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{{game icons|p=y|p2=y|p3=y|p4=y|hp=y|pa=y}}
{{game icons|p=y|p2=y|p3=y|p4=y|hp=y|pa=y}}
[[File:Yellow Wollywog attacked P1 art.png|thumb|200px|Artwork of various Pikmin fighting a [[Yellow Wollyhop]].]]
[[File:Yellow Wollywog attacked P1 art.png|thumb|200px|Artwork of various Pikmin fighting a [[Yellow Wollywog]].]]
In the {{ps}}, [[Pikmin family|Pikmin]] and [[leader]]s need to engage in '''combat''' against the many different [[enemies]] they encounter. Combat is a core mechanic of the series, as it is frequently required to open up paths or retrieve [[:Category:Collectibles|collectibles]]. The general goal of combat is to reduce an enemy's [[health]] to 0, but there are several ways of damaging enemies and many technicalities of the combat system.
In the {{ps}}, [[Pikmin family|Pikmin]] and [[leaders]] need to engage in '''combat''' against the many different [[enemies]] they encounter. Combat is a core mechanic of the series, as it is frequently required to open up paths or retrieve [[:Category:Collectibles|collectibles]]. The general goal of combat is to reduce an enemy's [[health]] to 0, but there are several ways of damaging enemies and many technicalities of the combat system.


Note that most of this article discusses the main series of games. Spin-off games are described in their own sections.
Note that most of this article discusses the main series of games. Spin-off games are described in their own sections.
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{| class="wikitable sortable"
{| class="wikitable sortable"
! rowspan="2" | Type
! rowspan="2" | Type
! colspan="4" | Damage
! colspan="3" | Damage
|-
|-
! ''Pikmin'' !! ''Pikmin 2'' !! ''Pikmin 3'' !! ''Pikmin 4''
! ''Pikmin'' !! ''Pikmin 2'' !! ''Pikmin 3''
|-
|-
| [[Red Pikmin]] || 15 || 15 || 15 || 15
| [[Red Pikmin]] || 15 || 15 || 15
|-
|-
| [[Yellow Pikmin]] || 10 || 10 || 10 || 10
| [[Yellow Pikmin]] || 10 || 10 || 10
|-
|-
| [[Blue Pikmin]] || 10 || 10 || 10 || 10
| [[Blue Pikmin]] || 10 || 10 || 10
|-
|-
| [[Purple Pikmin]] || N/A || 20 || 15 || 15
| [[Purple Pikmin]] || N/A || 20 || 15
|-
|-
| [[White Pikmin]] || N/A || 10 || 5 || 5
| [[White Pikmin]] || N/A || 10 || 5
|-
|-
| [[Bulbmin]] || N/A || 10 || N/A || N/A
| [[Bulbmin]] || N/A || 10 || N/A
|-
|-
| [[Rock Pikmin]] || N/A || N/A || 20 || 40
| [[Rock Pikmin]] || N/A || N/A || 20
|-
|-
| [[Winged Pikmin]] || N/A || N/A || 5 || 5
| [[Winged Pikmin]] || N/A || N/A || 5
|-
| [[Ice Pikmin]] || N/A || N/A || N/A || 5
|}
|}


Notes:
Some notes:
* Rock Pikmin cannot latch onto enemies in most cases; see [[#Rock Pikmin|below]].
* Rock Pikmin cannot latch onto enemies in most cases; see [[#Rock Pikmin|below]].
* In ''Pikmin 3'', the first hit that a Pikmin delivers to an enemy after latching on will inflict double damage.
* In ''Pikmin 3'', the first hit that a Pikmin delivers to an enemy after latching on will inflict double damage.
* [[Maturity]] does not have an effect on how much damage a Pikmin does.
* [[Maturity]] doesn't have an effect on how much damage a Pikmin does.
* When any type of Pikmin is under the effect of an [[ultra-spicy spray]], they will deal 10 damage per attack but attack at 2 times the speed.
* When any type of Pikmin is under the effect of ultra-spicy spray, their damage output will be different; see [[ultra-spicy spray|here]].
* In {{p2}}{{'s}} [[2-Player Battle]] mode, Blue Pikmin deal 15 damage per hit so that both teams are even.
* In {{p2}}{{'s}} [[2-Player Battle]] mode, Red Pikmin deal 10 damage per hit so that both teams are even.
* [[Ultra-bitter spray|Petrified]] enemies may suffer more or less damage than normal; see [[Ultra-bitter spray#Petrification|here]] for more details.
* [[Ultra-bitter spray|Petrified]] enemies will remain immobile until they either die or break out. Whilst petrified, enemies may suffer more or less damage than normal; see [[Ultra-bitter spray#Petrification|here]].


===Purple Pikmin slam===
===Purple Pikmin pound===
{{see more|Purple Pikmin#Pikmin 2 slam and stun}}
{{see more|Purple Pikmin}}
In {{p2}}, soon after a Purple Pikmin is [[throw]]n, it will halt its momentum mid-air and plummet to the ground very quickly. If there are any enemies nearby, it will attempt to move towards the nearest enemy's center whilst it is descending. When a Purple Pikmin latches onto an enemy this way, the force of a Purple Pikmin slamming into an enemy hurts it and very briefly causes the it to freeze in place. For most enemies, a Purple Pikmin's slam deals 50 damage, but for the [[Segmented Crawbster]], [[Waterwraith]], and [[Emperor Bulblax]] it is 10 damage.
In {{p2}}, when a Purple Pikmin is [[throw]]n onto an enemy, it will pound onto that enemy from above, dealing much more damage than a standard hit. For most enemies, this is 50 damage, but for the [[Segmented Crawbster]], [[Waterwraith]], and [[Emperor Bulblax]] it is 10 damage. After this pound, it will get off the enemy and hit it from the side as normal.
Each slam also has a chance of stunning an enemy. For most enemies, this chance is 30%, but some enemies have higher or lower chances. When an enemy is stunned, it is frozen and does not move, usually for 5 seconds, though a few enemies have longer stun times.


In {{p3}}, while the slam does exist, it does not damage enemies. Throwing a Purple Pikmin onto an enemy will result in the Pikmin going idle on top of it, before slipping off its body; only when the Purple Pikmin touches the ground can it attack.
Each pound also has a chance of stunning an enemy. For most enemies, this chance is 30%, but some enemies have higher or lower chances. When an enemy is stunned, it is frozen and does not move, usually for 5 seconds, though a few enemies have longer stun times.
 
In {{p4}}, the slam is set to do proportional damage to the enemy, similarly to how Rock Pikmin are handled in ''Pikmin 3''; meaning that the amount of damage done varies from enemy to enemy.


===White Pikmin poison===
===White Pikmin poison===
{{see more|White Pikmin}}
{{see more|White Pikmin}}
When a White Pikmin is digested by an enemy, the enemy will instantly take damage from the White Pikmin's internal poison. Each White Pikmin ingestion causes individual damage, even if multiple are eaten at once. Every enemy takes a different amount of damage from an ingestion, and this varies by creature and by game.
When a White Pikmin is eaten by an enemy, the enemy will instantly take damage from the White Pikmin's internal poison. Each White Pikmin ingestion causes individual damage, even if multiple are eaten at once. Every enemy takes a different amount of damage from an ingestion, and this varies by species and by game.


===Rock Pikmin===
===Rock Pikmin===
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{{main|Bomb rock}}
{{main|Bomb rock}}
{{todo|Describe the specifics of how bomb rock damage works.}}
{{todo|Describe the specifics of how bomb rock damage works.}}
Bomb rocks can be used in combat. Their explosions deal a variable amount of damage to objects in range, though they usually cause much more damage to an enemy that ingests it directly. Additionally, some enemies such as [[Spotty Bulbear|Bulbears]] will foolishly eat them, defeating themselves in the process.
Bomb rocks can be used in combat. Their explosions deal a variable amount of damage to objects in range, though they usually cause much more damage to an enemy that ingests it directly.


==Taking damage==
==Taking damage==
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Pikmin do not seem to have health that can be depleted, although this is hard to confirm, as explained [[Health#Pikmin|here]]. During combat they can still be harmed. In ''Pikmin'', ''Pikmin 2'' and ''Pikmin 4'', Pikmin that are knocked down by an enemy have a chance of their maturities being reduced as explained [[Maturity#Decreasing|here]]. In ''Pikmin 3'', Pikmin that are shaken off of an enemy or fall off of one will retain their maturities. In any ''Pikmin'' game, Pikmin that are shaken off of an enemy will briefly lie on the ground before getting up, but this is not always the case. Pikmin battling a [[Shaggy Long Legs]] that fall off one of its legs after picking the hairs off one of its joints will get up on their own, but Pikmin the creature shakes off normally will remain on the ground indefinitely until they are [[whistle]]d, as bumping into them does nothing.
Pikmin do not seem to have health that can be depleted, although this is hard to confirm, as explained [[Health#Pikmin|here]]. During combat they can still be harmed. In ''Pikmin'', ''Pikmin 2'' and ''Pikmin 4'', Pikmin that are knocked down by an enemy have a chance of their maturities being reduced as explained [[Maturity#Decreasing|here]]. In ''Pikmin 3'', Pikmin that are shaken off of an enemy or fall off of one will retain their maturities. In any ''Pikmin'' game, Pikmin that are shaken off of an enemy will briefly lie on the ground before getting up, but this is not always the case. Pikmin battling a [[Shaggy Long Legs]] that fall off one of its legs after picking the hairs off one of its joints will get up on their own, but Pikmin the creature shakes off normally will remain on the ground indefinitely until they are [[whistle]]d, as bumping into them does nothing.


Flower-stage Pikmin that die in ''Pikmin'' have a chance of leaving behind a seed that becomes a [[sprout]] the following day and can be plucked. Hazards like [[fire]], [[water]], and [[poison]] will respectively cause all but [[Red Pikmin]], [[Blue Pikmin]], and [[White Pikmin]] to begin scrambling wildly with that corresponding hazard on the end of their stem. Enemies in ''Pikmin 2'' that use [[electricity]] are arguably the deadliest, as electricity in that game can instantly kill Pikmin. Electricity in ''Pikmin 3'', however, is harmless, only causing non-[[Yellow Pikmin]] that come in contact with it to be thrown back, onto the ground, paralyzed, until they are [[whistle]]d. Electricity in Pikmin 4 will kill Non-[[Yellow Pikmin]] after 6 seconds, just like normal hazards.  
Flower-stage Pikmin that die in ''Pikmin'' have a chance of leaving behind a seed that becomes a [[sprout]] the following day and can be plucked. Hazards like [[fire]], [[water]], and [[poison]] will respectively cause all but [[Red Pikmin]], [[Blue Pikmin]], and [[White Pikmin]] to begin scrambling wildly with that corresponding hazard on the end of their stem. Enemies in ''Pikmin 2'' that use [[electricity]] are arguably the deadliest, as electricity in that game can instantly kill Pikmin. Electricity in ''Pikmin 3'', however, is harmless, only causing non-[[Yellow Pikmin]] that come in contact with it to be thrown back, onto the ground, paralyzed, until they are [[whistle]]d.


Enemies have a variety of ways to harm or kill Pikmin, such as [[#Shaking|shaking them off]], deflowering them, burying them, crushing them, eating them, or using another hazard against them. Most enemies have a limit on how many Pikmin they can kill or harm at once in a given [[#Attacking|attack]]. For example, a Spotty Bulborb in ''Pikmin'' can only gobble 3 Pikmin at most in a single chomp, but a [[Spotty Bulbear]] can capture up to 5. Some enemies can also harm other enemies or themselves; a prime example is the [[Decorated Cannon Beetle]], a creature that spits boulders which can be led into other enemies or even the creature that launched it.
Enemies have a variety of ways to harm or kill Pikmin, such as [[#Shaking|shaking them off]], deflowering them, burying them, crushing them, eating them, or using another hazard against them. Most enemies have a limit on how many Pikmin they can kill or harm at once in a given [[#Attacking|attack]]. For example, a Spotty Bulborb in ''Pikmin'' can only gobble 3 Pikmin at most in a single chomp, but a [[Spotty Bulbear]] can capture up to 5. Some enemies can also harm other enemies or themselves; a prime example is the [[Decorated Cannon Beetle]], a creature that spits boulders which can be led into other enemies or even the creature that launched it.
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{{guide}}
{{guide}}


While combat can be as simple as [[throw]]ing or [[charging]] Pikmin at the beast until it dies, there are a few tactics that players can make use of to minimize casualties and get the task done faster. Naturally, basic tactics include not submitting Pikmin to [[hazard]]s they are vulnerable to, and not going all-out when the enemy is doing something dangerous.
While combat can be as simple as [[throw]]ing or [[charging]] Pikmin at the beast until it does, there are a few tactics that players can make use of to minimize casualties and get the task done faster. Naturally, basic tactics include not submitting Pikmin to [[hazard]]s they are vulnerable to, and not going all-out when the enemy is doing something dangerous.


As described [[#Enemy patterns|above]], most enemies tend to perform specific things at specific times. A player that is savvy of these actions is better prepared to deal with them, and is at a lower risk of losing Pikmin or leaders. On top of that, expert players can predict and even bait the enemy into performing specific actions so they can optimally punish them.
As described [[#Enemy patterns|above]], most enemies tend to perform specific things at specific times. A player that is savvy of these actions is better prepared to deal with them, and is at a lower risk of losing Pikmin or leaders. On top of that, expert players can predict and even bait the enemy into performing specific actions so they can optimally punish them.
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* Waiting until an enemy is performing an idling animation that cannot be interrupted, like the [[Bearded Amprat]] stretching.
* Waiting until an enemy is performing an idling animation that cannot be interrupted, like the [[Bearded Amprat]] stretching.
* Purposely alerting a creature like a Bulborb just to let it fall back asleep, and then attacking. Since the Bulborb has to follow through with the falling asleep animation and then the waking up animation, this leaves it vulnerable for some seconds.
* Purposely alerting a creature like a Bulborb just to let it fall back asleep, and then attacking. Since the Bulborb has to follow through with the falling asleep animation and then the waking up animation, this leaves it vulnerable for some seconds.
* Riding on [[Oatchi]] in [[Pikmin 4]] to minimize your Pikmin covering ground and their chances of being killed


===Exploiting focus===
===Exploiting focus===
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The other players control [[Mii]]s in Pikmin costumes. They can attack with {{button|wii|1}}, which will do a simple smack with whatever is on the end of their stem. This, in combination with {{button|wii|2}} to jump, makes the players able to utilize several attacks. When using powerups, some of these attacks behave differently.
The other players control [[Mii]]s in Pikmin costumes. They can attack with {{button|wii|1}}, which will do a simple smack with whatever is on the end of their stem. This, in combination with {{button|wii|2}} to jump, makes the players able to utilize several attacks. When using powerups, some of these attacks behave differently.


Note: All double and triple Attacks do the previous attacks first.
{{todo|Add behaviours for powerups, and complete the table if anything is missing.}}
{| class = "wikitable"
{| class = "wikitable"
! Move
! Move
! Controls
! Controls
! Description
! Description
! Damage
|-
|-
| Attack
| Attack
| {{button|wii|1}}
| {{button|wii|1}}
| Single smack that deals small damage.
| Single smack that deals small damage.
| Times hit: 1
Level 1: unkown
Level 5: unknown
Level 10: unknown
Level 50: unknown
|-
| Double attack
| {{button|wii|1}} twice while level 5 or higher.
| A smack from left to right, having more range and dealing more damage.
| Times hit: 1
Level 5: unknown
Level 10: unknown
Level 50: unknown
|-
|-
| Triple attack
| Repeated attack
|{{button|wii|1}} thrice while level 10 or higher.
| {{button|wii|1}} repeatedly.
| A small spin into a jump, hitting from behind and dealing a lot of damage.
| A short series of smacks, each dealing small damage.
| Times hit: 1
Level 10: unknown
Level 50: unknown
|-
|-
| Charged attack
| Charged attack
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| Latched attack
| Latched attack
| {{button|wii|1}} while latched onto an enemy.
| {{button|wii|1}} while latched onto an enemy.
| Similar to the standard attack, but it will always hit, is quicker and it deals less damage.
| Similar to the standard attack, but it will always hit and is quicker.
|-
| Hammer attack
|{{button|wii|1}} while having a Hammer Seed.
| Similar to normal attack, but slower, more Hammer Seed damage and a chance to stun enemies.
|-
| Double hammer attack
| {{button|wii|1}} twice while having a Hammer Seed and are level 5 or higher.
| Like the hammer attack, but slightly in the air and more damage.
|-
| Triple hammer attack
| {{button|wii|1}} thrice while having a Hammer Seed and are level 10 or higher.
| Like the double hammer attack, but the hammer grows larger, deals more damage and you're slightly more in the air. But watch out, because it can flatten teammates, making them unable to move for a short while.
|-
| Charged hammer attack
| Hold {{button|wii|1}}, then release while having a hammer seed.
| Makes the Pikmin go forwards and flip 7 times. With each flip, the Pikmin will slam their hammer into the ground, dealing damage, stunning enemies and flatten teammates (see above).
| Times hit: 7
Level 1: unknown
Level 5: unknown
Level 10: unknown
Level 50: unknown
|-
| Air hammer attack
| {{button|wii|1}} while in the air and having a Hammer Seed.
| Does a flip, then goes straight down, dealing damage. When landing, jumps to a safe spot. Can make flatten teammates (see above) and stun enemies. Note that what the game considers a safe spot might not actually be a safe spot, so be careful.
|-
| Latched hammer attack
| {{button|wii|1}} while latched onto an enemy and having a hammer seed.
| Same as a normal latched attack, but slower and has a chance to stun.
|-
| Whip attack
|{{button|wii|1}} while having a Whip Seed.
| Similar to normal attack, but with an extended range of attack.
|-
| Double whip attack
| {{button|wii|1}} twice while having a Whip Seed and are level 5 or higher.
| Like the Whip attack, but deals slightly more damage and covers more area with the whip coming from the left.
|-
| Triple whip attack
| {{button|wii|1}} thrice while having a Whip Seed and are level 10 or higher.
| Like the Double whip attack, but deals even more damage and the whip comes from the right.
|-
| Charged whip attack
| Hold {{button|wii|1}}, then release while having a Whip seed.
| Makes the Pikmin player use the whip in a large area around them twice, pushing back both enemies and other players.
|-
| Air whip attack
| {{button|wii|1}} while in the air and having a Whip Seed.
| Does a whip very similar to Whip attack, but in the air.
|-
| Latched whip attack
| {{button|wii|1}} while latched onto an enemy and having a whip seed.
| Similar to the normal latched attack, but the attack causes two hits right after the other, dealing double the damage than normal.
|-
| Knuckle attack
|{{button|wii|1}} while having a Knuckle Seed.
| Unlike the other attacks, Knuckle attack uses the player's fists to punch enemies twice before a small kick that deals extra damage around them.
|-
| Double knuckle attack
| {{button|wii|1}} twice while having a Knuckle Seed and are level 5 or higher.
| Unlike even the Knuckle attack, the Pikmin player will instead charge a ball of damage with their hands that causes damage close to them.
|-
| Triple knuckle attack
| {{button|wii|1}} thrice while having a Knuckle Seed and are level 10 or higher.
| The Pikmin player will proceed to do a punch that moves then forward a little before spinning in the air, dealing even more damage.
|-
| Charged knuckle attack
| Hold {{button|wii|1}}, then release while having a Knuckle seed.
| Makes the Pikmin player charge up a ball of damage before sending it in a straight line for a short time, dealing constant damage during it.
|-
| Air whip attack
| {{button|wii|1}} while in the air and having a Whip Seed.
| Punches in a diagonal line down to the ground using the fist on the player's head.
|-
| Latched whip attack
| {{button|wii|1}} while latched onto an enemy and having a whip seed.
| Similar to the normal latched attack, but the attacks come in very quickly, dealing a lot of damage very quickly.
|-
|}
|}


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