TVTropes Now available in the app store!
Open

Follow TV Tropes

Patapon

Go To

    open/close all folders 

Patapons

Leadership and Military

    The Almighty 
The supreme god and leader of the Patapons. Also, you! As the Patapons' leader, it's your job to lead the Patapons to greatness, to destroy their enemies and to help them to reach Earthend.
  • Addressing the Player: The Patapons worship you and call upon you for help: "Aid us, Oh Mighty [Troper]!". The default name is "Kami" (Japanese for god or deity) but the player can choose to choose their own.
  • Canon Name: The default name for the Almighty is "Kami" or "Kamipon", literally "God Patapon" or "Godpon" in Japanese.
  • A God Is You: The player is frequently addressed as a god, being called the "Mighty Patapon", "The Almighty", or "The Mighty One." The Patapons worship the player and follow their commands throughout gameplay.
  • Gods Need Prayer Badly: At the start of each game, worship of the Almighty has all but died out, explaining why you'll need to rebuild your forces and providing an in-universe justification for each Bag of Spilling.
  • Hello, [Insert Name Here]: As mentioned in Addressing the Player, the game asks you to choose a name for yourself when you start a new save file and all the Patapons will continue to address you as such throughout the story, particularly by Priestess Meden.
  • Non-Entity General: You get to choose the Almighty's name, but as an intangible unseen god that's all that you get in terms of direct characterization and you mostly act as the inspiring force that leads the Patapons to victory on the battlefield with your drum-playing. This changes in Patapon 3 when the Almighty incarnates into a physical avatar called the Uberhero, who does have their own distinct personality and characterization as they were originally the Patapon Hero from Patapon 2 before the Almighty merged with them.
  • The Power of Rock: The drum beats that you input using the four Sacred Drums endow your Patapons with tremendous strength and courage, allowing them to overcome any obstacle.

    Hatapon 
Characters in Patapon
The flag-bearer of your armies, Hatapon is the direct conduit between the Almighty's (read: your) commands and the Patapons, relaying their orders via the Patapon standard.
  • Battlefield Flagbearer: Hatapon is the flagbearer of the Patapon Army as well as the one who keeps it in time with the celestial drumbeat you maintain that emboldens the Patapons with such strength. If he dies, it's an instant mission fail in every game in the series.
  • Determinator: Hatapon is the flag-bearer of your army, and if he gets taken out your entire army is routed. Naturally, he's immune to all status effects, so the only thing that's going to kill him is pure damage.
  • The Generic Guy: Unlike the rest of the Patapons, who gets varying levels of characterization throughout the games, Hatapon remains solely "the guy that carries your army's flag", and that's about it.
  • Have You Seen My God?: Hatapon is always the sole remaining Patapon at the start of each game whom you can control, and your inspiring him onward allows you to reform the Patapon army and begin your campaign toward Earthend.
  • Keystone Army: If Hatapon the flag-bearer dies, your entire army is routed. Justified in that Hatapon is apparently the one relaying your commands to your army via his flag-waving, so if he dies, your entire army permanently loses the beat.
  • Lame Last Words: If he dies, he has this to say:
    Hatapon: Pon...pootie...plop...
  • Non-Action Guy: Hatapon is the only Patapon among your ranks who can't defend himself, and making sure he doesn't die is priority number 1. However, you can also lose if he's the only one in your army left standing, since he can't fight.
  • Sole Survivor: In the first two games, Hatapon is the only Patapon the Almighty has left to command after they're scattered and disorganized, and it's only by the Almighty revitalizing him enough to continue marching and find some Yaripons that the Patapon army is able to come Back from the Brink. In 3, the Almighty instead revives the Uberhero first, who then meets up with Hatapon shortly afterward.
  • Stone Wall: To compensate for his lack of offense, he has the highest health and defense in your army. 3 however, makes him much squishier but balances this as he becomes invulnerable as long as Chin and/or the Uberhero (if they're currently a Shield class) are alive.
  • We Cannot Go On Without You: If Hatapon dies, it's an instant Game Over.

    Priestess Meden 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_15_22_06_lady_medenwebp_webp_image_2280_3090_pixels_scaled_24.png
The high priestess of the Almighty and your right-hand woman in the crusade to Earthend in both Patapon and Patapon 2. While she may not assist you directly, she runs Patapolis in your absence and offers advice on your next steps should you be stuck.

In Patapon 3, she is one of the Patapons who is explicitly turned to stone by the Seven Archfiends at the beginning of the story, and remains as a statue in your base. After clearing the Cave of Valor, some of her sentience returns and she opens Meden Mart, where she sells a rotating list of rare crafting materials and items to you in exchange for Ka-Ching. If the Uberhero sacrifices themself to un-petrify the Patapons, she is unpetrified as a result, thanking you sincerely and promising to rebuild Patapolis in the Patapon Hideout.


  • Cloudcuckoolander: She frequently digresses from her point or offers strange and useless advice, much to her assistant's chagrin.
  • Damsel in Distress: In 1, she is kidnapped by the Zigotons and in 2, she is kidnapped by the Karmens and you must mount an attack to rescue her.
  • Deadpan Snarker: Both she and her assistant have quite the snarky streak, usually when addressing each other.
  • Exposition Fairy: This is primarily her job. She'll tell you what's going on and what you need to do next, but otherwise won't get involved in your business.
  • Hyper-Competent Sidekick: Her unnamed Yaripon assistant is the one that actually goes out scouting for you and brings back intel, while Meden usually only offers advice on how to resolve the current situation.
  • Pimped-Out Dress: She stands out from other generic Patapons by having a long yellow cape and multicolored tiara, accessorized with a pair of star-shaped earrings.
  • Puzzle Boss: Both of her rescue missions are infamous for being unable to be brute forced; you cannot use any form of fire or lightning weapon as it will ignite her cage and kill her, on top of managing the Rain Miracle to prevent the hot sands from also killing her.
  • Really 700 Years Old: When Ormen Karmen is described as being 700+ years old, Meden says that's not much older than she is.
  • Speaking Simlish: While her text bubbles are perfectly legible, she only ever says "papaya!" when hovered over. She will also let out a nervous sigh when hovered over during certain levels.
  • Staff of Authority: Being the high priestess of your religion, she carries an ornately-decorated staff with her and often waves it around authoritatively.
  • The Watson: Frequently she reacts to harbingers of news in your stead, before suggesting your next course of action.

    The Hero 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_17_47_39_herowebp_webp_image_899_1116_pixels_scaled_66.png
The leader of your army in 2 and a formidable foe all by himself, the Hero is an extremely powerful Hero Unit whom you convert to your side after learning his true name. Later on it is revealed that he is responsible for the downfall of Patapole, though the end of the game claims he will bring balance to the world.
  • Achilles' Heel: The Tatepon's Hero ability renders your entire army invulnerable to most attacks, but it does nothing to protect them against attacks that grab or eat a unit.
  • Amnesiac Hero: He cannot remember anything about his past life, but the revelation that he shattered the World Egg comes to him very late in the game.
  • Anti-Frustration Features: Any instant kill attacks against the Hero and the Komupons in the Patagate will still put them on a resurrection timer, as you only have 4 units to deal with the boss and permanently removing even one can easily make the stage unwinnable.
  • Death Is a Slap on the Wrist: The Hero is the only member of your army who can revive himself after a certain number of seconds(which increases by 15 with every death) have passed and jump back into the fray with full health. However, instakill attacks (such as Dodonga's swallowing attack) can put him down for the rest of the level.
  • Difficult, but Awesome: The Hero is capable of outputting some truly awesome damage or making your army effectively invulnerable and unstoppable, but it requires you to perpetually get an entire measure's worth of perfect beats, which involves insidiously precise timing. note 
  • EX Special Attack: Some of the Hero's Hero Mode abilities are just powered-up versions of that unit's basic attacks, such as the Yaripon Hero's Iron Fist, the Yumipon Hero's Broken Arrow and the Toripon Hero's Bunker Buster.
  • Hero Unit: Hero is capable of acting as one of any of the normal Patapon units, but successfully activating his Super Mode will allow him to perform a unique ability depending on his class. He also has a lot more health than the average Patapon, but he is not immune to One-Hit Kill attacks.
  • I Know Your True Name: Naming him allows you to have complete control over him.
  • Mask of Power: He can wear masks to improve his stats. Initially, he starts with the Shuba, which improves his attack speed, and can be upgraded after fighting Darantula in the Patagate.
  • Meteor-Summoning Attack: The Mahopon Hero's Hero Mode ability, Hail Mary, allows him to rain Flaming Meteors down on your enemies for as long as Hero Mode persists.
  • More Dakka: The Yumipon's Hero ability, Broken Arrow, constantly fires piercing arrows which can reach truly ridiculous firing speeds when paired with an attack speed boosting evolution and mask such as Fumya and Shubabassa.
  • Nice Job Breaking It, Hero!: Reaching Patapole reveals that he was the one responsible for shattering the World Egg, which resulted in the fall of the Patapon civilization.
  • Rapid-Fire Fisticuffs: The Robopon Hero's Hero Mode ability, Tornado Punch, has him whirl his Power Fists around in a circular formation to shred through anything in his path.
  • Refusal of the Call: Initially he's not super thrilled at the ideal of working with you, but becomes bound to your will after you learn his true name.
  • Sealed Badass in a Can: He once sealed away the Seven Archfiends along with a Badass Crew of legendary Patapon warriors, but was turned to stone when they were once again released. He wouldn't remember this until Silver Hoshipon explained it to the Uberhero in Patapon 3.
  • Spin Attack: The Dekapon Hero's Hero Mode ability, The Hammer, sees him begin swinging his weapon very rapidly in a vortex to deal massive damage, knockback and stagger.
  • Super Mode: Successfully performing four perfect beats in a row(heralded by a cymbal crash) will activate the class ability of the class he is currently selected as; he will always stay in this state for at least one measure, but continuing to perform four perfect beats will allow him to use it for longer. For example, his Tatepon ability is to use his shield to make your whole army invulnerable, while his Mahopon ability allows him to summon a highly-damaging meteor shower.
  • Sword Beam: The Kibapon Hero's Hero Mode ability, The Destroyer, has him charge forward on his steed and blast anything in the way with a crackle of pink energy on the end of his lance.

    The Uberhero 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_22_16_13_image_972webp_webp_image_207_210_pixels.png
Born from desperation and a need to save the world, the Uberhero is the physical avatar of the Almighty, created by fusing the Hero and Almighty together as one. They are the main protagonist of Patapon 3, and can take on a multitude of different unique classes, each extremely powerful in their own right.
  • Ambiguous Gender: Unlike the Hero who is explicitly shown to be male, the Uberhero has no defined gender. It's justified as they are partly the Almighty, who themselves has no defined gender.
  • Amnesiac Hero: Like the Hero in Patapon 2, the Uberhero cannot remember anything before they were turned to stone. Revelations about their past unfold as the story progresses. Silver Hoshipon later explains that by sacrificing their memory, they inversely gained a proportional amount of the Almighty's power.
  • Beehive Barrier: Pingrek can create one of these around each ally by defending with certain staffs.
  • BFG: Cannogabang Uberheroes carry these by design.
  • BFS: The Uberhero has a natural tendency toward using these, no matter what class they are, but especially as the Grenburr class, which carries a massive greatsword (or greatblade).
  • Boring, but Practical: No matter what the situation, the three basic Uberhero classes all function like this, giving you at least one class to fall back on if you're stuck. Taterazay is a great tank hero who can shield themselves and their teammates from damage, Yarida is a powerful damage dealer with explosive room-clearing AoE attacks and Yumiyacha is a capable Long-Range Fighter that can dispense plenty of damage while staying out of the line of fire. Their abilities and skills aren't nearly as flashy or cool as, say a wizard conjuring a wall of fire or a charioteer grinding their enemies to dust, but they get the job done.
  • Black Mage: Oohoroc is explicitly called one, being a powerful damage dealer who only gets exponentially stronger the more dedicatedly you use a certain staff.
  • Combat Chariot: Two of the Uberhero's potential classes, Cannassault and Charibasa, are powerful charioteers (whose chariots, interestingly enough, seem to be self-propelled). Cannassault is a frontline damage dealer who charges forth in their chariot with a massive poleaxe, whereas Charibasa is more of a support DPS who throws volleys of spears that can also provide tactical buffs to the rest of the party.
  • Cooldown Manipulation: A set skill from leveling up Cannogabang allows the Uberhero to always revive after 10 seconds if they die outside of a dungeon.
  • Critical Hit Class: There are several Uberhero classes that can be specced to output ridiculous damage when they get a crit, such as Charibasa in a non-support role and Grenburr with a greatblade.
  • Deadpan Snarker: They frequently get zingers in against the Dark Heroes and sometimes Silver Hoshipon, usually calling out his Ice Cream Koans or remarking on the stupid things the Dark Heroes say.
  • Death Is a Slap on the Wrist: As in 2, the Uberhero cannot permanently die in overworld levels and will come back to life after a certain number of seconds(which increases by 15 with every death) has elapsed. Averted in dungeons, as the Uberhero can only be revived with a Djinn or by clearing a floor like the rest of their party.
  • Fusion Dance: At the beginning of Patapon 3, The Almighty fuses with the Patapon Hero, creating the Uberhero.
  • Heroic Sacrifice: The Uberhero has the option at the end of the game to sacrifice themselves in order to un-petrify the Patapons, disappearing in a beam of light. This doesn't mean your character is permanently dead, as they just appear back at the Patapon Hideout like nothing happened.
  • Impossibly Cool Weapon: They wield a variety of these across their different classes, but they are all so comically oversized and overdesigned that they would be useless in real life.
  • Mega Neko: Myamsar shares a body type with Tondenga; they are much bigger than other classes.
  • One-Man Army: Make no mistake; Ton, Chin and Kan are there to provide backup for the Uberhero, who is going to be doing most of the damage and taking out large swaths of enemies without any help.
  • Only Sane Man: They seem pretty well aware about the insanity going around and often lampshade events and characters in their dialogue, even without the player's choice input.
  • Physical God: The Uberhero effectively possesses the Almighty's power, due to being their earthly incarnation, but can die just like any other Patapon, though they will revive themselves as long as they're not in a dungeon.
  • Spin to Deflect Stuff: The Uberhero Wooyari's Hero mode has them spin their weapon very quickly to make a ring of fire or ice, which can deflect arrows.
  • Super Mode: As in 2, their special class abilities can only be activated and maintained by performing a perfect measure of notes. The only difference is different Uberhero classes have different activation songs and different perpetuation songs depending on their role.
  • Telephone Polearm: One of their weapons is a club 4 times longer than the Uberhero's height. Really, most of their weapons are like this.
  • White Mage: Pingrek is explicitly called one, being a dedicated backline healer who can't directly attack and can summon structures to block incoming damage.

    Ton, Chin and Kan 
Three Patapon soldiers unpetrified by Silver Hoshipon's magic, Ton, Chin and Kan provide some much-needed support and backup for the Uberhero and Hatapon in Patapon 3.
  • Ascend to a Higher Plane of Existence: At the end of Patapon 3, they are the ones that manage to reach Earthend, where Silver Hoshipon transports them to a brightly-lit Ghibli Hills-type location, which is implied to be this happening to them.
  • Early-Bird Cameo: Ton, Chin and Kan were the three Yaripons that Hatapon first recruited and witnessed the sun at the end of Patapon 1 and watched the Hero free the Patapon Princess in 2.
  • Glass Cannon: Ton has access to the Spear hero classes, and is therefore usually capable of doing a ton of damage without a lot of health to spare. It is possible to make him a Lightning Bruiser under the right circumstances, though.
  • Heroic Lineage: They are descended from Gan Yaripon, Ban Tatepon and Don Yumipon respectively, AKA the three Patapon heroes who gave you the power of Yaripons, Tatepons and Yumipons respectively back in Patapon 1. These three heroes fought alongside the Hero long ago and were part of the team who originally sealed the Seven Archfiends away.
  • Support Party Member: While they can put out some high damage by themselves, their primary role is this. They don't have nearly as much health or strength as the Uberhero, so the idea is to have them fufill roles that the Uberhero's current class doesn't for good party composition.
  • Long-Range Fighter: Kan has access to the Archer hero classes, and as such always going to be in the very back raining hell on your opponents.
  • Mighty Glacier: Chin has access to the Shield hero classes, and is right on the frontlines next to the Uberhero. Many of his classes have high defense and can take a lot of punishment, but he's usually pretty slow as a result.

    Sukopon 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_27_at_11_31_58_sukoponwebp_webp_image_136_294_pixels.png
The scoutmaster and weather forecaster of the Patapon Hideout, Sukopon's only job is to tell you if a Superboss has appeared on the world map by looking through his spyglass.
  • Notice This: He'll make a beeping noise to indicate if he's spotted a boss. His speech bubble while doing so also turns red.
  • Optional Boss: Officially, all the bosses that Sukopon can spot are called "Bonus Bosses", since none of them are required to be defeated to progress the story and they just drop high-value loot.
  • Random Event: Very rarely, he'll tell you that he spots something huge out in the world, letting you know a Superboss has arrived there.
  • Unexplained Recovery: He is already waiting for the Uberhero and their team at the Patapon Hideout, even though as a Patapon he should also have been turned to stone.

    The Patapon Princess (SPOILERS

The Patapon Princess/Naughtyfins (Midarana Fina)

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_22_39_10_patapon_princess___p2_remasteredwebp_webp_image_1200_1508_pixels_scaled_49.png
Naughtyfins
The princess of the ancestral Patapon kingdom of Patapole, the Patapon Princess was imprisoned by Ormen Karmen in an egg-like structure, which caused the Hero to confusedly smash the World Egg, which was similarly shaped. After Ormen Karmen was defeated, she was freed and Patapole was reclaimed.

In Patapon 3, she is revealed to be the true identity of Naughtyfins, Dark Hero of Lust. After the Uberhero clears the Evilmass of Adamance, they manage to restore her memories with an embrace and she returns to her old identity.


  • Damsel in Distress:
    • This is her only role in Patapon 2's story. Ormen Karmen imprisons her and threatens to marry her.
    • In Patapon 3, Naughtyfins is apprehended by the rest of the Dark Heroes and imprisoned in the Dark Hideout after she goes against the will of her Archfiend and aids the Uberhero.
  • Dark Action Girl: She is the only Dark hero confirmed to be female, and is a force to be reckoned with, although she leans even more heavily into her femininity by acting extremely flirtatiously.
  • Dub Name Change: She is the only Dark Hero to avert this, as her original Japanese name, "Midarana Fina", literally means "Naughtynote  Fin".
  • Fiendish Fish: As a Dark Hero, Naughtyfins is themed around fish (although she is called a "mermaid" at several points) as a part of their overall Animal Motifs.
  • Ms. Fanservice: Naughtyfins is this, as far as fanservice can go in a game with a minimalistic, stick-figure artstyle like Patapon. She frequently pole-dances for and flirts with the Uberhero, and there is one point in the game where she mimes rubbing her clitoris to taunt them. Her idle animation is even just her seductively swaying her hips.
  • Foreshadowing: The reason Naughtyfins flirts with the Uberhero so much is because she's really the Patapon Princess, who had a bit of Ship Tease with the Hero in Patapon 2. Naughtyfins is just more forward about it.
  • High-Heel–Face Turn: After Sonarchy starts kicking his schemes to stop the Uberhero into high gear, Naughtyfins discreetly starts regaining her old memories over time due to her genuine love rather than lust for the Uberhero. She starts out by covertly giving your team potions and the like during missions before outright being converted to your side after the Evilmass of Adamance.
  • Lust: She is the Dark Hero of it, and it shows because she is the most sexually charged character in Patapon 3 and in the whole series.
  • An Ice Person: As a Dark Hero, she can wield this element with her special attack "Please Freeze" and freeze your party members in place.
  • Odango Hair: Her hairstyle (before her turn to the dark side) has two buns on top, like Princess Serenity.
  • Put on a Bus: If the Uberhero fails to turn Naughtyfins back into the Patapon Princess, then she will never take off the Mask of Lust and will leave forever. The only way to undo her decision at this point is to rescue her in the Herogate or start a new save file.
  • Prongs of Poseidon: She wields a trident and other spear weapons and has a piscine, nautical motif.
  • Ship Tease: She and the Uberhero get plenty of it throughout the game, due to her being the Patapon Princess.
    Naughtyfins: Don't let appearances fool you! Beauty's on the inside! Just look at me!
    Naughtyfins: Ooh, you're so sweet!~
  • Star-Crossed Lovers: Fate is cruel towards her relationship with the Hero. Long ago, he's tricked by the mask-wearing tyrant Ormen Karmen into shattering the underworld's seal and she's kidnapped by said tyrant. And not long after their reunion, he along with most of the Patapons are petrified after opening Pandora's Box in all but name and she falls to the dark side in despair. Only one ending allows them to stay together, the rest either involves him dying, or her self-exiling out of guilt, or both.
  • The Tease: Naughtyfins really likes flirting with everyone around her and flaunting her sexy stuff, especially to the Uberhero. It clearly starts getting them flustered after a certain point.
    The Uberhero: I wonder if Naughtyfins is a girl? Whoa, what am I talking about? She's...I mean...it's not even my type!
  • True Blue Femininity: Regardless if she's Patapon or Dark Hero, she's always wearing blue.
  • Walking Spoiler: It's basically impossible to mention her without spoiling both the ending of Patapon 2 and a major plot point in Patapon 3.

Unit Types

    Yaripon 
The basic unit that you come equipped with at the start of every game. Yaripons are medium-range spear-throwing infantry. Their Uberhero equivalents are Yarida, Piekron and Wooyari.
  • Meaningful Name: A Yari is a type of Feudal-era Japanese medium-range throwing spear, exactly like the kind that Yaripons use.
  • Jack of All Stats: Where the Yaripon truly shines. It's not as strong as other types of Patapon and it has about average health and damage, but it can also therefore easily slot into a variety of different army compositions and still function effectively.
  • Starter Mon: In 1 and 2, your army starts out with three normal Yaripons.

    Tatepon 
Tatepons are frontline units equipped with a shield and sword, designed to create a shield wall between the enemy and the rest of your army. Their Uberhero equivalents are Taterazay and Guardira.
  • Boring, but Practical: Tatepons are largely uninteresting and nowhere near as powerful as other units, but they grant something that many others can't: extremely increased survivability, which is almost always useful no matter the given situation.
  • Meaningful Name: "Tate" means "shield" in Japanese. Hence, these are litrally "Shieldpons".
  • Shield-Bearing Mook: The Tatepon boasts relatively unimpressive attack power, but their true strength lies in their defensive shields that allow them to tank a ton of damage and also separate dangerous enemies from the backline of your army. Using the Defend song allows them to raise their shields up and block even more incoming damage.
  • Shoryuken: Their unique Charge command attack has them dash at the nearest enemy and launch them into the air with a jumping, spinning slash from their swords.

    Yumipon 
A critical backline support infantry unit. The Yumipon is the master of the bow, and a strong composition of Yumipons is unlike anything else in the game. Their Uberhero equivalents are Yumiyacha and Alosson.
  • Annoying Arrows: Yumipons' arrows don't do a lot of damage on their own; they're made for for spreading status effects around the battlefield. It works in reverse, too; it's not uncommon for just two or three enemy Yumitons/men/deths with fire or sleep bows to rain a nightmare on the squad from on top of a building until it's toppled. They are also still useful against bosses since the bosses pretty much take up half the battlefield, so almost all the arrows will hit them.
  • Arrows on Fire: Yumipons can end up using incendiary arrows if they are given a Fire Bow, especially if they're a Gyaba rarepon (who have higher fire damage). These arrows are especially useful for setting fire to and destroying buildings.
  • Long-Range Fighter: Yumipons are likely the first dedicated backline units you will unlock, and they're at their most effective from a great distance (unless the wind is blowing against them, which makes it hard for them to hit anything).
  • Meaningful Name: "Yumi" means "bow" in Japanese, therefore Patapon archers are known as "Yumipons".
  • Rain of Arrows: While in Fever Mode, a single Yumipon will loose a volley of three arrows per attack measure (more if their attack speed is increased via equipment or their being a Rarepon). Multiply that by six possible Yumipons and the sky is filled with their arrows in an average mission.

    Kibapon 
Kibapons are deadly anti-infantry dragoons that ride swiftly into battle upon horseback. Their Uberhero equivalents are Kibadda and Pyokorider.
  • Cool Horse: Warhorses, elemental horses, divine horses, demonic horses... there are tons of options for Kibapons to use. In 3, Kibadda and Pyokorider Uberheroes can use unique horses with specific names, like Bullgam the Bully or Sibericus the Frosty.
  • Glass Cannon: Kibapons can put out astonishingly high damage and spearhead a path through advancing enemy troops by cleaving straight through them, but they don't have a huge amount of health to compensate and can be utterly countered by higher-damage units like Dekatons/men/deths.
  • Meaningful Name: "Kiba" means "horse-rider" in Japanese. As such, Kibapon cavalry are literally "riderpons".

    Dekapon 
Big, beefy, well-armored and durable heavy infantry. Their Uberhero equivalents are Tondenga and Myamsar.
  • Brutish Character, Brutish Weapon: As burly Giant Mooks that smask everything in their path, they naturally exclusively use weapons such as maces, axes and hammers.
  • Carry a Big Stick: Dekapons start out with large clubs as their default weapons, and are capable of using a variety of hammers and maces.
  • Giant Mook: Dekapons are extremely resilient and hit like a truck, but are very slow to compensate. They're also about twice as big as other Patapons (excluding Megapons, who are slightly taller).
  • Immune to Flinching: Since they're so massive, they are extremely difficult to stun or knock backward.
  • Meaningful Name: "Dekai" means "gigantic" in Japanese, reflecting how Dekapons are huge Giant Mooks (thus the portmanteau). In English they might be called "Gigantopons" or "Colossapons".
  • Mighty Glacier: Dekapons are slow to move and attack, but pack a punch everytime they hit.
  • Shockwave Stomp: Their unique Charge attack allows them to slam the ground with their weapons and stun any enemies nearby.
  • Shoulders of Doom: In 2, their armor type is a pair of huge shoulder guards that get increasingly elaborate with rarity. This is fitting for the them, as they constantly sport an intimidating glare, have the biggest physique of the whole tribe, and function as Mighty Glaciers in battle.

    Megapon 
Powerful auxiliary units that function almost like artillery, Megapons spell disaster on the battlefield for anyone facing their horns. Their Uberhero equivalents are Wondabarappa and Jamsch.
  • Blow That Horn: Their weapons of choice are large horns that they blow physical sound projectiles out of.
  • Death of a Thousand Cuts: At a glance, Megapons don't seem too impressive with their weapons having rather low damage ratios. However, their musical attacks can pierce through and hit multiple times on contact, making a Megapon's DPS much higher than it looks.
  • Fighting Clown: They look like a silly troupe of musicians at first glance, but those horns they play are not for show and can dish out some serious damage.
  • Glass Cannon: They can put out very high damage from quite the distance with their horns, but they're also very squishy.
  • Musical Assassin: Megapons shoot sound wave projectiles out of their large sousaphone-like horns that can deal direct damage to foes.
  • Non-Standard Character Design: Megapons are the only Patapon units to have visible mouths, and their legs are much longer to the point that they wear bell-bottomed pants (though their legs almost resemble stilts).
  • Perpetual Smiler: Their default expression is a happy smile even in the middle of battle, although they will get angry if you mess up the beat.
  • Punny Name: Their name is meant to be a Gratuitous English pun on the word "megaphone" ("Mega-pon"), since their whole thing is blasting loud noises as people.
  • Written Sound Effect: The musical notes they produce are represented onscreen by onomatopoeic katakana. Averted in 3, as their equivalents, Wondabarappa and Jamsch replace the katakana with generic shock waves.

    Toripon 
Flying units that decimate enemies below with their javelins. Toripons do not have an Uberhero equivalent, as they do not make a return in 3.
  • Bombardier Mook: Their role in combat is to rain storms of deadly javelins down upon enemies in volleys of three from the backs of their bird mounts, almost like a stronger airborne Yumipon that is positioned closer to the active battle.
  • Glass Cannon: They attack quickly and can rain down death from above, but they're quite fragile and are also very vulnerable to projectile attacks.
  • Horse of a Different Color: Toripons are essentially Kibapons riding birds that function as air support instead of frontline cavalry.
  • Meaningful Name: "Tori" means "Bird" in Japanese, as Toripons are bird-rider units.

    Robopon 
Devastating siege units that tear through structures, and have modular gauntlets that can fulfill many different roles. Their Uberhero equivalents are Destrobo and Bowmunk.

    Mahopon 
Unbelievably powerful Patapon mages who can serve a variety of different roles depending on their choice of staff. Their Uberhero equivalents are Pingrek and Oohoroc.
  • Combat Medic: The top tier staves can put out both excellent damage and strong support, with the Heaven Staff being able to heal the army, the Demon Staff cleansing status ailments, and the Divine Staff conjuring a sturdy barrier.
  • Death from Above: The Demon Staff's unique attack in Fever mode unleashes a constant hailstorm.
  • Elemental Powers: They can wield fire, ice, or lightning depending on the staves they're equipped with.
  • Linear Warriors, Quadratic Wizards: Once you find a couple of powerful staves for your Mahopons, they will likely almost immediately become the strongest units in your army even without evolving them into Rarepons.
  • Magikarp Power: Mahopons aren't very powerful with the basic Wooden, Iron, or Silver Staves, only being able to fire off dinky magic missiles that do next to no damage. But once you start getting the more powerful specialized staves, their power skyrockets, with a well-built Mahopon being a force of nature with powerful crowd-clearing spells.
  • Meaningful Name: "Maho" literally means "magic" (in the Western sense, not the Onmyōdō sense), since Mahopons are powerful spellcasters.
  • Mechanically Unusual Class: Mahopons are the only units in the series whose equipment directly changes what they do in combat—Mahopons wearing offensive staves can cast a variety of different damaging spells, while other staves heal friendly units or summon defensive barriers, for example.
  • The Red Mage: Mahopons excel in both offense and support, capable of conjuring various elemental attacks while also healing, cleansing, and creating barriers for the army.
  • Shock and Awe: The Heaven Staff's charged attack unleashes a massive thunderstorm from above.
  • Squishy Wizard: They have relatively low health (which is why they're backline units), but they make up for it with their insane magical abilities.
  • Stuff Blowing Up: The Divine Staff can conjure eruptions from the ground for heavy damage, and when charged with the PONCHAKA song unleashes a massive explosion for even more damage.

Civilians (Minigame Characters)

    Pan Pakapon and Ubo Bon 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_25_at_19_45_37_pan_the_pakapon___trumpet_posewebp_webp_image_3564_3156_pixels_scaled_23.png
A carefree bard and a sentient tree, Pan Pakapon will gladly supply you with tree branches by getting Ubo Bon to shake them out of his hair if you give him something to eat. Doing well in the minigame has a higher change of Ubo Bon dropping rare wood.
  • The Bard: Pan Pakapon is but a simple trumpet player who makes camp in Patapolis after you find his cap.
  • Treants: Ubo Bon is a giant, talking, dancing tree. His "crown" (the bough of branches that make up his head) is always itchy, so he constantly has to sing and dance to shake all the junk out of it, which he will then happily give to Pan Pakapon as thanks for helping him.

    Fah Zakpon and Pop Bean 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_25_at_19_46_02_fah_zakponpng_png_image_256_256_pixels.png
A humble Patapon farmer and his giant beauty-obsessed legume, Fah Zakpon is happy to offer you various vegetables from Pop Bean by watering her, including the cabbages Rah Gashapon needs to make stew. That is, if he can catch them first before they hit the ground.
  • Caring Gardener: Fah Zakpon is extremely dedicated to the upkeep of Pop Bean. His entire mingame consists of tilling and watering the soil around her to give her nourishment as well as polishing her skin to make it squeaky-clean. Pop Bean rewards his dedication with free vegetables.
  • Simple, yet Awesome: Pop Bean's minigame is probably the simplest out of all of them, but it provides you with an almost-guaranteed source of cabbages for making Stew, which offers powerful buffs to your army.

    Kon Kimpon and Rumble Thump 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_25_at_19_46_34_kon_kimpon___showcasewebp_webp_image_3530_1860_pixels_scaled_40.png
A spoon-player and a sentient baby mountain, Kon Kimpon can offer you various types of rocks and minerals by tapping rhythmically on Rumble Thump's feet, causing him to cry rock Tears of Joy.
  • Rock Monster: Rumble Thump is a baby mountain who likes to play music on his toes, and is generally pretty friendly. He also doesn't hold it against Kon Kimpon should he fail his minigame.

    Rah Gashapon and Simmer Slurp 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_25_at_19_47_36_rah_gashapon___showcasewebp_webp_image_3552_2201_pixels_scaled_33.png
Patapolis' master chef, Rah Gashapon will create some truly terrific stew by slicing incredients into the starving Simmer Slurp, a giant talking stew pot.
  • Absurdly Sharp Blade: Rah Gashapon's cleaver is capable of effortlessly slicing through all the ingredients that Simmer Slurp throws at him.
  • BFS: In order to slice the huge ingredients needed to feed Simmer Slurp, Rah Gashapon has to wield a gigantic cleaver almost twice as big as he is.
  • Big Eater: Simmer Slurp is always perpetually starving and is never satiated for long, meaning Rah Gashapon has to constantly be slicing more ingredients into him for the next stew.
  • Camp Cook: Rah Gashapon is the dedicated chef of Patapolis, and is capable of whipping up stews that give some truly stellar bonuses in combat for your army to eat.
  • Cooking Mechanics: Completing Rah Gashapon's minigame at least moderately successfully rewards the player with potent Stew that they can equip on their next mission to apply a single-use army-wide buff for the duration of that mission.
  • Nice Guy: His ravenous hunger aside, Simmer Slurp is always polite and friendly, and even if Rah Gashapon screws up slicing the ingredients, he still gives him some stew as a consolation, albeit a rather gross tasting one.
  • Orgasmically Delicious: If the stew Rah Gashapon has prepared is very good or perfect, Simmer Slurp will jump for joy and let out a big "YAHOO!" upon tasting it.
  • Supreme Chef: Rah Gashapon is so legendarily good at making stew that it can apply tangible buffs to your entire army.
  • Too Dumb to Live: Implied. The description for the rematch with Fenicchi implies that he tried to hunt it for meat all by himself. Judging by how Fenicchi spits out his cap after defeating it three times, it presumably didn't end well for him.

    Ton Kampon and Fwoosh Famooze 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_12_49_32_ton_kampon___showcasewebp_webp_image_1000_714_pixels.png
The master blacksmith of the Patapons and his anvil, Ton Kampon will create fine alloys that ring when tapped and can work Mithril and Adamantine into Divine and Demon weapons.

    Shuraba Yapon and Kururu Beruru 
A Patapon conductor and his student who happens to be a giant bell, Shuraba Yapon will take your junk items and reward you with Ka-Ching if you help him to give a good lesson to Kururu Beruru.
  • Cartoon Conductor: Shuraba Yapon has no orchestra accompanying his conducting. All he has is a single student, who is a giant bell that does a ballet-like dance at his command.
  • Money Grinding: The purpose of his minigame is to allow you to have a venue where you can dump any worthless junk items you've collected in exchange for cold, hard Ka-ching. If you're short on cash, playing his minigame a handful of times can seriously bolster your reserves.

    Tsun and Tsuku Tsukupon and Juice Machine 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_25_at_19_49_11_liquid_minigamewebp_webp_image_525_298_pixels.png
Two alchemist brothers and their lethargic old juice machine, Tsun and tsuku Tsukupon work hard to produce alchemical juices necessary for upgrading your Patapons.

Hoshipons

    In General 
Hoshipons are an extremely strange race of long-lived godlike beings that make recurring appearances throughout the series.
  • Ambiguously Related: The fact that they're called "Hoshipons'" would imply that they're Patapons (and indeed most of them have the circular eyeballs that denote the Patapon tribe), but they are never explicitly connected with them and they seem to be a class of beings unto themselves.
  • Inexplicably Awesome: The specifics of what exactly Hoshipons are is never adequately revealed; it's only made clear that they're extremely powerful, especially since it turns out that one of them is IT.
  • Meaningful Name: "Hoshi" means "Star" in Japanese, befitting how they take the form of Sentient Stars.
  • Power Floats: They all demonstrate the ability to hover in the air without any aid (except for Mecha Hoshipon, who seems to use a Jet Pack).
  • Sentient Stars: Their bodies take the shape of anthropomorphic one-eyed stars.

    Golden Hoshipon 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2025_10_22_at_19_57_48_the_hoshiponswebp_webp_image_1000_178_pixels_1.png
A gold-colored, slightly dimwitted Hoshipon who is always getting himself into trouble.
  • Early-Installment Weirdness: In the first game he is only referred to as "Hoshipon", since at that point no other Hoshipons had appeared in the series.
  • Distressed Dude: He has a perennial problem of demons and megafauna trying to eat him. In the first game you rescue him from a Picheek, while in 3 you have to kill a Balrog to save him.
  • Money Spider: Something about him is so powerful that he precipitates Ka-Ching (a manifestation of life force) onto the ground beneath him constantly.
  • Metal Slime: He is only rarely encountered in a specific level in the first game when it isn't raining, but he can give you tons of Ka-Ching as well as two rare key items that unlock Cioking and Ton Kampon, respectively.
  • Not Listening to Me, Are You?: If your army marches too far to the right while he's talking to you, he will get fed up and leave while refusing to give you a reward for rescuing him.

    Black Hoshipon 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_11_34_33_black_hoshipon_hdwebp_webp_image_945_1000_pixels_scaled_74_4.png
The mastermind and supreme leader of the Sasoritans, Black Hoshipon is an enigmatic figure who exhibits a great deal of power over the denizens of the Underworld. She appears in Patapon 2 as an ally of the Karmen who obstructs the Patapons' march to Earthend with her army of Sasoritans, and also exhibits control over Garl at the World's Core. In Patapon 3 she loans her army to the side of the Dark Heroes and once again halts the Uberhero's path with a demon named Balrog.
  • Ambiguous Gender: She is given female pronouns in 2, but is referred to multiple times as male and a "boy" in 3. It's also expressed by multiple characters that they can't tell by looking at them.
  • Ambiguously Related: She is the only Hoshipon to have the slitted eye of a Sasoritan, and yet she's still called "Black Hoshipon" and not, say, "Black Hoshitan" despite only ever being described as a servant of the Dark Lord of the Underworld. This raises further questions about what exactly Hoshipons are and how they're connected with Patapons.
  • Arc Villain: Being the leader of the Sasoritans, she only shows up where they do.
  • Necromancer: She resurrected both General Beetleton and Makoton to serve her in undeath, and it's implied that the rest of her army is made up of undead Zigotons as well.
  • For the Evulz: This seems to be her only motivation for teaming up with the bad guys and loaning them her armies and demonic pets, as she's never seen negotiating with or demanding payment from them.
  • Pet Monstrosity: She boasts a large menagerie of demonic pets which she uses to threaten your army with, including Garl and a handful of Balrogs.
  • Token Evil Teammate: Of the Hoshipons, Black Hoshipon is explicitly the only one who is not a world-wandering Cloudcuckoolander or on the Patapons' side. This is expressly evident when (s)he is contrasted with the other Hoshipons in a level in 3; Golden Hoshipon is a ditz always getting into trouble, Mecha-Hoshipon is a mysterious but neutral figure, and Silver Hoshipon is a Cool Old Guy who is mentoring your Uberhero's party.
  • What Happened to the Mouse?: In 3, she, along with the rest of the Sasoritans stop appearing altogether after you clear the Evilmass of Adamance.

    Mecha Hoshipon 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2025_10_22_at_19_57_48_the_hoshiponswebp_webp_image_1000_178_pixels_35.png
A mechanical Hoshipon captured by the Dark Heroes, as he knows the pass phrase needed to activate Ancient Superweapon Org.
  • Jet Pack: Strangely, Mecha Hoshipon doesn't have a magical aura like the other Hoshipions and instead floats in the air via a pair of thrusters attached to his back.
  • Robot Me: He is the only Hoshipon that seems to be inorganic, instead made out of machinery, though by who is an excellent question.
  • Verbal Tic: He has a habit of saying "Big trouble, big trouble!" when he encounters danger.

    Silver Hoshipon (UNMARKED SPOILERS
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2025_10_22_at_19_57_48_the_hoshiponswebp_webp_image_1000_178_pixels_5.png
The mysterious savior and patron of the Uberhero and their Patapon warband. Throughout Patapon 3, he basically fulfills Meden's role in giving you advice, but with much more of a Mentor Archetype feel to it. At the end of the game he is revealed to be IT, the MacGuffin that the Patapons have been searching for across three games, and transports Ton, Chin and Kan to Earthend for them to spend the rest of their lives.
  • Cool Old Guy: Silver Hoshipon is one of several characters who are Really 700 Years Old, but his Wizard Beard and frequent spouting of aphorisms makes him fall firmly into this archetype.
  • Eccentric Mentor: He's a helpful guide for the Uberhero and their team, but he's also got a few personality quirks which raise their head from time to time, such as his propensity for nonsense sayings.
  • God Was My Co-Pilot: He guides the Uberhero through their quest for the entirety of Patapon 3, and is revealed at the end to be IT itself.
  • Ice-Cream Koan: Downplayed. Much of his advice is genuinely profound, but the Uberhero isn't afraid to call him out on this whenever they sense that he's just having a Rambling Old Man Monologue and the things he says aren't making sense.
  • Living MacGuffin: At the end of Patapon 3, he is revealed to be IT, the object of the Patapons' quest.
  • Mentor Archetype: He guides the remaining Patapons along their quest, offering them helpful advice, exposition and explaining various philosophical concepts to them.
  • Mysterious Past: Silver Hoshipon is not only a powerful magical being, but also IT itself. Nothing else about how he came to be or who he is is explained. In Ending 3, Meden says that he is "a shard of the Vessel". Is this the Vessel Arch Pandara was formed in? The World Egg? Something else? The end of the game says that the Vessel is the world itself, but what does that mean, exactly? It's ultimately inconsequential to the story, but it is a mystery.
  • Surrounded by Idiots: While the Uberhero usually picks up on at least some of what his sayings mean, Ton, Chin, Kan and Hatapon perpetually behave like easily-distracted, Literal-Minded children who take everything he says at the basest of base value, which clearly gets on his nerves.
  • Verbal Tic: Silver Hoshipon likes to end sentences with "Shzamm". Occasionally, when insulted, he will say "Shzummp...".
  • Wizard Beard: He's the only Hoshipon to have any kind of facial hair, which makes the long white beard he has more impressive. He's also an incredibly powerful being with potent magic powers.

Zigotons

    In General 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_15_48_09_zigoton_basic_soldierwebp_webp_image_250_308_pixels.png
A regular Zigoton soldier
The Zigotons are the first foes that the Patapons wage war upon after their faith in the Almighty is restored. A noble but stubborn people, they are convinced that the Patapons reaching Earthend will cause the world's destruction, and hence have been subjugating and warring with the Patapons for many years to prevent that from happening.
  • Amazing Technicolor Population: Zigotons are red-colored square people to distinguish from the white-colored circle-bodied Patapons. In the the first game they were almost a maroon color, before becoming a brighter red in 2 to distinguish them from the much stronger dark purple of the Sasoritans.
  • Color-Coded Armies: Zigotons and their buildings are red, to distinguish them from the white Patapons.
  • Defeat Means Friendship: Downplayed. After the Patapons defeat Queen Kharma and therefore consolidate their victory in the war against the Zigotons, they also help Kharma out by defeating Gorl so that her bloodline isn't beholden to its will. Additionally, the ending of the game reveals that the Zigotons misinterpreted what "Earthend" was and were only fighting the Patapons to stop them from ending the world. Therefore, it wasn't so much the defeat of the Zigotons that caused the alliance between the two tribes, but rather a clearing up of miscommunication. The Zigotons then go on to assist the Patapons in constructing a ship to sail across the sea and continue their search for IT, and later aid them in their war against the Karmen on several occasions.
  • The Empire: Their civilization is referred to several times as the "Zigoton Empire", and they certainly fit the role in the first game, brutally repressing the Patapons until the Almighty returns to them to give them the strength to fight back.
  • Oculothorax: Like all humanoid beings in the Patapon universe, Zigotons have an eye that comprises most of their body, although it is square-shaped rather than circular like the Patapons.
  • Proud Warrior Race: The Zigotons are characterized as a strong and proud people who are only fighting the Patapons because they misunderstood a prophecy, but are also generally a warlike and militaristic culture, with a multitude of forts and other military installations built up throughout their territory.
  • Red and Black and Evil All Over: Subverted. The Zigotons have red sclerae on their otherwise black Oculothoraxes, but turn out later in the story to be Not Evil, Just Misunderstood and become the Patapons' allies after they defeat Gorl and free Queen Kharma's bloodline.
  • Tank Goodness: They constructed a decked-out laser tank called the Ziggerzank, which General Spiderton uses against you in his fight. After it is destroyed by the Patapons, it is rebuilt and assists them in both the assault on Sokshi Gate and the attack on Covet-Hiss' wall of cannons.

    Gong the Hawkeye 

Zigoton General Gong "The Hawkeye"/RottenLee Ravenous (Gattsuki Bikusu)

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_11_57_30_zigoton_general_gong_the_hawkeye___patapon_1_appearencewebp_webp_image_3524_3442_pixels_scaled_21.png
In Patapon 2
RottenLee Ravenous
The supreme commander of the Zigoton armies, Gong the Hawkeye is a formidable foe who will challenge you and the Patapons every step of their journey to Earthend. With one swing of his scythe he can cleave into your ranks as well as conjure a tornado to hit your whole army.

In Patapon 2, he returns Back from the Dead to face down your army once again, but quickly realizes the Karmen are the greater threat and pragmatically joins forces with you.

In Patapon 3, he is revealed to be the old and true identity of RottenLee Ravenous, Dark Hero of Greed, having been enslaved by the Archfiend of Earnestness and given Laser-Guided Amnesia.


  • A Father to His Men: Gong the Hawkeye is widely respected by his underlings. Notably, most of the other Generals and commanders in the games treat their units like cannon fodder and hide behind them to attack while out of range, but Gong is always right on the front lines, and he only gets more enraged the more of his men the player manages to kill.
  • Anti-Villain: Gong believes that stopping the Patapons from reaching Earthend is genuinely the right thing to do, and the only thing that puts him in the "villain" camp is his undying allegiance to the Zigoton people. Averted once he becomes Ravenous, because he's Brainwashed and Crazy like the rest of the Dark Heroes.
  • Arrogant Kung-Fu Guy: He has shades of this. He is a terrific warrior who constantly boasts about how the Patapons will never be able to defeat him.
  • But Now I Must Go: After the Uberhero defeats Ravenous, he has a short conversation with them, asking if they are aware of their connection with the Almighty and of the importance of their past. With that, after three games of being pitted against each other, Ravenous—and Gong—bid the Uberhero farewell and leave for an unknown fate.
  • Deal with the Devil: The Archfiend of Earnestness convinced him to put on the Mask of Greed in order to gain enough power to defeat The Almighty, but outright lied and said that Gong could take off the mask whenever he felt like it. That turned out to be wrong.
  • Doppelgänger Attack: When extremely low on health, he can summon two duplicates of himself to aid him in combat.
  • Dragon Rider: Ravenous' most prized "rare thing" is a gigantic Dark Dragon, which he rides into his final duel to the death with the Almighty.
  • Dub Name Change: In the original Japanese, Ravenous' name was "Gattsuki Bikusu", which translates as something like "Greedybeak".
  • Duel Boss:
    • Downplayed. Gong frequently accompanies large masses of Zigoton troops, but the final confrontation with you is just him against...your entire army. He still doesn't go down easily.
    • Downplayed again with Ravenous. The fight is primarily your party against him, but he's also riding atop a huge Dark Dragon and reinforced by Kibadeths and purple Cyclopes.
  • Duel to the Death: This is the only way Gong knows how to die; going out in a blaze of glory fighting the Patapons in one last duel. As an Ironic Echo of his original Patapon 1 death, it's also how Ravenous dies in his last mission in 3.
  • Four-Star Badass: He lives and breathes this trope. He's the leader of the Zigoton armies, and while most of the other generals in the series die quickly without soldiers and fortifications to attack behind, Gong is easily capable of holding his own against the entire Patapon army! Even more badass is the fact that he's one of the only antagonists in the series not to die at the end of one story mission; it takes a grand total of four to kill him off in the first game, and then he just comes back in the sequels anyway!
  • Greed: Gong becomes consumed by this after becoming RottenLee Ravenous. A major trait of his character in 3 is that he is always trying to find new "rare things" to covet, even if they're worthless objects that are only rare because there aren't a lot of them.
  • Honor Before Reason: This is primarily the rationale Gong gives for trying to defeat you again in 2; he's trying to regain his lost honor at any cost. He quickly comes to grips with it and teams up with the Patapons to defeat the Karmens, loaning them his Ziggerzank to attack Sokshi Gate.
  • Horns of Villainy: He's got an impressive horned helmet which is twice as big as he is. In 2, he gains a second pair of horns that curve out from the main ones. Of course, Gong stops being a villain as the story goes on.
  • The Magnificent: Throughout all three games, he is known as "Gong the Hawkeye". It's never explained where this name comes from, as he doesn't do anything that would demonstrate him necessarily having good accuracy.
  • Mechanically Unusual Fighter: Ravenous is the only Dark Hero not to be based off of an existing Uberhero class, instead directly copying Gong's moveset from the first two games.
  • My Country, Right or Wrong: This is basically Gong's view of the war between Patapons and Zigotons. He respects the Patapons as a Worthy Opponent, but he swore loyalty to Queen Kharma and believes in her above all else. Taking advantage of these sympathies is partially how the Archfiend of Earnestness managed to enslave him as Rottenlee Ravenous.
  • The Only One Allowed to Defeat You: Gong attacks your army in 2 because he wants to reclaim his honor, but is interrupted by a Karmen attack and decides to put away his grievances with the Patapons to defeat a greater threat.
  • Sinister Scythe: Gong's (and Ravenous') weapon of choice is a huge, imposing scythe that's as tall as his body and helmet combined. Killing him allows a Tatepon to use it.
  • Thieving Magpie: Ravenous styles himself after a raven, and is also the Dark Hero of Greed, alluding to this Animal Motif.
  • Tornado Move: Gong the Hawkeye's signature move is using his Sinister Scythe to hurl a tornado at your army that knocks them all flat on their rears. This is the biggest clue to Rottenlee Ravenous' real identity in Patapon 3, since he shares a stronger version of the same ability.
  • Unexplained Recovery: He returns alive in 2, even though he definitely met a warrior's death in the first game. He shows up wearing a hero mask and calls it a power of Supreme Patapon as if to imply it's related to him being Back from the Dead, only to throw it away immediately in disgust and it's never brought up again.
  • Unique Enemy: Gong ostensibly fights like a Tateton (as he uses a melee weapon on the front lines), but he also clearly wields his scythe with both hands when striking, something Tatetons cannot do as one of their hands is occupied by their eponymous shields. Sure enough, when you obtain Gong's scythe as a piece of Tatepon equipment, the Tatepon wielding it will only ever use it in one hand as per normal.
  • What the Hell, Player?: In Patapon 2, he'll teach you about the Rain Miracle. If you have it unlocked but don't equip it, he'll insult you. If you disregard the tutorial, he'll say screw it and trigger a Hopeless Boss Fight.
  • Worthy Opponent: Gong considers the Almighty one, even though he himself is but a mortal Zigoton. In his new identity as Ravenous, he finally comes to peace with the fact that the Almighty will always be stronger than him.

    Makoton (SPOILERS

Makoton (AKA Scorpiton/Dark One/Madfang Ragewolf [Buchigire Fangiru])

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_10_25_18_g34webp_webp_image_1000_1657_pixels_scaled_45.png
Makoton in his first appearance
Scorpiton
Dark One
Madfang Ragewolf

Makoton was once an ordinary Zigoton soldier, but the death of his friendnote  Aiton at the hands of the Patapons caused him to swear eternal vengeance on them. Over the course of Patapon, he repeatedly harries or army with frequent schemes to stop them in their tracks, but they never work. Eventually, he is promoted to general and takes the name Scorpiton. When yet another of his plans fail, he sells his soul in desperation to Gate Ghoul Baban in hopes of gaining enough diabolical power to defeat the Patapons once and for all. Instead, the Patapons kill Baban and then Makoton as well.

In Patapon 2, he is all but outright stated to be Dark One, the servant of Black Hoshipon raised from the underworld and commander of the Sasoritans. They both have the same fighting style and Dark One also sells his soul to Gate Ghoul Bababaan, a larger and nastier version of Baban. The only thing that prevents him from confirming the link is that his memories have been wipednote . Dark One perishes in the same way Makoton did after Bababaan is destroyed by the Patapons.

In Patapon 3 he is very heavily implied to be the true identity of Madfang Ragewolf, Dark Hero of Wrath, due to possessing a vehement hatred for all Patapons and having lost someone close to him in his backstory. Once the memories of his former life start coming back like Naughtyfins' and Ravenous', he is executed by Buzzcrave and Slogturtle on the orders of Miss Covet-Hiss.


  • Brain Bleach: In 3, when Naughtyfins taunts the Uberhero by touching her private parts, Ragewolf is audibly disgusted.
    Ragewolf: Yuck...oh no...You can't be...(This is wrong. This is very wrong!)
  • Butt-Monkey: Despite amassing more and more power throughout each game, he can never seem to catch a break. He is easily trounced after selling his soul in 1 and doesn't fare much better in 2, and his allies don't respect him whatsoever, especially in regards toward the other Dark Heroes' opinions of Ragewolf.
  • Cut His Heart Out with a Spoon: He is very fond of making remarks like this.
    Ragewolf: I'll tear out your insides and shove them down your throat!
  • Deal with the Devil: This is a staple of his character. In 1 and 2 he resigned his soul to two different Gate Ghouls to try and gain enough power to destroy the Patapons, and 3 implies this is how the Archfiend of Valor enslaved him into becoming Ragewolf.
  • Dub Name Change:
    • Scorpiton's name in Japanese is "Sasoriton", or "Scorpion-ton".
    • In the original Japanese, Ragewolf's name is simply "Buchigire Fangiru", which means "Sharpnote  Fang".
  • "Eureka!" Moment: Ragewolf has forgotten the password to activate Ancient Superweapon Org, until he remembers it after yelling at the machine.
    Ragewolf: Come on, you heap of junk! Wait, that's it! HEAP! OF! JUNK!
  • Evil Counterpart: Dark One is Black Hoshipon's equivalent to your Hero. He is capable of switching classes and wears a mask, though in his last level with Bababaan he is once again a Yaritan like Scorpiton was in Patapon 1.
  • Explaining Your Power to the Enemy: Played with in Patapon 3. Ragewolf taunts your Uberhero, informing him that heroes can't revive inside dungeons. Your hero drops to his knees in apparent defeat, but cheers himself up by pointing out aloud that in that case, Ragewolf probably can't revive in there either. Then Ragewolf laughs and gloats that he can revive there anyways, by usage of a Summon. Your hero then drops the act, thanks Ragewolf for the info, and ponders aloud how to learn to use a Summon.
    Ragewolf: Erk! Curses!
  • From Nobody to Nightmare: Makoton was a normal soldier until you killed his best friend Aiton. He becomes a Zigoton general, then he turned into the demonic, evil, and hard Dark One. It's also heavily implied that he was resurrected a third time as Madfang Ragewolf, due to him having lost someone very close to him in his backstory.
  • Hellish Horse: In the handful of levels where Dark One is a Kibatan or a Toritan, he rides an equally demonic-looking multi-eyed horse/bird.
  • Ineffectual Sympathetic Villain: Downplayed. Makoton is still a trained warrior and somewhat of a threat, but none of his plans ever actually pan out for him, and his sympathetic backstory of trying to avenge Aiton makes him come off as this.
  • Power Fist: He gains a pair of deadly claws as Ragewolf, and can use them for a powerful drilling punch maneuver.
  • Roaring Rampage of Revenge: This is his primary motivation across all three games, even if he cant' remember it in 2 and 3. He wants to destroy the Patapons at any cost because of how they killed Aiton.
  • Savage Wolves: Ragewolf draws upon this Animal Motif as a Dark Hero, being an irate wolf-themed fighter who attacks with his clawed gauntlets and is easily provoked into anger.
  • Tank Goodness:
    • He gets the honor of piloting Ancient Superweapon Org, a gigantic four-legged walking tank with a huge plasma cannon and ice machine guns. It takes him a second to figure out the controls before he can use it properly, meaning your party can get some serious damage in on him.
    • In the Depths of Gluttony, he instead pilots the Superweapon Dahl, which resembles some sort of spaceship and can unleash orbital strikes and storms of missiles upon your party.
  • This Cannot Be!: This is one of his trademark idiosyncracies, expressing disbelief that the Patapons are managing to foil his current scheme or defeat the creature he just sold his soul to.
    Dark One: Impossible... Bababaan is weakening... it can't be... it... I can't let it happen!
  • The Unfettered: Makoton has no reservations about doing anything and everything he can to have his revenge and defeat the Patapons, up to and including kidnapping a non-combatant(Meden) and selling his soul to multiple demonic entities.
  • Unique Enemy: While plenty of other Kibatans appear in various levels, Dark One is notably the only Toritan to appear in the series in Sky Castle Amaterra.
  • Unstoppable Rage: He tries to be like this. Unfortunately for him, it's pretty stoppable. His burning hatred of the Patapons caused him to be turned into Ragewolf by the Archfiend of Wrath.
  • What the Hell, Player?: Ragewolf chews you out if you fail to save Naughtyfins and turn her back into the Patapon Princess, asking you what kind of Uberhero fails to save the girl.
  • Who Dares?: This is another of his trademark Verbal Tics.
    Ragewolf: You rotten little spherical scoundrels! How dare you!
  • Woobie, Destroyer of Worlds: As part of his endless quest for vengeance on the Patapon tribe for the death of Aiton, Makoton essentially winds up becoming merely a powerful pawn of demonic entities far stronger than him, forced into a recurring cycle of being killed by his worst enemy and then revived later to serve a new master.
  • You Have Outlived Your Usefulness: Once Makoton starts regaining his memories as Ragewolf, he is swiftly and mercilessly put down by the other Dark Heroes. Since 3 is the last game in the series, this might mean Makoton was finally put to rest.

    Aiton 
An otherwise unremarkable Zigoton soldier, Aiton was stationed at the same desert outpost as her friend Makoton. When she perished in a Patapon attack, it sent Makoton down his Start of Darkness.
  • Ambiguous Gender: Due to the somewhat iffy nature of the games' localization, Aiton has been conflictingly referred to as male and "a Zigoton woman" in different games in the series.
  • Hold the Line: Does this in order to have Makoton escape while she fends the Patapons off. It just manages to barely work.
  • The Lost Lenore: Patapon 3 hints that she and Makoton were not only friends, but lovers, which would make Aiton into this for Makoton.
  • Satellite Character: Literally nothing is known about her besides her relation to Makoton.
  • Stuffed into the Fridge: Her death prompts Makoton to dedicate his life to destroy the Patapons. That's her only role in the story and the only information learned about her since.

    Generals Beetleton, Spiderton and Scorpiton 
Three Zigoton generals subordinate to Gong who act as the three final challenges in your path to the Zigoton capital.

In General

  • Animal Motifs: They take on some of the associated attributes of the creature they're named after.
  • Theme Naming: They are all named after arthropods, specifically beetles, spiders and Scorpions.
  • Quirky Miniboss Squad: These three generals work closely together and must be taken out one by one to continue your advance.

General Scorpiton

For tropes concerning Scorpiton, look under Makoton's folder, since Scorpiton is Makoton after being promoted.

General Beetleton

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_18_29_31_zigoton_general_beetleton___attack_posewebp_webp_image_3398_3525_pixels_scaled_21.png
A hulking and imposing Dekaton, Beetleton is a powerful foe your army faces in the mission "Zigoton Queen".
  • The Brute: Beetleton is by far the beefiest and most brutish Zigoton commander your Patapons will meet, smashing them to pieces with his hammer.
  • Carry a Big Stick: Being a Dekaton, he fights with a huge hammer which can stun your army.
  • Dub Name Change: Beetleton in the original Japanese is named "Kuwagatton", literally "Beetle-ton"note .
  • Face Death with Dignity: He honorably surrenders once his army is defeated, and accepts his fate at the hands of the Patapons.
  • Pokémon Speak: Downplayed. He can speak normally, but he likes to shout "BEE-DULL-TON!" every time he attacks.
  • Tough Beetles: His general aesthetic is like that of a heavily armored stag beetle, and he is very tough.

General Spiderton

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_18_36_59_general_spidertonwebp_webp_image_851_493_pixels_0.png
A ruthless Kibaton general, Spiderton accompanies the Ziggerzank on horseback and fights alongside it in the mission "Across Enemy Territory". He can only be killed once the Ziggerzank is defeated.
  • Ambiguously Related: He claims to be a "Dark One", a term used to describe the Sasoritans in-series, but looks like a regular Zigoton and the mission synopsis confirms that he was sent by Queen Kharma. He does share the Sasoritans' penchant for insectoid helmets, but it doesn't look exactly like the ones that the other Sasoritans wear (which are instead styled after Scorpiton's helmet).
  • Arachnid Appearance and Attire: He wears a huge spiked helmet that makes him look like a spider, making the name "Spiderton" appropriate.
  • Cool Helmet: His gigantic spiked helmet is his most noticeable attribute.
  • Dub Name Change: Spiderton's original Japanese name is "Kumoton" ("Spider-ton").
  • Tank Goodness: His Ziggerzank. He becomes absolutely miserable after you trash it.

    Queen Kharma 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_19_11_46_queenkharmawebp_webp_image_1748_1267_pixels_scaled_58.png
The winged sovereign leader of the Zigotons, Queen Kharma is a master spellcaster who is the penultimate challenge your armies will face before Earthend. She sacrificed her Zigoton bloodline to the demon Gorl in exchange for power to defeat the Patapons, mistakenly believing that the Patapons seeking to reach "Earthend" means that when they reach it, the Earth will literally end. After Gorl is defeated, she and Meden make peace between the two tribes and begin construction of a great sailing ship to cross the ocean and continue the Patapons' search for Earthend.
  • The Archmage: Unlike the rest of the martial-oriented Zigotons, Kharma is a powerful spellcaster who can summon powerful attacks down onto your army. She also possesses the Zigoton Drum, which allows her to draw your Patapons in close for a deadly one-two punch.
  • Deal with the Devil: In exchange for being granted the power to defeat you, she has irrevocably doomed the Zigotons to be at the mercy of the demon Gorl. Fortunately, after defeating her you also defeat Gorl, freeing the Zigotons from its influence.
  • Evil Knockoff: She can summon an evil version of one of the Patapon Drums to draw your army closer.
  • God Save Us from the Queen!: Subverted. It looks like she's being set up to be the irredeemably evil final boss of Patapon 1, but she's actually just as misinformed as Gong and sold her bloodline to Goruru in exchange for power to defeat you. She undergoes a Heel–Face Turn at the very end when she realizes that the Patapons reaching Earthend won't cause the world to end.
  • Meteor-Summoning Attack: One of her strongest abilities allows her to conjure a rain of fiery meteors down upon your army.
    Queen Kharma: Ooh, black and crispy!
  • Power Floats: She is the immensely powerful leader of the Zigotons, and she flies high above the ground, never touching it throughout the game.
  • Pre-Final Boss: She is the second-to-last challenge that you must face in Patapon 1.

Karmen

    In General 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_23_05_44_basic_karmenwebp_webp_image_2431_3551_pixels_scaled_21.png
A regular Karmen soldier
The Karmen are a fanatical people who live across the sea in the ancestral homelands of the Patapons. Their leader, Ormen Karmen, originally caused the fall of ancient Pata-Pole, and they follow his word religiously and without mercy. They stand in the way of the Patapons restoring their once-proud civilization.
  • Defeat Means Friendship: Played straight. With the death of Ormen Karmen, the Karmen en masse commit a Heel–Face Turn and assist both the Patapons and Zigotons in building a bridge across the sea so the Patapons can continue their search for IT.
  • Color-Coded Armies: Karmen and their buildings are orange, to distinguish them from the red Zigotons and purple Sasoritans.
  • Karmic Death: Despite the remaining Karmen pulling a Heel–Face Turn with Ormen Karmen's defeat, they're wiped out of existence by 3, implying that karma for what they did to the Patapons still caught up to them in the end.
  • Malevolent Masked Men: They are the main villains of Patapon 2, and they are never seen without their tribal war masks.
  • Suspiciously Similar Substitute: Downplayed. The Karmen effectively serve the same role in 2's story as the Zigotons did in 1 and act very similarly to them at first, but as the story unfolds it becomes clear that they're really villainous zealots with an Evil Overlord, contrasting the Proud Warrior Race that was the Zigotons who were only against the Patapons due to a Prophetic Fallacy.

    Makomen and Aimen 
Two Karmen stationed in a desert outpost. After Aimen is killed in a Patapon attack, Makomen swears revenge on the Patapons(does this sound familiar?), and is never seen again.
  • Aborted Arc: Makomen swears revenge against the Patapons after the death of Aimen, but their debut level is the only one where they appear in.
  • Call-Back: Their only purpose in Patapon 2's story is to be a cute little gag re-enacting Aiton's death and Makoton's Start of Darkness but with Karmen instead of Zigotons. The fact that Dark One (Makoton) is there to witness their deaths probably only reinforces his conviction that the Patapons are murderers. After completing the mission they are in, Meden will remark on the day's events saying it reminds her of a previous desert outpost the Almighty conquered where a Zigoton woman was killed, referring to Aiton.

    Generals Nomen, Kimen and Hukmen 
Three Karmen generals subordinate to Ormen Karmen, this trio operates almost identically to the three Zigoton generals, except they are Karmen instead of Zigotons.

In General

  • Quirky Miniboss Squad: They are effectively 2's version of the Zigoton generals, with similar levels of characterization and cameraderie.
  • Weapon-Based Characterization: They are always described alongside their weapons of choice, and their personality reflects it.

Nomen The Shieldbearer

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_22_37_59_karmen_general_nomen.png
The first of the three generals, Nomen attacks your army in Bryun Snowfield. He is a Tatemen who uses a combination of defensive maneuvers and a full-frontal charge attack.
  • Frontline General: Nomen is a Tatemen, which means that he charges directly up to your army periodically in order to block damage they would otherwise deal to his reinforcements.
  • Luckily, My Shield Will Protect Me: Being a Tatemen, Nomen takes full advantage of the Heaven shield he is given to defend himself from your onslaught.
  • Shoryuken: He possesses the Tatemen special ability of a spinning sword slash.
  • Stone Wall: As a Tatemen, he deals the least damage of the generals, but he takes the most damage to put down.
  • Villain Respect: In his dying moments, he has to admit that your strength is unmatched.
    Nomen: The power of the Great Patapon, [name]... It really is astounding.
  • You Shall Not Pass!: He declares that you won't get a step further than him while he's defending the ice caverns. You ultimately prove him wrong.

Kimen The Spearbearer

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_22_38_36_kimen_the_spear_bearer___stand_posewebp_webp_image_1000_1361_pixels_scaled_54.png
The second of the three generals, Kimen obstructs your army from advancing to Sokshi Gate with a reinforcing contingent of Karmen in the Moakan Desert. He is a Yarimen who rains down death from atop a desert fortification with his spears.
  • Casting a Shadow: He is able to reinforce the throws of his Heaven Spear with shadowy-looking energy.
  • Cryptic Background Reference: During his mission he appeals to the "Lord of the Moakan Desert" to give him strength and later asks why said Lord has forsaken him when he dies. Whether he's referring to Zaknel or something else is entirely unclear.
  • Dual Boss: In a sense. During the mission where you fight him, he summons his pet Gancheek to obstruct your army.
  • Glass Cannon: He can swiftly take down your Patapons with charged spear throws, but he can't take that much damage when he's cornered.
  • Horns of Villainy: His mask is the most horned out of the villainous Karmen generals.

Hukmen The Staffbearer

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_22_39_37_karmen_general_hukmen.png
The final Karmen general your army must face, Hukmen is a powerful Mahomen wizard whom is second in line of succession to Ormen Karmen. He confronts your army in Menkame Jungle and boasts some powerful magic attacks.
  • General Ripper: The Flavor Text of his mission says that he once firebombed the Gangoro Forest just to kill all the Patapons living there.
  • Magic Staff: He wields his Heaven staff to great effect as a Mahomen, conjuring lightning bolts to strike your heroes with. Killing him allows you to take it for yourself.
  • Shock and Awe: He wields a powerful chain lightning spell against your army identical to the one your own Mahopons can use which is easily capable of wiping out most of your forces in a single strike if you don't defend through it.
  • Squishy Wizard: He's the most dangerous of the generals, capable of conjuring powerful thunderbolts that can kill your army in seconds, but once you finally catch up to him, he goes down much faster than the previous two generals.
  • The Starscream: Implied. He outright thanks you for killing the other Karmen generals because now he'll be the first choice for succession after Ormen Karmen dies, suggesting he has some kind of greater ambition.
  • Unique Enemy: Hukmen is the only Mahomen in the entire game, and for that matter the only "Maho-" enemy seen in the entire series (as there are no Mahotons, Mahotans or Mahodeths). This may be how since Mahopons are already ludicrously strong in your own hands and as such even a single enemy one is set up as a miniboss encounter.

    Ormen Karmen 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_24_at_09_07_47_ormenkarmenwebp_webp_image_174_127_pixels_9.png
The Big Bad of Patapon 2 and the diabolical overlord of the villainous Karmen tribe, Ormen Karmen was the one who tricked the Hero into shattering the World Egg and is responsible for the downfall of Patapon civilization, and now seeks to wed the kidnapped Patapon Princess He is also an extremely powerful sorcerer, even stronger than Queen Kharma. You must defeat him in order to rescue the Patapon Princess and obtain the right to challenge Dettankarmen.
  • And Now You Must Marry Me: He kidnaps the Patapon Princess and loudly boasts to you that she will become his bride. Luckily, you kill him before that happens.
  • The Archmage: He possesses even stronger magical attacks than Kharma and is implied to be stronger than her in general even at his weakest.
  • Calling Your Attacks: Before each one of his attacks he will announce what he's about to do, giving you a chance to dodge. However, if he's already hit your party with sleeping gas you may not have time unless you use the PATA PON DON CHAKA song.
  • Contrasting Sequel Antagonist: To Queen Kharma. In the first game, Kharma was Not Evil, Just Misunderstood and was fighting the Patapons due to a misinterpretation of the objective of their quest. Not only is Ormen Karmen just as evil as he seems, but he is actually the one who orchestrated the downfall of Patapole, meaning he and the Karmen have done far more to hurt the Patapons than Kharma and the Zigotons ever did.
  • Evil Overlord: Much more of this compared to the Zigoton Queen Kharma. It's implied that all the pain and suffering he caused the Patapons was For the Evulz and the Karmen tribe is steadfastly loyal to his will(except for maybe Hukmen).
  • Greater-Scope Villain: Ormen Karmen was the one who decieved the Hero into shattering the World Egg and the destruction of ancient Patapole, meaning he is directly responsible for the state the Patapons were in in Patapon 1 and is therefore ostensibly the most important threat the Patapons have ever faced.
  • Horns of Villainy: He wears a frightening mask covered with many horns, and is an Evil Overlord.
  • Humongous-Headed Hammer: His strongest attack is to summon a gigantic hammer called Giganthor and smash your army with it.
  • Killed Offscreen: Like the rest of the Karmen tribe, he is wiped out between Patapon 2 and Patapon 3.
  • Lean and Mean: He has very long and thin noodle-like arms to accentuate his evilness.
  • Power Floats: Being a powerful sorcerer, he floats high in the air, and his legs are so stubby he may never fully come down.
  • Pre-Final Boss: Despite being the Big Bad, Ormen Karmen is fought before the demon Dettankarmen, who is the real final boss.
  • Really 700 Years Old: He is stated to be over seven hundred years old, older than the Patapon civilization itself.
  • Villain: Exit, Stage Left: He doesn't appear to die in his fight (much like Kharma), and instead disappears into a portal of dark magic.

Sasoritans

    In General 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_15_57_07_kuwagattan_and_his_minionswebp_webp_image_510_380_pixels.png
General Kuwagattan and a trio of Yaritans
Demonic beings of pure evil from the Underworld, usually controlled by more powerful demons like Black Hoshipon. They don't appear too frequently in the games' story, but when they do it likely means extreme danger for any Patapons they encounter.
  • Always Chaotic Evil: Being Black Hoshipon's minions as well as demons from the Underworld, Sasoritans are much like Bonedeths in that they are created as evil beings from their inception until their death.
  • Arc Villain: They only show of for a cluster of five levels in 2, essentially replacing the Karmen. When their leaders, Dark One and General Kuwagattan are killed, they never appear again afterward. They also appear alongside the Bonedeths in the Volcano Zone Of The Lazy Demon and replace them completely in the Evilmass of Adamance in 3.
  • Color-Coded Armies: Sasoritans are light purple, to contrast with the bright orange Karmen, red Zigotons, and green Bonedeths.
  • Cool Helmet: Unlike the other tribes throughout the games, even their basic grunts get intimidating insectoid-looking helmets.
  • Elite Mooks: They are this when they accompany the Karmen or Bonedeths in battle, as they have a noticeably much faster attack speed.
  • Gratuitous French: When killed, they will sometimes shout "Au revoir!"
  • Hellish Pupils: In contrast to all the other tribes with visible eyes seen in the series, their eyes are prominently slitted to convey their demonic origins in the Underworld.
  • The Legions of Hell: Sasoritans are servants of Black Hoshipon brought up from the Underworld, so for all intents and purposes, they are armies of demons.
  • Leitmotif: "Pokkurimakka's Theme" has a tendency to play in levels where they show up.
  • Meaningful Name: "Sasori" in Japanese means "Scorpion", which is very appropriate considering their helmets resemble a scorpion's pincers and stinger. In addition, they're modeled after General Scorpitonnote 's helmet from the first game, further reinforcing not only the connection between Dark One and Makoton but also the idea that Sasoritans are undead Zigotons.
  • Night of the Living Mooks: The Sasoritans may or may not be the resurrected bodies of the hundreds of dead Zigotons the Patapons killed in the first game. The fact that they are the only other tribe in the Patapon universe to have square-shaped bodies besides Zigotons lends some credence to this theory.
  • Scary Scorpions: They have a whole scorpion motif going from their names to their helmets, befitting evil demonic soldiers from the Underworld.

    General Kuwagattan 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_22_at_19_06_47_kuwagattan.png
The intimidating and fearsome field commander of the Sasoritans, General Kuwagattan is General Beetleton brought Back from the Dead by Black Hoshipon. He faces your entire army alone in the level "At Ground Zero", but is eventually reinforced by the Sentient Demonic Mushroom Matango.
  • Calling Your Attacks: Right before he attacks, he will telegraph it by taunting your army, allowing you a split second to dodge.
  • Came Back Strong: Kuwagattan is a lot tougher than Beetleton ever was, going from a strong unit reinforced by a Zigoton army into a Four-Star Badass capable of taking on the whole Patapon army by himself.
  • Carry a Big Stick: Like Beetleton, Kuwagattan fights with a huge hammer that can squash your frontline Patapons, although it's much more spiky than before.
  • Damage-Sponge Boss: Kuwagattan takes quite a bit of punishment, made worse when he retreats behind Matango and calls for Dark One soldiers to reinforce him, making him harder to hit. Once Matango is dead, he'll fight to the death.
  • Duel Boss: Subverted. He looks like he's going to be like this until he's reinforced by Matango, who applies Sleep to your patapons and makes them easy pickings for Kuwagattan's hammer.
  • Four-Star Badass: He's one of the two military leaders of the Sasoritans, and he can seriously kick some ass.
  • Horns of Villainy: He wears a gigantic spiky four-pronged helmet that gives him this effect.
  • Humongous-Headed Hammer: His Heaven Hammer is much larger and spikier than the club he wielded as Beetleton, and a single strike of it on the ground is enough to stun your whole army.
  • I Shall Taunt You: He does this all throughout his boss fight. Before performing his Shockwave Stomp, he will tell your army to prepare itself.
  • Large and in Charge: He has the build of a Dekapon, and is either second-in-command or of equal rank to Dark One.
  • Meaningful Name: His name is one letter away from "Kuwagatton", AKA "Stag beetle-ton", which was Beetleton's name in the original Japanese, confirming the link between them.
  • Pokémon Speak: Another big clue that he's Beetleton is that he shares the same Verbal Tic of loudly annoucing "Kuwagattan!" every time he attacks.
  • Shockwave Stomp: In addition to bashing your units with his hammer, he can slam down on the ground with it and momentarily stun your whole army.
  • Unique Enemy: He is the only Dekatan encountered in either 2 or 3.

Dark Heroes

    In General 
Seven servants of the Seven Archfiends that were drawn into their service after putting on the Archfiends' respective masks. While the Uberhero and their team confront the Archfiends themselves in the various dungeons around the land, the Dark Heroes act as their main enforcers, meaning the player encounters them far more frequently. It also becomes apparent late into the story that their leader, Covet-Hiss, was once King Ighl of the Ah-Ooh Tribe and originally released the Archfiends from their prison within the Vessel.
  • Brainwashed and Crazy: The Dark Heroes have lost all memory of their past life except for Covet-Hiss. Three of them are in fact returning characters from the previous two games; Ragewolf is heavily implied to be Makoton, Naughtyfins is the Patapon Princess and Ravenous is really Gong the Hawkeye. Covet-Hiss and Sonarchy later tell Ragewolf that they somehow physically removed the Dark Heroes' memories from them, but Ragewolf, Naughtyfins and Ravenous all resisted the procedure, which allowed their memories to return. Subverted at the very end of the story, when it's revealed that Sonarchy didn't take Buzzcrave abd Slogturtle's memories away, he actually gave them back.
  • Clingy Costume: Gong/Ravenous' flashback reveals that each of the Dark Heroes wears a mask personifying their Deadly Sin that they can't remove which gives them Laser-Guided Amnesia and enslaves them to their Archfiend's will.
  • Gameplay and Story Integration: As Ragewolf, Naughtyfins and Ravenous leave the Dark Heroes(or in Ragewolf's case, are dispatched without mercy), the Dark Hero Battles they used to take part in will be replaced by ones featuring the remaining Dark Heroes, including Covet-Hiss.
  • The Heavy: You encounter them on the field of battle far more often than you do their Archfiend masters, who are content to simply possess the bosses of each area's dungeon when fighting you. They also act as a Justified Tutorial for the PvP game modes, as you have to defeat them multiple times in various mandatory Capture the Flag matches, races and missile duels to advance the story.
  • Last-Name Basis: The Dark Heroes all refer to each other and are referred to by their last names before their first. For example, no one is going around calling Sonarchy "Standoffish" or Ravenous "RottenLee".
  • Psycho Rangers: Each of them is an antithesis to one of the Uberhero's classes; Ragewolf is a Destrobo, Sonarchy is a Jamsch, Slogturtle is a Guardira, etc.
  • Seven Deadly Sins: They each correspond to one of the Archfiends, who in turn each respresent one of the Seven Virtues, and embody the opposite of that virtue. For example, Naughtyfins represents Lust and is the servant of the Archfiend of Purity.
  • Theme Naming: The Dark Heroes are all named after one of the Seven Deadly Sins and an animal, respectively; Madfang Ragewolf(Wrath/wolf), Naughtyfins(Lust/fish), Standoffish Sonarchy(Pride/bat), RottenLee Ravenous(Greed/raven), Gluttonous Buzzcrave(Gluttony/fly), Slow-Moving Slogturtle(Indolence/turtle), and Miss Covet-Hiss(Envy/snake).
  • Quirky Mini Boss Squad: They each have their own unique personalities and infight frequently, but are not considered bosses by the game, although you can fight multiple of them at once.

    Standoffish Sonarchy 

Standoffish Sonarchy (Taka-P Sonacchi)

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_23_at_14_19_07_image_1684webp_webp_image_311_218_pixels.png
The second-in-command of the Dark Heroes, Standoffish Sonarchy is the Dark Hero of Pride and his personality heavily reflects it. Despite acting more important than he is, he is still subservient to the Dark Heroes' leader, Miss Covet-Hiss. He is a powerful foe in his own right, however, being an Evil Counterpart of the Wondabarappa and Jamsch Uberhero classes and possessing powerful Status Infliction Attacks with his horn.

In his previous life, Sonarchy was Prince Sonarch of the ancient Ah-Ooh tribe, and his father was King Ighl. Together they were responsible for releasing the Seven Archfiends and destroying the Patapon civilization.


  • The Bard: Of the Dark Heroes, Sonarchy is the only one who fights with a musical instrument.
  • Bat Out of Hell: As a Dark Hero, Sonarchy is themed around bats and the evil they represent, and the Mask of Justice he wears is shaped like a bat's face and ears.
  • Big Bad Wannabe: Standoffish Sonarchy acts like he's the "leader" of the Dark Heroes, despite his allies not really respecting his authority. Justified, since as the Dark Hero of Pride it would make sense that his ambitions would exceed his actual status.
  • Blow That Horn: Sonarchy has a huge, ornate double-barreled horn with which he plays deadly music.
  • The Dragon: Sonarchy is second in command to Miss Covet-Hiss, due to being their son.
  • Dub Name Change: In the original Japanese, Sonarchy's name is "Taka-P Sonacchi".
  • Heel–Face Turn: Sonarchy manages to snap out of Covet-Hiss' control after Arch Pandara is defeated, and kills them so that Buzzcrave and Slogturtle can escape unharmed. It's not known what becomes of him after this.
  • Even Bad Men Love Their Mamas: Despite being an arrogant prick and also a Dark Hero, he seems to genuinely love his parent Covet-Hiss, though it's also possible Covet-Hiss has brainwashed him to think this way.
  • Musical Assassin: Being a Wondabarappa/Jamsch counterpart, he deals damage by playing songs with his horn.
  • Signature Laugh: Sonarchy laughs a diabolical high-pitched "Kee hee hee hee!" which isn't shared by any of the other Dark Heroes.
  • Smug Snake: He's the Dark Hero who comes up with all the plans to stop the Uberhero from defeating the Seven Archfiends, only not a one of them ever succeeds. His plans' .000 batting average doesn't ever seem to affect him, though, as he's always back to laughing in the Uberhero's face and taunting them whenever they next meet.
  • "Well Done, Son" Guy: Despite being a prideful jerk who claims to be more in control of his teammates than he really is, Sonarchy is completely deferential to his father/mother Miss Covet-Hiss and seeks validation from impressing them. A late game cutscene suggests that Covet-Hiss is actually forcing him to act like this.

    Gluttonous Buzzcrave 

Gluttonous Buzzcrave (The Great Bazuzu)

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_24_at_09_57_27_image_1713webp_webp_image_271_345_pixels.png
A disgusting fly-headed fiend, Gluttonous Buzzcrave is the Dark Hero of Gluttony, and is a Kibadda counterpart to the Uberhero, ruthlessly impaling his foes atop his trusted steed, Ponteo.

In his previous life, Buzzcrave was a royal knight of the Ah-Ooh tribe who served Prince Sonarch and King Ighl, which is the reason for his extreme politeness in battle.


  • Affably Evil: Buzzcrave is undoubtedly the most polite out of the Dark Heroes(Sonarchy is more mocking than affable), but he is no less antagonistic than any of them.
  • Beelzebub: He evokes depictions Beelzebub due to being linked to the Archfiend of Restraint, representing the Deadly Sin of Gluttony, and he wears a purple fly mask with Yellow Eyes of Sneakiness. He usually talks about devouring his foes and also talks about eating a couple more of Zaknels and chewing on a Cyclops. He is never seen eating anything in-game though.
  • Big Eater: Justified as he is the Dark Hero of Gluttony. He even declares in a letter he'll wait for you while munching on a cyclops!
  • Cool Horse: His horse is named Ponteo, and is an extremely fast and agile steed. Buzzcrave says using Ponteo in his Racing Alley challenge is practically cheating because of how fast he is.
  • Dub Name Change: In the original Japanese, his name is "O Gui Bazuzu", which is something like "The Great Buzzo"note .
  • Hellish Horse: Being a Kibadda Evil Counterpart, his horse Ponteo has a fiery, "evil" look to it.
  • Mounted Combat: He fights atop his Hellish Horse with a huge lance. Goes double if any of your Patapons or Uberhero is a Kibadda or Pyokorider, meaning you can fight him on his own terms.
  • Pest Controller: He can summon a deadly swarm of poisonous flies to bombard your party with.
  • Scary Stinging Swarm: His special attack allows him to summon a huge swarm of damaging locusts that can make mincemeat of your party.
  • Villainous Glutton: Being a Dark hero themed around gluttony, he naturally is this. He frequently mentions gorging himself on creatures many multiple times his size.

    Slow-Moving Slogturtle 

Slow-Moving Slogturtle (Gutara Karapashi)

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_24_at_10_09_33_image_1732webp_webp_image_288_259_pixels.png
A lazy but powerful and extremely durable foe, Slow-Moving Slogturtle is the Dark Hero of Indolence. Wielding a massive shield similarly to Guardira uberheroes, Slogturtle refuses to fight and relies on his teammates to do the work for him.

In his previous life, Slogturtle was a Royal knight and General of the Ah-Ooh tribe who served Prince Sonarch and King Ighl.


  • Anti-Magic: Slogturtle has an ability called this which allows him to create a barrier around his allies.
  • Beehive Barrier: Slogturtle can activate one when metaphysics need to be denied using his "Anti-Magic" ability.
  • Dub Name Change: In the original Japanese, his name was "Gutara Karapashi", which means "Lazy Carapace".
  • Lazy Bum: Justified, since he's the Dark Hero of Indolence. His refusal to do any work visibily irritates the other Dark Heroes, especially Sonarchy and Ragewolf.
  • Luckily, My Shield Will Protect Me: His weapon of choice is a gigantic shield. He can't attack with it, but he can prevent most damage from hitting himself and his teammates.
  • No-Sell: His "Anti-Magic" ability negates all non-melee damage and prevents him and his teammates from receiving status effects for a short duration.
  • Shoot the Mage First: It's a good idea to take him out first when he accompanies other Dark Heroes or it will be a lot harder to do damage to them.
  • Stone Wall: Even though he can't attack, he is very durable and is capable of making all your magic attacks a No-Sell on him and his allies for a short period.
  • Sturdy and Steady Turtles: Slogturtle is themed after turtles and tortoises, and he also happens to be a Stone Wall with a giant shield who primarily aids his colleagues with his exclusively defensive abilities.
  • Support Party Member: Slogturtle cannot directly attack whatsoever because he is so lazy, and instead prevents his teammates from taking damage.
  • Turtle Shield: Slogturtle is the Dark Hero of Indolence themed after a turtle, and is also an Evil Counterpart to the giant shield-bearing Guardira Uberhero who carries his own giant shield and functions as a Stone Wall. His special ability "Anti-Magic" even allows him to create a magical Beehive Barrier around himself to block incoming projectiles.

    Miss Covet-Hiss (SPOILERS

Miss Covet-Hiss (Yakimochi Koiru)

https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_24_at_10_25_42_image_1748webp_webp_image_278_294_pixels_4.png
The de facto leader of the Dark Heroes, Miss Covet-Hiss is the serpentine Dark Hero of Jealousy and the effective Big Bad of Patapon 3. Wielding a massive cannon, they are an analogue to the Cannogabang uberhero, blasting your party for tremendous damage.

In their past life, Covet-hiss was King Ighl of the ancient Ah-Ooh tribe, and together with his son Prince Sonarch released the Seven Archfiends to destroy the Patapon civilization after the Patapons wiped out their tribe in pursuit of Earthend.


  • Abusive Parents: In a late-game cutscene, they are shown dragging a pleading Sonarchy away to give him some more "Medicine", which sounds like a Deadly Euphemism for the Room 101 procedure they used on Buzzcrave and Slogturtle, indicating that they keep Sonarchy brainwashed like the rest of their underlings.
  • Ambiguous Gender Identity: Covet-Hiss's gender is inconsistently referred to throughout the game. They used to be King Ighl, a male character, and Sonarchy refers to them multiple times as "Papa", but they refer to themselves at various points as a "big girl" and a "mother" and the Uberhero can refer to them as "Ma'am". They also at one point say that their gender is "unglued", meaning they could be Transgender, genderfluid or even Non-Human Non-Binary.
  • BFG: Being a Cannogabang Evil Counterpart, these are Covet-Hiss' weapons of choice. Their introductory level is even called "Covet-Hiss loves cannons".
  • Betrayal by Offspring: Sonarchy not only reveals to them that he restored Buzzcrave and Slogturtle's memories, but then proceeds to kill them after they try to murder their former generals one last time.
  • Do Not Call Me "Paul": They despise it when Sonarchy calls them "Papa". Whether it's because Sonarchy is embarrassing them or accidentally misgendering them is unknown.
  • Dub Name Change: In the original Japanese, their name was "Yakimochi Koiru", or "Jealous Coil".
  • Even Evil Has Loved Ones: It's unclear how much genuine affection they have for Sonarchy, as they seem legitimately worried upon finding him collapsed and are briefly terrified since they think he's dying(enough to not get mad when he calls them "Papa"), but they are also clearly willing to brainwash him to keep him in line just like Ragewolf, Ravenous and Naughtyfins and generally treat him as just another servant.
  • Frickin' Laser Beams: They carry an extremely powerful laser with them, and their special ability has them fire it twice in quick succession. It can be avoided with the Jump song, but Dark Hero fights have a lot going on in them, so you may not notice until it's too late.
  • Near-Villain Victory: They almost succeed in wiping out the Patapons entirely, but thanks to Silver Hoshipon's magic, the Uberhero manages to bring them Back from the Brink.
  • Punny Name: Their name is the only one besides Ravenous to incorporate a pun regarding the Animal Motifs of their character, "Covet-Hiss" being a play on both the word "Covetous" and the fact that they have a serpentine character design.
  • Snakes Are Sinister: Their costume and mask take after a snake and they are the Big Bad of Patapon 3.

    Bonedeths 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_07_13_at_13_23_11_c_s1276888753_55webp_webp_image_480_323_pixels.png
A warband consisting of six Yarideths and a Tatedeth
The skeletal minions of the Dark Heroes and the Archfiends, the Bonedethsnote  and their fortifications can be found all throughout the Patapon world. They are the reanimated armies of the ancient Ah-Ooh Tribe bound by death in servitude to King Ighl and Prince Sonarch, AKA Covet-Hiss and Sonarchy.
  • Color-Coded Armies: Bonedeths and their buildings are green.
  • Dem Bones: They are the reanimated dead and their skull masks give off this impression, but it's not known what they actually look like under them.
  • Horns of Villainy: Every single one of them has horns of some kind, and the longer and more elaborate their horns are the higher the rank and the more deadly they are.
  • Malevolent Masked Men: They all wear intimidating skull masks.
  • Night of the Living Mooks: They are the reanimated armies of the Ah-Ooh Tribe and now serve the Archfiends and their servants, the Dark Heroes.
  • Stealth Pun: An accidental one to be sure, but per Patapon naming conventions, horn-wielding Bonedeths are called Megadeths.
  • Suspiciously Similar Substitute: The Bonedeths are a clear stand-in for the Karmen tribe after their entire tribe was Killed Offscreen in between 2 and 3. Like the Karmen, they hide their faces behind masks and are the dedicated "evil tribe" characters that your army has to destroy the fortifications of.

    Demons 
Monsters that show up after the Patapons unleashed the Archfiends on the world who serve the Dark Heroes and fight alongside the Bonedeth.
  • Art-Style Clash: One of the many offenders of this in 3, being more detailed than the more cartoonish appearances of everything else.
  • Canis Major: Fenrir, as well as his stronger form, the Thunder Lion. They aren't as big as the actual Fenrir, though.
  • Cyclops: One of the more common demons encountered in 3, who can attack with his club or throw rocks at your party.
  • Elite Mook: They serve as this for 3, appearing in smaller quantities than the Bonedeth and being much stronger. Upgraded versions of them appear much more rarely, making them Elite Elite Mooks.
  • Fat Bastard: Balrog, an incredibly obese demon that can perform Shockwave Stomps with just his enlarged stomach and likes to eat meat. If he runs out of meat to eat, he'll eat your Patapons instead.
  • Fiery Salamander: A very common enemy in 3 infamous for exploding when defeated, resembling more of a snake with limbs than an actual salamander. An ice version also exists.
  • Golem: Appears as an enemy in the Snow Field of Sullied Tears as well as the Plateau of Pompous Wings. Their appearance resembles a Rock Monster more than a golem, though.
  • The Grim Reaper: Death appears as an enemy in the desert. His usual attack pattern consists of putting your party to sleep, and then killing them with his scythe.
  • I Shall Taunt You: Gargoyles do this if the player doesn't kill them in time before flying away.
  • No Body Left Behind: All of them disappear into the ground when killed. Death in particular stands out: he completely vanishes while screaming, leaving only his scythe, which then disappears as well.
  • Our Dragons Are Different: Dragons are a commonly-seen enemy in 3, looking more like actual dragons than the more cartoonish-looking 'Dongas.
    • Regular dragons first show up in the Cave of Valor, and breathe streams of fire that last several measures. They can also deal damage to your Patapons by walking.
    • Frost dragons first show up in the Snow Field of Sullied Tears, and breathe ice breath that freezes your Patapons solid.
    • Dark dragons appear in the Savannah of Envious Eyes, using poison instead of fire. One Dark Dragon is ridden by Ravenous during the mission "Ravenous, Duel of Fate".
    • Dragon puppies show up around the Bottomless Stomach Desert that charge at your party, attack with their claws, and immediately run away, in that order. They can also breathe fire on your party.
    • A poisonous version of the Dragon Puppy is encountered at the bottom of the Depths of Gluttony.
  • Our Gargoyles Rock: Not here they don’t. Gargoyles show up as the resident demons of the Savannah of Envious Eyes, often as a Metal Slime that you can kill for a free chest. Don't kill them in time or destroy the chest they carry and they'll laugh at you and scurry off.
  • Pet Monstrosity: A Balrog was kept as a pet by Black Hoshipon.
  • Sealed Evil in a Can: Implied to be this, as they only appeared after the Patapons opened the box that contained the Archfiends. Or maybe they just came out of the Evilmass.
  • Sizeshifter: Salamanders grow in size when attacked, increasing the range of their attacks.
  • Smashing Survival:
    • If Fenrir catches you with his pouncing attack, he will pin one of your Patapons down, necessitating Button Mashing in order to get out.
    • Balrog can catch you with his fork when he has no more meat on it, and just like Fenrir, you must mash buttons to escape his grasp.
  • Status Infliction Attack: Almost all of them can perform one of these, whether it's staggering, freezing, poisoning, burning or causing sleep.
  • Suddenly Speaking: The very first cyclops you encounter speaks before fighting you. No other monster speaks in the game.
    Cyclops: "What tasty-looking eyeballs! Make a meal of the beasties!"
  • Taking You with Me: Both varieties of Salamander explode upon death, and Dragons have a head-smashing attack they perform when defeated.
  • Unique Enemy: Hyumitto, a colossal, poison-breathing Elite Mook version of the Dragon Puppies lurks at the bottom of the Depths of Gluttony and nowhere else.
  • When Trees Attack: Treants show up in the Field of Angry Giants, but show up more frequently in the Greedy Mask Jungle. They can be set on fire using fire attacks, making them more aggressive but making them more susceptible to damage.

Minibosses

Introduced in Patapon 1

    Baban and Bababaan 

Gate Ghoul Baban and Demon Gate Bababaan

https://static.tvtropes.org/pmwiki/pub/images/image_2025_09_24_132614427.png
Gate Ghoul Baban
Demon Gate Bababaan
Baban and Bababaan are massive demonic monsters resembling huge, ornately-decorated gates. makotons winds up selling his soul to both of them in exchange for the power he thinks he needs to defeat the Patapons, leading him to fight alongside them in their dedicated missions in 1 and 2.
  • Black Speech: Both demon gates mutter to themselves during the battle. Baban is intelligible, but Bababaan speaks in strange demonic gibberish.
    Bababaan: Gyoro...cchi...poko poko...cchi...Paku...musha...gokuri...cchi...
  • Cool Gate: They resemble huge, demonic gates to the Underworld.
  • Deal with the Devil: Makoton made one with each, pledging his soul to them in exchange for power. It ultimately doesn't help him much.
  • Eye Beams: Bababaan repeatedly shoots out beams of ice with its singular, massive eye every three measures or so.
  • Hellgate: They are living, monstrous demonic gateways to the Underworld. In 2, Bababaan even periodically spits out Sasoritans from its "mouth".
  • Rain of Arrows: They primary reason they're both so tough is because they can unleash a hail of demon fire arrows on your entire army at once, which is very hard to avoid or block.
  • Turns Red: Or in this case, turns purple. When Bababaan is close to death, it will turn purple and begin relentlessly launching arrows at your army until either you or it is dead.

Introduced in Patapon 2

    Pharamatara 

Cloud Demon Pharamatara

https://static.tvtropes.org/pmwiki/pub/images/pharamatara.PNG
An enormous cloud demon who has allied himself with the Karmen. He is encountered in the mission “Pharamatara, Defender of the Sky”, where he tries to block you from entering the Sky Castle Amattera.

    Matango 

Sentient Demonic Mushroom Matango

https://static.tvtropes.org/pmwiki/pub/images/screenshot_117_9.png
A gigantic mushroom monster owned by Black Hoshipon. It shows up to assist General Kuwagattan when he's losing in "At Ground Zero", as well as on the first floor of the Estate of Earnestness in 3.
  • Boulder Bludgeon: It will semi-frequently pick up a huge rock and chuck it at you.
  • Dual Boss: In 2, it fights alongside Kuwagattan and helps him pick off your units by launching sleeping spores.
  • Forced Sleep: The main threat that Matango poses is that it is constantly emitting spores which can inflict Sleep on your army while you're trying to fight it, which is especially harrowing when its teamed up with someone as aggressive as Kuwagattan.
  • Fungus Humongous: It's an enormous mushroom.
  • Shout-Out: Its name is a reference to the Japanese B-movie Matango, about mushrooms that turn people into mushroom-like monsters when eaten.
  • Unexplained Recovery: For some reason, Matango shows up on the first floor of the Estate of Earnestness despite your army defeating it prior in the previous game.
  • Weaksauce Weakness: To tailwinds, such as the ones produced by Alosson's Tropical Tailwind skill, since the spores are blown away instead of covering the floor and causing your Patapons to sleep.

Bosses

Introduced in Patapon 1

    Dodonga and Majidonga 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_27_at_11_41_48_dodonga_0webp_webp_image_522_341_pixels.png
Dodonga
Majidonga
Two fearsome draconic creatures, Dodonga and Majidonga are likely the first challenges The Almighty will face in their journey to Earthend. They are capable of breathing fire and gobbling up your patapons in a single bite.
  • Call a Rabbit a "Smeerp": Call a dragon a Dodonga. Patapon 3 justifies calling them Dodongas, as less cartoonish real dragons are present in that game.
  • Dinosaurs Are Dragons: They both resemble a cross between megatheropod dinosaurs (especially T. rex with their stubby two fingered arms) and huge fire-breathing dragons.
  • Our Dragons Are Different: Dongas are flightless land dragons which can breath fire, but otherwise more resemble dinosaurs like tyrannosaurs, with two birdlike legs and stubby two-fingered arms.
  • Permadeath: In 1, any Patapon eaten by the Majidonga is gone forever. 2 thankfully deals away with this and permadeath as a whole.
  • Superboss: Bizarrely, Dodonga counts as this in 3, as it only shows up in one DLC mission (Forest Blight Fright), accompanied by a respawning army of Salamanders and Treants.
  • Super-Scream: They both gain a new move in 2 where they rear back and let loose a Mighty Roar, hitting all your Patapons for massive damage. It cannot be avoided or cancelled in any way, forcing you to defend to mitigate the damage.
  • Swallowed Whole: Majidonga possesses the first such attack you'll encounter in the series. It will rear back its head after momentarily looking like it's going to use its fire attack and then gulp down one of the patapons standing next to it for a One-Hit Kill. This move is especially deadly when you first encounter it as you won't have access to the Retreat song that allows you to dodge it and Patapons suffer Permadeath in 1.
  • Taking You with Me: Their roar attack in 2 cannot be staggered out of or evaded, and even if they're brought to zero HP, they'll still unleash the roar, likely taking out a good chunk of your army if you didn't defend, before promptly dropping dead.
  • T. Rexpy: They both resemble megatheropods with giant heads and small two-fingered arms like T. rex, except that they also breathe fire.
  • Warm-Up Boss:
    • Dodonga is the first boss in both 1 and 2, having manageable attacks and a relatively low amount of health. This is also especially important because you are guaranteed to only have the Defend command song when you fight it, so it's designed to be a fight that establishes that the game's Boss Battles are very different engagements from hunting missions or army battles.
    • In 3, it is replaced by the Accursed Dodonga as the first boss.

    Zaknel and Dokaknel 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_27_at_11_43_59_zaknel_in_patapon3webp_webp_image_381_293_pixels.png
Zaknel
Dokaknel
Two gigantic fire-breathing worms, the Kunels are powerful adversaries which require good use of the Defend song to defeat due to many of their attacks targeting you whole army and being undodgeable.
  • Covered in Scars: Dokaknel has numerous weapons lodged in its hide, which implies that someone tried to hunt it a long time ago. You can dislodge Dokaknel's Fang, a very strong spear that can pierce through multiple enemies, by staggering Dokaknel enough times.
  • Dig Attack: Starting at level 10 in 2, the Kunels will use an attack where they tunnel underground and form a wheel shape before launching themselves at your heroes for massive damage.
  • Extra Eyes: Their entire backside is covered in huge pupilless eyes that close when they die. Being worms, they shouldn't really have eyes to begin with.
  • Sand Worm: Making your way across the desert brings you to a confrontation with Zaknel, a huge fire-breathing worm that apparently has vegetation growing on it. Its primary form of attack is slamming its huge bulk on top of your Patapons. Downplayed with Dokaknel, its stronger version, which burrows around in dirt instead.
  • Superboss: In 3, Zaknel is the resident Sukopon encounter for the Bottomless Stomach Desert.
  • Wake-Up Call Boss: Dokaknel is the first boss in the first game (and by extension the series) that you will not be able to beat by brute-forcing through its attacks with the Defend song; it's damage per attack is simply too high at that point in the game. Fittingly, you unlock the Retreat song that allows you to fully evade boss attacks right before it.
  • Wormsign: The whole screen shakes on their approach. In the remastered PS4 versions of 1 and 2, they activate the Dualshock controller's rumble with every attack.

    Gaeen and Dogaeen 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_27_at_11_44_38_gaeenwebp_webp_image_600_413_pixels.png
Gaeen
Dogaeen
A pair of towering goliaths created out of stone and steel respectively, they will smash your armies to bits with powerful punching attacks and set them ablaze with their lasers. They drop minerals in the first game, but drop wood in the second game.
  • Automation Outlasts Civilization: These gigantic constructs are the only thing that remains of whatever ruined civilization that originally built them, now only serving to stand vigil over certain areas of land.
  • Bare-Fisted Monk: Their primary method of attack is by slamming your army with their fists.
  • Continuity Snarl: After being very explicitly described as being made of stone and steel in the first game, Patapon 2 has both Gaeens suddenly be made out of wood so that they can drop wood-related items, swapping their original mineral item drops with the Donga bossesnote . Then Dogaeen is back to being a "Steel Colossus" in Patapon 3. Whether this is supposed to be referring to multiple different types of Gaeens or was designed purely with gameplay in mind without real regard to the story is unclear.
  • Energy Weapon: One of their attacks has them shoot out a laser beam in an arc from their mouth. It can just barely be avoided with the Retreat song, but powering through it with Defend is also an option.
  • Foe-Tossing Charge: An attack they can use is shoving and throwing your army far away.
  • Golem: They both heavily evoke the concept of a Golem, being artificial goliaths given life by some ancient civilization.
  • Impossible Item Drop: Dogaeen can drop a Megapon horn (aptly named "Dogaeen's Horn") of all things when staggered. It doesn't attack with a horn or any music-related attacks, however.
  • Wrestler in All of Us: They gain a new ability in 2 where they rear back and land a tremendously damaging body slam on your whole army. The only way to avoid it is with the Jump song.

    Ciokina and Cioking 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_27_at_11_46_29_250px_patapon_ciokinawebp_webp_image_250_263_pixels.png
Ciokina
Cioking
A pair of titanic crabs, Ciokina and Cioking will stop at nothing to put your Patapons to sleep with their bubbles and mercilessly rip them apart with their claws. Successfully overcoming these nasty crustaceans rewards rare and valuable liquids needed for development.
  • Achilles' Heel: Getting their legs broken. Once you manage to crack their legs, they become significantly easier to stagger, easing up the fight.
  • Covered in Scars: Just like Dokaknel, Cioking is covered in weapons. Unlike Dokaknel however, you can't prize one off of the giant crab.
  • Demoted to Extra: Ciokina does not appear in any stage in Patapon 2, and she can only be fought through the Patagate after obtaining her egg from Cioking.
  • Dude Looks Like a Lady: Cioking looks more feminine than Ciokina with his more feminine eyestalks, but he is the male counterpart to Ciokina.
  • Giant Enemy Crab: They are both huge crabs the stand as tall as the huge trees and hills in the backgrounds of their levels.
  • God Save Us from the Queen!: Ciokina is called the Volcano Queen, and she is quite the frightening crab.
  • Impossible Item Drop: Staggering Cioking has a chance to drop a horn for your Megapons to use, similarly to Dogaeen or Shookle, instead of the expected axe or sword like the ones currently lodged in its hide.
  • Kill It with Ice: Both Ciokina and Cioking are weak to ice and are very vulnerable to being frozen in place, but this does not prevent them from attacking with their claws.
  • King Mook: They appear to be boss versions of the Parcheek crabs which you can encounter hunting, having similar claw and sleep bubble attacks, especially Ciokina since she has a similar colour scheme.
  • Lightning Bruiser: These crabs are tough, quick to move, and hit extremely hard with their claws.
  • One-Hit Kill:
    • They possess a powerful and hard to avoid version of this where they reach down and delicately snap up a Patapon from the middle of your army rather than the front and violently thrash them around before tossing the now-dead Patapon aside. If they've just hit your party with Sleep bubbles, this attack becomes borderline unavoidable.
    • In 2 and 3, Cioking can instead opt to hit your army with larger bubbles that will encase your Patapons inside of them, which will cause them to suffocate inside.
  • Status Infliction Attack: They can hit your army with a torrent of bubbles which put them to sleep, making them easy pickings for their claws and grab attack.
  • Superboss: Cioking is usually an extremely dangerous and high-level opponent that requires going off the beaten path to locate.
    • In 1, it only appears after collecting the Black Star from the quest "Search for a Lucky Star" when it stops raining rather than being unlocked through normal progression. Defeating it here rewards you with the Earthquake Juju.
    • In 2, the mission to fight Cioking is unlocked after beating Parabola of Hope and isn't mandatory for story progression. Defeating it here rewards you with the "Party" (DonChaka) song.
    • Downplayed in 3 where it's optional, but not at the power of its previous versions. Cioking here is fought at the end of the replayable version of the Labyrinth of Restraint, as well as the DLC mission "Desert Deth Squad."

    Shookle and Shooshookle 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_27_at_11_50_02_shooklewebp_webp_image_981_759_pixels_scaled_98.png
Shookle
Shooshookle
A pair of poisonous plant-like monsters, Shookle and Shooshookle are capable of grabbing up to three of your Patapons at once, but are very weak to fire damage and can have their limbs burned off. Brave Patapons can harvest high quality seeds from these nasty plants.
  • An Arm and a Leg: Your Patapons can hack off its vines with ranged or fire attacks, which will free any caught and prevents them from grabbing any more for a while until they grow back.
  • Bullet Seed: If they manage to devour any of your Patapons using their Swallowed Whole attack, to add insult to injury they will spit out their remains at your army after digesting them for high damage.
  • Eaten Alive: After eating your Patapons, you are treated to the grisly sight of watching them dissolve in their stomach acid through their transparent belly.
  • Impossible Item Drop: Just like Cioking and Dogaeen, Shookle can drop a Megapon horn when staggered.
  • Knockout Gas: Both of them emit a poisonous mistlike substance that inflicts sleep, either when they are staggered or when they use a deliberate attack to generate it.
  • Man-Eating Plant: They want nothing more than to digest your Patapons in their bellies, and can eat up to 3 at a time if you're not careful, which especially brutal in 1 due to Swallowed Whole attacks causing Permadeath. Luckily, you can destroy their vines or stagger them to stop them from eating your Patapons, as they will taunt you with the Patapons they captured instead of eating them right away.
  • Pet Monstrosity: Queen Kharma keeps Shookle as a pet in Patapon 1. It lives in the Royal Gardens of the Zigoton palace and must be killed to reach her.
  • Status Infliction Attack: They can emit poison gas which puts your Patapons to sleep, making it easier for them to be grabbed. They will also create this gas when staggered.
  • Swallowed Whole: They can eat up to three of your Patapons like this at a time, but cannot eat them immediately since that would be unbalanced and are vulnerable to having their arms burned off.
  • Tactical Suicide Boss: Both have a strange penchant for holding the Patapons that they caught above their head, allowing the rest of your army to attack them to try to free them.
  • Weak to Fire: Being plants, they are highly susceptible to fire and can have their limbs burned off, freeing any Patapons in their grasp.

    Gorl 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_27_at_11_51_37_gorlswebp_webp_image_1000_439_pixels.png
Left: Gorl's "Demon form". Right: Gorl's "Beast form".
The final boss of Patapon and a returning boss in both subsequent games, Gorlnote  is the demon whom Queen Kharma sold the Zigoton Bloodline to in exchange for power to defeat the Patapons as they marched on the Zigoton capital. With Kharma defeated, it is the last foe standing in the path between the Patapons and Earthend.Combat-wise, Gorl is capable of switching bewteen its magic-oriented Demon Form and its wild, unpredictable, damaging Beast Form. Mastering the attacks of both is crucial to defeating it.
  • Belly Mouth: Its Beast Form causes one to open up on its stomach, along with a giant pair of eyes.
  • "Blind Idiot" Translation: Zig-zagged. In the second game, it and its' stronger version are written as "Goruru" and "Garuru" respectively, implying that it was either accidentally translated as being an "l" in the first game due to the "uru" suffix or the localizers went for a more literal translation in 2.
  • Blow You Away: In 2, its Demon Form gains a new ability where it can flap its wing very aggressively and blow your patapons back, potentially freezing them.
  • Casting a Shadow: Its Demon Form has this as its primary attack, conjuring a big fireball of darkness and lobbing it at your army. Its Beast Form also possesses an attack like this where it vomits a bunch of smaller darkness globs out of its mouth.
  • Cheshire Cat Grin: Its Beast Form has one of these, to contrast the stoic and serious look its Demon Form has.
  • Deal with the Devil: Queen Kharma sold her bloodline to it to gain power.
  • Degraded Boss: In Patapon 1, it was the Final Boss and was considered to be immensely powerful. In both games after that, it's just another boss which is fought around the midpoint of the game. In order to even fight it in 2 you first have to defeat Garl, which Meden says afterward is explicitly stronger than it, and it can't even be fought in a proper level, instead having its own egg in the Patagate.
  • Disc-One Final Boss: Of the series in general. It's no Ormen Karmen or any other Greater-Scope Villain, it's just a powerful unaffiliated fiend that happens to be in your way to Earthend, and is but the first of many extremely powerful beings the Almighty will face on their way.
  • Foe-Tossing Charge: This is its Beast Form's most dangerous attack. After retreating so far off the screen that you can't even see your army anymore, it will suddenly charge directly at and slam into them, dealing tons of damage and sending them flying.
  • Frickin' Laser Beams: It inherits a move from Garl in 2. Its Beast Form will sometimes rear back before firing out a giant freezing beam of energy which will almost certainly kill any Patapon it touches. The only way to avoid it is with the Jump song.
  • Giant Space Flea from Nowhere: Downplayed. Gorl is somewhat telegraphed and foreshadowed to the player through Meden and Kharma's dialogue, but the entire game right up to the fight with Kharma makes it seem like she's going to be the Final Boss, and Gorl showing up almost seems like an afterthought.
  • Godzilla Threshold: Only when the Zigotons are greatly losing the war and been nearly beaten back to the Zigoton capital does Queen Kharma agree to make a deal with it, and the Patapons have to take care of it after the deal goes sour and Kharma is defeated.
  • Hellish Pupils: Its demon form has a reptilian slitted pupil to emphasize its evil nature.
  • Inconsistent Spelling: The games have never been able to make up their mind whether Gorl's name is supposed to be "Gorl" or "Goruru". Part of the problem is that "Gorl" in Japanese is literally pronounced "Goruru" (ゴルル), so it seems to have been a matter of the localizers not being able to determine which version was the intended spelling and pronunciation. In the 1+2 REPLAY versions of the first two games, it's conclusively spelled "Gorl" along with its fellow demon Garl.
  • Leitmotif: "Gyorogyoro's Theme", a Dark Reprise of "Goroch's Theme", the first song heard in—and the de facto main theme of—the series. Nowhere else in all three games does this music play except when fighting Goruru and Garl.
  • One-Hit Kill: Its Demon Form is capable of picking up one of your Patapons and using them as an Improvised Lightning Rod, summoning a lightning bolt to instantly kill them.
  • Our Demons Are Different: Gorl is a powerful winged, horned fiend from the Underworld who can grant power to those that make a deal with it, and is capable of shifting between two radically different forms in combat.
  • Person of Mass Destruction: It supposedly holds the power to destroy the entire planet (and once did so long in the past), which is why it must be stopped at all costs.
  • Superboss: After becoming Demoted to Extra in 2, it comes back in 3 as the rare Sukopon encounter for the Volcano Zone of the Lazy Demon.
  • Transformation Horror: When it changes into its Beast Form, it contorts its body backward before a huge unblinking eye on its stomach opens up and a gigantic Belly Mouth reveals itself, suddenly giving the Beast Form a terrifying Slasher Smile.
  • Transformation Is a Free Action: Averted: While changing to and from its Beast Form, it is still very vulnerable to attacks, giving you a good opportunity to get some damage in.

Introduced in Patapon 2

    Kacchindonga 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_30_at_10_41_11_kacchindongafullpngwebp_webp_image_280_196_pixels.png
An extremely formidable and dangerous foe, Kacchindonga, also known as "The Great Ice Dragon", is a rarely-appearing boss who only shows up when snow is falling at Dongara Ruins. It is essentially an incredibly souped-up Majidonga with ice attacks instead of fire.
  • An Ice Person: It has ice breath which can freeze your Patapons en masse, similar to Manboth/Manboroth's ice attack.
  • Snow Means Death: It only appears when it's snowing in Dongara Ruins, and it is easily the most dangerous of the Dongas.
  • Superboss:
    • Kacchindonga is capable of completely one-shotting lower-level armies with a single strike and also has Majidonga's One-Hit Kill Swallowed Whole attack. You will likely only be able to attempt to defeat it once you are well into the late game and have acquired some seriously good gear and leveled up your Patapons quite a bit.
    • It also appears in 3, sharing the Snow Field of Sullied Tears with Manboth.
  • Underground Monkey: It's an ice version of Majidonga which has a deadly freezing breath instead of fire breath.

    Mochichichi and Fenicci 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_30_at_10_52_31_mochichichiwebp_webp_image_599_487_pixels.png
Mochichichi
Fenicci
A duo of gigantic corpulent birds, Mochichichi and Fenicci are king-size versions of the Mochichi family of birds that you hunt. Unlike their smaller brethren, they do not run away when attacked and instead put up a good fight. They can drop high quality bones when slain.
  • Belly Flop Crushing: Both can use their massive bulk to flatten your Patapons.
  • Fartillery: They are easily staggered, but when they are they will deploy a massive fart on your army which inflicts sleep and run away.
  • "Get Back Here!" Boss: Moreso than usual, since they run away any time they're staggered and stagger quite easily.
  • Giant Flyer: They are both no smaller than any of the other building-sized bosses and are also perpetually hovering in place, except at the very beginning of the fight and when they run away.
  • Inconsistent Dub: Fenicci is named "Fenicchi" in the US version.
  • Kill It with Ice: As expected of being a firebird, Fenicci is extremely vulnerable to ice damage and can easily be frozen.
  • King Mook: Mochichichi is an obvious one to the Mochichi birds, made especially clear by its name just being a longer version of "Mochichi". In 2, a group of Mochichi even appear before the boss!
  • The Phoenix: Fenicci is the Patapon world's version of a phoenix, being a massive firebird encountered in a volcanic region with powerful fire attacks.
  • Tornado Move: Fenicci (as well as Mochichichi at higher levels) can use a spinning tornado attack to suck in your army and shred through their health.
  • Superboss: Mochichichi is upgraded to a random Sukopon superboss encounter in the Greedy Mask Jungle in 3 as opposed a normal boss, while Fenicci becomes a much more powerful DLC boss.

    Centura and Darantula 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_06_30_at_11_05_58_centurap2webp_webp_image_682_236_pixels.png
Centura
Darantula
A pair of titanic spiders, Centura and Darantula are unique among Patapon bosses in that they have a unique level mechanic; they cannot be attacked while obscured by the fog, and require use of the Rain Juju/Miracle to defeatnote . They are still no less powerful even when revealed, however, and love to drink your Patapons' organs from the inside out. Managing to defeat these huge spiders will reward you with rare fangs.
  • Anti-Frustration Features: Fighting either of them in the Patagate replaces the fog with rain, since you can't use Jujus there.
  • Beware My Stinger Tail: Their sharp-tipped probosces function like this. When they rear back, that's your cue to dodge because it is about to spear one of your Patapons and drink them alive for a One-Hit Kill. It can also just thrash the ground with it, hitting your whole army at once, or spear them from below, requiring the Jump song to dodge it. Additionally, their stinger can be broken off which disables almost all of their moves (including the One-Hit Kill attack), but it's more likely that you'll kill them due to their frail defenses.
  • Big Creepy-Crawlies: Even if they don't at all resemble Giant Spiders, they are still definitely this, being towering arthropods of some kind.
  • Bloody Murder: They have an attack where they stab themselves to spew poisonous blood over your Patapons.
  • Fog of Doom: They are always encountered in an ominous fog that renders them nearly invisible, and it must be dispelled with the Rain Juju in order to damage them. The second time you encounter Centura, the mission is even called "Centura in the Fog".
  • Informed Species: The game repeatedly claims that they are spiders, despite them looking nothing like a spider or even an insect. They have only three legs and some kind of proboscis appendage and a single body segment consisting of an inverted head with four eyes on stalks, making them look like a bizarre cross between a harvestman, a scorpion and an Octuptarra Droid. 3 instead confusingly states that Darantula is a blood-sucking plant.
  • Obvious Rule Patch: Since you can't bring Jujus to Paragate battles, it will rain while fighting Centura or Darantula during their egg battles, mitigating their invincibility mechanic.
  • Off with His Head!: Defeating either of them causes their head to fall off.
  • One-Hit Kill: Both of them can skewer your Patapons with their probosces.
  • Status Infliction Attack: They will sometimes stab themselves in the head, releasing a wave of poisonous liquid that inflicts Sleep. This can be deadly to any Patapon hit by this attack, as they will often follow this up with a tail slam or skewer attack.
  • Superboss: Centura was rehashed for 3 to be the resident Sukopon encounter for the Plateau of Pompous Wings. Its stronger counterpart, Darantula, can be found in the "dark" version of the Plateau as a DLC boss.
  • Tripod Terror: They have only 3 towering legs, and are some of the taller and more aberrant-looking bosses in the series.
  • Weak to Fire: The reason they only become exposed in the rain is because they are extremely susceptible to fire damage, meaning if you can set them alight it will start massively chewing through their healthbar.

    Manboth and Manboroth 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_07_01_at_12_09_11_manboth_0webp_webp_image_643_562_pixels_2.png
Manboth
Manboroth
A pair of towering Mammoths encased in ice, Manboth and Manboroth are Patapolis' largest source of meat. However, in order to obtain those mammoth steaks, your army will have to be prepared for a grueling battle.
  • An Ice Person: Both are entombed in ice, and when freed, torment your army with barrages of ice-based attacks.
  • Cruel Elephant: They will stop at nothing to squash your Patapons with their feet and gore them with their tusks.
  • Endangered Species: Implied. Both games Manboth appeared in state that it was often hunted by the Patapons in ancient times, and the remaining few froze themselves to escape being hunted.
  • Mammoths Mean Ice Age: Manboth (and Manboroth in 3) are encountered in snowy regions (Kochikachi Lake in 2, Snow Field of Sullied Tears in 3)
  • Mighty Glacier: Distinguishing them from other bosses in that their moves are very slow and predictable and they can't physically retreat from combat, but their attacks do insane damage if they connect.
  • Monster in the Ice: When you first encounter them in a mission, they are encased in a gigantic wall of ice. You can actually use this to your advantage since the fight will not start until you break them out of it, meaning you can prepare Fever or send your hero into Super Mode. Even when you break them out, they still have a big sheet of ice attached to their back. Uniquely, instead of running away like other bosses, they will instead refreeze themselves and your whole army when they get damaged enough.
  • Status Infliction Attack: They can shoot out a line of snowflakes to cover your army, inflicting Freeze. They will almost always follow this up with their tusk attack, so watch out. Manboroth can shoot snowflakes that instead move upward, which can hit Patapons even if they're in the air.
  • Superboss: Both Manboth and Manboroth are ascended to superboss status in 3, plus Manboth shares the Snow Field of Sullied Tears with Kacchindonga.

    Garl 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_07_01_at_12_21_41_garuru_0webp_webp_image_647_494_pixels.png
Garl in Demon Form
A powerful fiendish servant of Black Hoshipon, Garl is a demon which confronts your army in the mission "At the World's Core". It is a nastier and more powerful demon of the same type as Goruru, and possesses some deadly new attacks.
  • Disc-One Final Boss: Garl is fought around the midpoint of the game, and with its defeat Black Hoshipon gives up and stops aiding the Karmen. The second half of the game has the Karmen as the lone remaining threat. It's also a powered-up version of the previous Final Boss and fought at a mission called "At The World's Core", potentially leading the player to think the game is wrapping up.
  • Frickin' Laser Beams: Its Beast Form will sometimes rear back before firing out a giant freezing beam of energy which will almost certainly kill any Patapon it touches. The only way to avoid it is with the Jump song.
  • Gold-Colored Superiority: A stronger version of Gorl that’s also yellow.
  • Hellish Pupils: Like Gorl, it has green reptilian eyes, only it keeps them in both its demon and its beast form.
  • Inconsistent Spelling: As with Gorl, Garl has fallen victim to the same flip-flopping of "Garl vs. Garuru" depending on the source. The 1+2 REPLAY version of Patapon 2 conclusively spells it as "Garl".
  • Pet Monstrosity: It is Black Hoshipon's most powerful pet, stronger than Matango or any of her other minions. How she is capable of controlling a demon that is an explicitly more powerful version of a demon so fearsome it was the Final Boss of Patapon 1 is unknown.
  • So Last Season: Meden outright states after you kill it that it was a much more powerful version of Gorl, meaning your army has already gotten so strong with the addition of the Hero that even the Final Boss of Patapon 1 is no match for your army by roughly the game's halfway point, and your enemies will need to start throwing some seriously tough stuff your way if they want to have a chance of stopping you from reaching Earthend.
  • Wind from Beneath My Wings: Garl can flap its wings to push away and freeze your Patapons.

    Kanogias and Ganodias 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_07_02_at_23_37_44_ogqi734g5xblti8lztq8j5avkcpwb6p3webp_webp_image_381_480_pixels.png
Kanogias
Ganodias
A pair of gigantic living war machines from the Underworld, Kanogias and Ganodias are dangerous late-game foes that are loaded up with a truly staggering amount of firepower, though you will be rewarded with rare alloys for defeating them.
  • BFG: Their most powerful attack is the Ultimate Destruction Cannon, a massive gun that unfolds out of the top of their head and releases a huge blast into your army, instantly killing them all if it landsnote . It can only be fully avoided with the Jump song, and if you miss the dodge window, you're done for.
  • Chicken Walker: They are carrying all that weaponry on two stubby, squat legs that can barely support it.
  • Epic Flail: A huge wrecking ball dangles from their forehead, which they can use to bowl over your army and potentially zero in on and crush Hatapon with the downswing unless you manage to dodge it.
  • More Dakka: They come equipped with bombs, machine guns, and a big-ass cannon and will use them on your army relentlessly unless you can stagger them reliably.
  • Logical Weakness: Because they're Walking Armories covered in heavy weaponry but are also bipedal mechs, they are extremely top-heavy and easy to put off-balance, meaning it's an extremely effective strategy to just keep teetering them and power through their attacks if you can.
  • Our Demons Are Different: Kanogias is explicitly described as a living demonic siege weapon summoned by the Karmen from the Underworld. Presumably Ganodias is therefore a similar creature.
  • Siege Engines: They are building-sized living war machines that are tricked out with every weapon imaginable, such as a wrecking ball, machine guns and a BFG that's as big as their entire head. Fortunately, being equipped with so much weaponry makes them extremely top-heavy and easy to stagger, especially since they're walking around on thin, stubby legs.
  • Superboss: Ganodias technically is one in Patapon 2, since it can only be fought after you've defeated the Zugagang, already itself a difficult attrition-based miniboss, three times. It has stats to match the overpowered state your army will be in as well, and will not go down without a serious fight.
  • Walking Armory: They are outfitted with machine guns, bombs, a gigantic cannon and a wrecking ball. Ganodias is even described as a "Walking Fortress", really selling just how heavily armed and fortified they are.

    Dettankarmen and Zuttankarmen 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_07_03_at_20_06_59_dettankarmenform1webp_webp_image_930_860_pixels_scaled_86_8.png
Dettankarmen at the start of the fight
Zuttankarmen at the start of the fight
A pair of immensely powerful demonic entities, Dettankarmen and Zuttankarmen are terrible foes controlled by the Karmen tribe which serve as the Final Bosses of Patapon 2. Even with the defeat of Ormen Karmen, they must still be defeated in order to save the Patapon Princess and reach Earthend.
  • Canis Major: Their beast form resembles a massive horned lupine creature.
  • Giant Space Flea from Nowhere: Compared to Patapon 1, this is played straight. While Goruru was somewhat telegraphed in the levels immediately leading up to it, everything in this game points toward Ormen Karmen being the Final Boss, and having to defeat Dettankarmen as well is only brought up after you've already defeated him and immediately before its level.
  • Knockout Gas: In beast form, they have a nasty Breath Weapon in the form of a spew of gas which can instantly put Patapons to sleep. They'll often follow this with a claw swipe or a devouring attack, meaning you'll need to quickly use the Party song to recover.
  • Leitmotif: "Hey Whazzat Theme", which exclusively plays only when fighting either of them.
  • Living Shadow: They both appear to be amorphous masses of darkness that coalesce into a variety of forms throughout their fight.
  • Meteor-Summoning Attack: While in Cyclops Form, they can call down a rain of meteors on your army, not unlike a gross mockery of a Mahopon hero's ability.
  • Money Spider: They only drop Ka-ching when staggered and on death, making them a decent source of money in the postgame if you can consistently stagger them.
  • One-Hit Kill: In Cyclops Form, they can grab one of your frontline Patapons and roasts them on their torch before popping them in their mouth and eating them alive.
  • One-Hit Polykill: Zuttankarmen is infamous for performing these, in the form of either its deadly claw swipe attack or its devouring attack.
  • Our Demons Are Different: Unlike Goruru and Garuru, Dettankarmen and Zuttankarmen are demons that are formless Living Shadows which can switch between at least three different forms rather than two, although one of their forms has no attacks and is only seen at the beginning of the fight.
  • Post-Final Boss: Dettankarmen is fought after Ormen Karmen, whom for all intents and narrative purposes is the Final Boss and leader of the Karmen tribe, has been defeated.
  • Thanatos Gambit: The Flavor Text of "The Grey Rainbow and the Other Face" reveals that Ormen Karmen gave the Gray Rainbow to Dettankarmen so that when the Patapons killed it, it would summon the even stronger Zuttankarmen in its place.
  • Voluntary Shapeshifting: Very much unlike the slow, deliberate back-and-forth transformations of their fellow demons Gorl and Garl, Dettankarmen and Zuttankarmen can rapidly switch between forms at will within a single measure, even only adopting their cyclops form for a single attack at a time.
  • Superboss: Zuttankarmen is an extra-hard version of Dettankarmen that can only be fought after defeating Dettankarmen three times. Since it is the absolute last challenge your army will face in Patapon 2, you will need to bring a tremendously powerful army to defeat it.

Introduced in Patapon 3

    The Accursed Dodonga 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_07_06_at_09_49_43_accursed_dodonga_renderwebp_webp_image_831_482_pixels.png
A spikier, more dinged-up version of Dodonga enslaved by the Archfiend of Valor, The Accursed Dodonga serves as the boss of the Cave of Valor and by extension the first boss of Patapon 3.

    Gigantus, Gigante King and Terantus 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_2023_07_06_at_09_56_01_ogj5hxx69fkphf4esl7p6oq8qe4rjym6webp_webp_image_600_347_pixels.png
Gigantus

Gigante King

Terantus

Humongous, towering Cthulhumanoids, the legendary Gigantus, Gigante King and Terantus are Patapon 3's toughest and most dangerous Superbosses. Standing so tall you won't even be able to see them onscreen all at once, they will squish your Uberhero beneath their sandals and flatten the rest of your army with their gigantic weapons.

Being Random Encounters, you'll find them only rarely after a quest. Gigantus can be found in the Field of Angry Giants, Gigante King lives in the Savannah of Envious Eyes, and Terantus lives in the "dark" version of Field of Angry Giants, accessible via DLC.


  • BFS:
    • Gigantus wields a gigantic dingy-looking sword that looks like a stiletto knife.
    • Gigante King wields a giant sword like Gigantus, though it is much more ornate and in better condition than Gigantus'.
    • Averted for Terantus, who carries an axe instead.
  • Cthulhumanoid: They all have faces which are a mass of tentacles. They're also Cthulhu-sized, being the three tallest bosses in the series.
  • Giant's Knife; Human's Greatsword: Their weapons look more like large knives compared to them.
  • Lean and Mean: They have very thin, sticklike limbs and the bones of their spinal columns are visibly straining against their skin, giving them an emaciated look. Despite their apparent starvation, they are extremely deadly giants.
  • Leitmotif: All of them share "Ho Hoi Yahha" as their boss theme.
  • Our Giants Are Bigger: They are far and away the most titanic creatures in any of the games, far surpassing the measly cyclopes and even the titanic Giant Spider Centura in height. This means they run more concurrent with descriptions of giants in Classical Mythology as towering demigod-like figures, alluded to with the faux-Greek hoplite helmets Gigantus and Terantus wear.
  • Royals Who Actually Do Something: Despite being an aged king, the Gigante King is still a humungous badass who can wipe the floor with your party.
  • Superboss: They only show up as rare Sukopon events (except for Terantus, who is DLC-exclusive), and they're mountain-sized monstrosities that are some of the hardest fights in the series. They're intended to be completed with Co-Op Multiplayer help, but a courageous enough Uberhero with a high-level and well-equipped team just might be able to take them down.
  • Sword Beam: They have a move involving a large energy shockwave produced by them slashing their sword.
  • Weapon-Based Characterization: The daggers they have equipped on their belt show how difficult they are in relation to each other; Gigantus is the weakest, and carries one dagger. Gigante King is stronger than Gigantus and carries two. Terantus is stronger than both of them and has a whopping three daggers.
  • Wrestler in All of Us: They all share a deadly body slam move, which is usually capable of wiping your party no matter what unless they are insanely overleveled or have prepared Charge and Defend commands beforehand.

    Arch Pandara (FINAL BOSS SPOILERS
https://static.tvtropes.org/pmwiki/pub/images/archpandara.png
Arch Pandara in Skeleton form
The Other Vessel, Dark Pondora

The coalesced form of all Seven Archfiends, Arch Pandara is the Archfiend of Tolerance's last-ditch attempt to stop the Uberhero and the Final Boss of both Patapon 3 and the Patapon games as a whole. Summoned from a box-like vessel, this titanic shadowy being possesses numerous dangerous attacks in its normal form. However, it also possesses a completely unique mechanic never seen before in all three games; while in Chest Form, it will sometimes change into its ultimate form, a humongous cyclopean arachnid-like entity which traps your army underneath its great mandibles. The only way to escape the perpetual damaging thunderbolts of this attack is to advance to the other side of the screen using the PATA PATA PATA PON command and strike the Vessel to return it to its damageable Chest Form.


  • All Your Powers Combined: It possesses the strength of all seven Archfiends, who have coalesced into one mighty form.
  • Autobots, Rock Out!: The theme that accompanies it is "Whoa Gyorocchi Theme", an electric guitar remix of "Goroch's Theme" which effectively serves as both a Theme Music Power-Up for the Patapons and a Last Episode Theme Reprise.
  • Demon Lords and Archdevils: It is essentially an Arch-Archfiend, and possesses all of their power as well.
  • Eyes Do Not Belong There:
    • Its eyes in its skeleton form are on its hands and stomach, of all places.
    • The One-Winged Angel form appears to have multiple Extra Eyes on both its arms and face.
  • Fusion Dance: The Seven Archfiends coalesce inside the Vessel in order to transform into it.
  • Gold-Colored Superiority: Dark Pondora is yellow instead of red.
  • Living Shadow: Much like Dettankarmen and Zuttankarmen, Arch Pandara is an amorphous demonic creature made out of shadowy bats, and changes vetween three different forms during its fight.
  • One-Winged Angel: The giant form it transforms into after a while.
  • Pocket Dimension: Its summoning seems to send your Patapons into one of these, a vast gray wasteland covered with barren trees. They are immediately catapulted back into the Tomb of Tolerance's final floor after defeating it.
  • Purple Is Powerful: Gheek Dongara's secondary color is purple along with a sickly green.
  • Underground Monkey:
    • A yellow version of Arch Pandara, known as the Other Vessel, replaces it after you reach the ending of 3. Beating this version allows you to access the other endings.
    • Gheek Dongara, a green and purple version of Arch Pandara and the strongest boss in the game, shows up as a DLC boss.
  • Superboss: While not an optional Sukopon encounter, Gheek Dongora is by far the nastiest boss you'll be able to fight in the DLC stages.
  • The Worm That Walks: Arch Pandara seems to be made of shadow bats. They come flying out of the open Vessel along with Arch Pandara. When you stagger it in skeleton form, bats come flying out of its back and then fly back in. After it finishes summoning a giant worm, bats can be seen flying from the worm and into Arch Pandara's arm. When it shapeshifts between its two main forms, it first morphs into a giant red eye with bats flying around it which then coalesce, and when you kill it, it morphs back into its shapeshifting form, but the bats that usually fly around it die and fall to the ground.

Alternative Title(s): Patapon 1, Patapon 2, Patapon 3

Top
Morty Proxy This is a proxified and sanitized view of the page, visit original site.