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While 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.
It’s not all that surprising that Yoshi is the last character you acquire in Mario + Rabbids. Essentially, he’s a duplicate of Mario except with better long-range/area-of-effect options with his Rumblebang and Rocket combo and different status effects.
Yoshi’s biggest weakness is just that; he’s like another copy of Mario. He’s a fantastic character but adds little that the mustachioed plumber can’t already do.
Primary Weapon: Rumblebang
A hit-and-miss weapon with high variance. This is made up for somewhat thanks to a great status effect. Ink is the way to go here, it’s so much better than Freeze. It can deny enemies a chance to attack even when the shot itself fails to finish them off.
Secondary Weapon: Rocket
The rocket is a mediocre secondary weapon but the added area-of-effect utility and Ink effect makes up for it somewhat and should remain as the status effect of choice.
As with Rabbid Luigi, this is best fired on turns where there’s no clear shot, or when you can potentially Ink multiple enemies in a single turn. This is something that can be guaranteed, too, thanks to Yoshi’s Super Chance skill.
This works like every other reaction shot. This is definitely where you want to invest the majority of your points, as more shots per turn is almost always the best thing you can do for just about any character.
The fact that you can combine this with Super Chance and a great status effect just makes Yoshi’s reaction shots even more effective.
A great support ability that turns your next attack (and surrounding allies’) into a critical hit, boost both the damage they inflict and guaranteeing a status effect. It also synergizes well with Yoshi’s Rumblebang, given that each individual shot from the weapon will be buffed due to the critical hit.
This is a great skill to use in conjunction with a character that has access to Stone, such as Rabbid Yoshi and Rabbid Mario, helping you take the enemy threat out of the fight even if you can’t kill them in a single turn.
A team jump attack that instead of hitting a single target like Mario’s Stomp, hits around Yoshi for area-of-effect damage. This is a reasonable skill, but between Egg Beater and the range upgrades on Super Chance I’d argue that there’s plenty of better ways to spend your points.
Cleansing Jump has been acquired, right? Ok, the first port of call is getting Egg Beater buffed in every way possible. Start with cooldown then start buffing the damage. Afterwards, you can upgrade Super Chance in the same way.
It’s up to you how much you want to invest in Ground Pound. Personally, I’d rather put remaining points into health and movement. By the time Yoshi joins the team, enemies are dealing out significantly more damage, and whilst Yoshi isn’t necessarily a tank, you don’t want him to die from just a few stray gunshots.
Given his “Mario-clone” qualities, Yoshi pairs well with pretty much everybody. If you are going to include him alongside Mario in the main campaign, then bringing along a character like Rabbid Peach can be helpful just so you have a character with some additional utility, given that Mario and Yoshi overlap so much.
As I mentioned in Rabbid Yoshi’s guide, the two Yoshis do pair well together. They both have excellent status effects for Super Chance, and Rabbid Yoshi can fill in the role of damage sponge. Super Chance also works very well when you have access to two Rumblebangs, making them much more reliable and a great source of damage in addition to the potent status effect.
The only issue here is that you have to rely on the team’s ability to prevent return fire with good status effects, given that you’ll have no source of healing.
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