LudoLogic is passionate about games. They enjoy sharing their gaming expertise with the community.
Whilst Mario + Rabbids Kingdom Battle isn’t the toughest strategy game out there, it’s still no pushover if you’re not sure what you’re meant to be doing. These guides are meant to help by covering each of the game’s eight playable characters, outlining some useful strategies for each and pointing out a few combos and synergies to take advantage of.
As always, these aren’t definitive ways to use each of the characters, but they should be thought of as guidelines to nudge you in the right direction. If you have any other strategies that I failed to mention, don’t hesitate to mention them in the comments section.
Mario’s the damage dealer, Rabbid Peach the healer, Luigi the sniper. Rabbid Yoshi? Rabbid Yoshi’s a bit different.
When fully upgraded, Rabbid Yoshi boasts the highest number of dashes in the game. Combined with his decent health and fantastic Outer Shell ability, this perhaps makes him best used as a close-to-medium range tank, with decent damage output and plenty of abilities that can be used for disruption.
One area where Rabbid Yoshi excels is in boss fights. Many of the boss encounters in Mario + Rabbids tend to struggle with breaking through Rabbid Yoshi’s Outer Shell when it’s properly upgraded because they rely more on very strong singular attacks rather than multiple weaker ones.
Primary Weapon: Rumblebang
Rabbid Yoshi is the first character to come equipped with the Rumblebang and it’s a decent(ish) weapon. Its biggest drawback is that the damage output varies from turn to turn; sometimes it’ll do more damage than Rabbid Mario or Luigi can muster, other times, it’ll do very little.
You have the option of going for Stone or Push as a status effect here and I think it goes without saying you want to stick with Stone. It’s by far and away the best status effect in the game.
Secondary Weapon: Grenaduck
Like Peach, Rabbid Yoshi comes equipped with the Grenaduck as his second weapon. I suppose the intention here is to combine it with his Scaredy Rabbid ability to clump enemies together for area-of-effect attacks.
Regardless, stick with Stone as the added effect, it’s too good to pass up.
This ability functions in an opposite way to Rabbid Mario’s Magnet Dance. Rather than drawing enemies in, this skill will push them away, triggering reaction shots in the process.
Overall, this ability is somewhat disappointing. It lacks the combo potential of Magnet Dance, and the push-back effect cannot be used to force enemies out of bounds for extra damage like the Push and Bounce effects. Therefore, its primary use should be to nudge enemies out of cover for better shots.
Definitely the standout skill in Rabbid Yoshi’s arsenal. Outer Shell is a shield effect, but rather than reduce damage it prevents a specific number of hits from doing anything. This gives Rabbid Yoshi some fantastic staying power in certain scenarios and is great in match-ups with heavy-hitting units like Smashers.
This skill can be maxed out to a total of five dashes in a single turn. That being said, it does suffer from having no additional effect. Boom Dash and Vamp Dash are so effective precisely because they come with additional bonuses for dashing.
Its best use is to take down annoying shield effects more than anything else, although improving the damage does make Rabbid Yoshi a bigger threat in close combat situations.
Cleansing Jump, you know the drill. After that, start improving that Outer Shell ability. Start with the number of hits the shield can take and then work on its cooldown. Regardless of how you use Rabbid Yoshi, this skill is going to be central to what he does.
Then, you have a choice. Scaredy Rabbid isn’t worth upgrading so you can choose to focus either on dashes, buffing the damage they deal and the number you can do, or pumping more points into health. If you go the dash-heavy route, movement becomes more important so that you can keep close to enemies and take advantage of it.
As mentioned earlier, Rabbid Yoshi is a weird character that doesn’t really combine incredibly well with any particular character. That being said he can be a good substitute tank thanks to Outer Shell and does very well in a lot of the game’s boss fights.
Rather appropriately, Yoshi makes a good teammate thanks to his Super Chance ability combined with Rabbid Yoshi’s Stone effect. There are also a few other handy combos for this duo, such as Scaredy Rabbid triggering reaction shots.
© 2017 LudoLogic