on their back.
  • Dishing Out Dirt: They have a new attack that raises spires of rock from the ground in front of them. You can see circles on the ground where the spikes are about to appear. Elemental Taluses raise spikes of magma or ice instead.
  • Elemental Powers: Frost and Igneo Taluses return. They fight exactly like their Stone brethren, but standing on top of them will hurt you over time. You can make them safe to climb on by hitting them with the opposite element.
  • Randomly Drops: Ores, including rare ones like Diamond or Topaz. As bosses, they usually drop several at once.
  • Rock Monster: Very much so. They're big, animated boulders that punch you with other, smaller boulders.
  • Rolling Attack: Malice-infused Igneo and Frost Taluses can roll into the player. This attack can be countered by Cryonis like all charging attacks.
  • Stronger with Age: They're just very old Pebblits that kept getting bigger until they became an actual threat.
  • Unholy Nuke: Malice-infused Igneo and Frost Taluses appear late in the game as the strongest Talus variants.

    Moldugas 
Monstrous land sharks usually found swimming through the sands of the Gerudo Desert.
  • Adaptational Wimp: You can hit them for Scratch Damage even when they're submerged in the sand now. Also, Vah Naboris makes quick work of them, even more so than the bosses in other Divine Beast missions.
  • Mook Horror Show: Urbosa intentionally attracts a Molduga to the battle against the Yiga Clan in her introduction chapter, where it proceeds to terrify the Yiga Footsoldiers into retreat. There's nothing stopping you from defeating it afterward.
  • Randomly Drops: Molduga Fins and Molduga Guts. As bosses, they usually drop several at once.
  • Sand Is Water: Can swim through the Gerudo Desert with ease.

    Lynels 
One of the fiercest and most dangerous creatures in all of Hyrule, these centaur-like beastmen have a fighting prowess that few can hope to match. Attempting to fight just one of them is tantamount to suicide.
  • Adaptational Wimp: Downplayed; while they are still Lightning Bruisers with tough, fast attacks and big health bars, they are far from the overwhelming threat they were in the original game, with added vulnerabilities to Sheikah runes and other weapons, and are no longer immune to elemental attacks. They do get special elemental variants, though.
  • Breath Weapon: Their fireball breath makes a comeback, with Malice Lynels only shooting a Malice ball that's many times bigger than the normal ones and elementals shooting their respective elements.
  • Dash Attack: All variants have one, with spear variants having one that moves much faster and farther than normal. Like all dashing attacks, they can be countered with Cryonis.
  • The Dreaded: Like with Breath of the Wild, the Lynels are the most feared adversaries to face on the battlefield, with some sidequests outright telling you to avoid them for the sake of your wounded comrades. Notably, the moment that Mipha hears that Sidon is heading to Ploymus Mountain, she immediately rushes to there in great worry because she knows a Lynel resides in the mountain. And while the Guardians are the primary threat in the Siege of Fort Hateno, the White-Maned Lynel among them is the biggest danger due to being faster and more unpredictable.
  • Dual Wielding: Ice and Malice Lynels wield two Savage Lynel Swords.
  • Fire, Ice, Lightning: Like other Giant Boss monsters, Lynels get new Fire, Ice, and Electric variants that fight with said elements.
  • Unholy Nuke: Malice Lynels appear late in the game as the strongest Lynel variant. They fight mostly the same as Ice Lynels, as they dual-wield Savage Lynel Swords, but their roar-explosion attack has them do a flurry of sword slashes before doing it.
  • Would Hurt a Child: The Lynel on Ploymus Mountain is first seen about to attack young Sidon.

    Guardians 
Ancient robots made by the Sheikah that were originally meant to defend Hyrule against evil. With Calamity Ganon's return, the Malice spawned from it has corrupted many of them, turning them against the people they were supposed to protect.
  • Adaptational Badass: The Stalkers and Skywatchers relied entirely on their lasers to attack in Breath of the Wild, but in Age of Calamity, have melee attacks to deal with close-range attackers instead of just backing away to get a clear shot. They can also tank much more damage from their eye lasers being deflected back at their weakpoints (it usually took three direct hits from their own lasers to kill one).
  • Adaptational Wimp:
    • The Stalkers were incredibly durable in Breath of the Wild, so much that the only non-situational ways to defeat them were Ancient/Guardian series weapons, the Master Sword, or deflecting their own lasers back at their weakpoint. While they are still treated as The Dreaded and are tough opponents in Age of Calamity, they are much more vulnerable to non-Ancient Sheikah weapons, and normal Stalkers can be reliably defeated in at most two Weak Point Smashes. This is justified from a gameplay standpoint due to most of the playable roster not having access to Ancient Sheikah weapons (aside from the Sheikah Slate) nor having a shield to parry their lasers, and keeping their home-game resistances would mean only a select few characters could reliably defeat them. That said, elemental and Malice Stalkers, which have more health and attack power, pick up the slack somewhat.
    • In Breath of the Wild, the Skywatchers are the most dangerous Guardian model due to constantly hovering out of reach of melee weapons and having a weakpoint that doesn't usually stay still. In Age of Calamity, the Warriors gameplay not only forces them to fight at near-ground level, they are frailer than the Stalkers.
  • Combat Tentacles: Guardians can use their segmented legs to strike at enemies, and even perform a Spin Attack.
  • Composite Character: The Guardian Scouts fight like the Guardian Scout II and III models from Breath of the Wild.
  • The Dreaded: As in Breath of the Wild, when Ganon takes control of the Guardians at the beginning of the Calamity, things go from bad to cataclysmic so severely that even with Terrako's attempts to change the future and successfully saving the Champions and keeping the Divine Beasts on Hyrule's side, the sheer danger and numbers they pose still nearly obtains a victory for Ganon. Even with the Divine Beasts taking them out by the hundreds, even with Zelda awakening her power without Link dying and Link still being in fighting shape, the Guardians attacking Fort Hateno still almost succeed in toppling Hyrule's Last Stand. It's only when Purah activates a failsafe she created that takes out the guardian army and leaves Ganon with only a few dozen they finally get the chance to counterattack. It's very telling in Divine Beast missions that - while normally you can sleepwalk through it as long as you remember to use your defenses - Guardians are the only legitimate threat that can kill them if they're not prioritized and you let them go wild with their lasers.
  • Degraded Boss: The first Guardian encounter happens in the second stage, with the player being advised to run away. Later on characters will fight not only multiple regular Guardians, but elemental and Malice Guardians as well. Re-playing the second stage makes it clear it's not just the heroes getting stronger; the Guardian in the second stage actually has a special defense buff to stop the player from cheesing it early on.
  • Eye Beams: As to be expected, their main form of offense is a powerful energy beam fired from their eyes. Shield-wielding characters can deflect it back at them, dealing massive damage and stunning them.
  • Fragile Flyer: Skywatchers take much less damage to kill than Stalkers, unlike in Breath of the Wild where they actually took more.
  • Helicopter Blender: Skywatchers will start rotating and charge at the player.
  • More Dakka: Skywatchers will fire volleys of energy bullets if the player doesn't bomb them in time.
  • Shockwave Stomp: Stalkers can do a variant of this by body-slamming the ground. Elemental variants use this to splash their respective elements.
  • Subsystem Damage: Once again, taking out a Stalker's legs will cripple it to the point where it can only fire off its Eye Beams ad nauseum. Its weak-point gauge even gets exposed indefinitely to further reflect this.

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