Smashtopia Wiki
Kamek Kamek
Home Stage Yoshi's Skies
Standard Special Geometric Burst
Side Special Summon Minion
Up Special Flight of the Magikoopa
Down Special Block Crush
Final Smash Giant Baby Bowser
Extra Skill Double Trouble
Franchise Yoshi
Game of Origin Super Mario World 2: Yoshi's Island
Release Date of Origin August 5th, 1995
Other Appearances Tetris Attack
Mario & Luigi: Partners in Time
New Super Mario Bros. Wii
Submitted By: Zantok

Character Info[]

Kamek is the most powerful Magikoopa in Bowser’s Army who serves as an advisor, if not his right-hand man. Kamek is frequently seen carrying out orders from Bowser and leading his armies on a variety of missions though sometimes this role is filled by other Magikoopas such as Kammy or Kamella. Kamek was even the personal caretaker of Bowser when he was still a young child and was responsible for raising him into the koopa he is today. It was during those early years that Kamek received a vision of the future where a pair of brothers clad in red and green would time and again cause problems for his lord Bowser. So Kamek sought to kidnap them as babies and ended up kickstarting a self-fulfilling prophecy as his actions directly led to the first confrontation between Mario (led by Yoshi) and Bowser, and Bowser’s first defeat.

General Information[]

Entrance[]

Kamek flies through on his broom, cackling and raising his wand in a battle stance.

Kirby Hat[]

Kirby will wear Kamek’s pointed blue hat atop his head and Kamek’s glasses over his face. Kirby will also carry a miniature version of Kamek’s wand in his hand.

Taunts[]

Up Taunt: Kamek will swing his wand above his head as he laughs with his signature cackle.

Down Taunt: Kamek hops on his broom and rides it like a surfboard, balancing on it before eventually losing balance and bouncing back onto his butt upon the broom.

Side Taunt: Kamek will quickly roll around his broom as they quickly roll to the side, dangle upside-down, and continue rolling back atop the broom.

Victory Poses[]

  1. A group of four Toadies will fly down onto the stage, with Kamek in the middle of them, as the Toadies parade their master as the champion he is. This animation would look similar to when the Toadies kidnap Baby Mario in Yoshi’s Island.
  2. Kamek pours over a spell book, chanting an incantation as his body begins to glow with powerful magic energy, his robes lifting lightly from off of the ground.
  3. Kamek, flanked by a pair of Magikoopas, will fly in from the background of the results screen as blue smoke follows behind each of their brooms. This victory animation has a dynamic camera element to it as it follows Kamek flying, looping, and laughing before finishing in the center of the screen.

Moveset[]

Standard Special[]

Geometric Burst: Kamek points his wand forward to unleash his signature spell, unleashing a collection of small geometric shapes (such as a square, triangle, and circle). The spell gradually moves forward, and players have the option of shooting it out at a diagonal. It will go bouncing up and down and having the potential to ricochet off of surfaces to pick up speed. The more that it picks up speed, the more that it picks up power, too, so the more that it ricochets the better for when it hits an opponent. Being hit with an unobscured geometric shot won't deal too much damage, but will cause the opponent to flinch and potentially be affected by another random status effect (30% chance). Each time that the spell ricochets off of something, its color-grading and shapes change; for instance, if it begins as a yellow, red, and blue spell, it might change to a green, purple, and orange spell on its first bounce. If it's a circle, square, and triangle, it might change to an oval, star, and rectangle. These are just aesthetic changes, but magical ones! Kamek can also charge the spell to make it a fast-moving, straight-moving, more heavily damaging and simple attack, though he maintains no super armor during the move. Kamek can pocket the move at mid- or full-charge and save it for later, geometric sparkles appearing around him when he has a charged version of the move stored for later.

Side Special[]

Summon Minion: Kamek will swing his wand forward as one of three soldiers in Bowser’s Army manifests from his wand and onto the stage. These three enemies will always appear in the same order and that order will reset whenever Kamek gets KO’d. Kamek can only have two minions out on the stage at a time. If Kamek were to use this move to summon a third minion, then the oldest minion would immediately vanish. The three enemies and their details are as follows:

  • Goomba - Goombas will casually shuffle along the stage, not intentionally attacking anyone, but dealing light damage to anyone they bump into. If a Goomba reaches a wall, obstacle, or the end of a platform it will immediately turn around and continue to shuffle along making them a constant threat until they are either defeated or vanish.
  • Koopa Troopa - Koopa Troopas will duck into their shell before rocketing forwards along the ground. While in their shell, Koopa Troopas can bounce off of fighters, walls, and other obstacles as they damage whatever they bounce into. Koopa Troopas are more damaging than Goombas and travel faster, but will fall off of platforms.
  • Thwimp - Thwimps will bounce forwards with a high arc, stopping for nothing, until they are smack into a fighter, wall, or object, or just fall off of the stage. Thwimps are more difficult to predict due to their jumps as they can even end up jumping up to different platforms of a stage. Additionally, Thwimps are the most damaging of Kamek’s minions.

Up Special[]

Flight of the Magikoopa: Kamek kicks his broom like a horse and with a grunt, begins to move with a high-powered, blue trail of magic in his broom's wake. For several seconds, Kamek can move freely on his broom, picking up momentum the more that he moves in a single direction. He can deal light damage bumping into an opponent, and more if he tackles into them. Eventually, Kamek will begin to freefall after losing some juice. Or, he can cancel out of the move at any time before this happens.

Down Special[]

Block Crush: Kamek will raise his wand as tiny spectral images of Rotating Blocks emanate from his wand. If this move is used uncharged then a single Rotating Block will fall down from above in front of Kamek. This Rotating Block will damage anyone who was in its path as it falls before it lands on the stage with a thud. The Rotating Block will stay on the stage for a couple seconds serving as a small obstacle on the ground. If you allow this move to charge then Kamek will instead cause four Rotating Blocks to fall from the sky, one after the other, which stack on top of each other in a 2x2 formation (about the size of Kirby). By charging this move even further, Kamek will instead summon one large Rotating Block (about the size of a Crate) which slams down heavily in front of Kamek and causes more damage to opponents than the regular Rotating Blocks. All of these Rotating Blocks can be attacked and destroyed however the larger one takes a bit more effort to do so.

Final Smash[]

Giant Baby Bowser: Kamek cackles, chanting a spell that opens a multidimensional portal. Baby Bowser bursts forth from it and instantly grows into Giant Baby Bowser before leaping into the background. The screen zooms out as the stage darkens, and Giant Baby Bowser causes havoc by sending out several fast-moving, targeted giant fireballs towards his foes. He'll release a few swooping scratches in random intervals across the stage, laughing as he goes along. Eventually, the darkness recedes and Baby Bowser recedes to his normal height, fleeing into the portal as it closes.

Extra Skill[]

Double Trouble: Kamek will wave their wand as they use their magic to create a clone of themselves who will sit immediately behind Kamek on their broom. This clone will follow in Kamek’s footsteps whenever Kamek is casting a spell from their Special Moves to effectively double the effect. Kamek can only have one clone out at a time and they will disappear over time. Additionally, Kamek cannot summon a new clone until enough time passes. The effects of Kamek’s clone are as follows:

  • Geometric Burst - The Clone will be a second behind Kamek in casting this spell, but will release it at the same level of charge that Kamek does.
  • Summon Minion - The Clone will summon a second minion, a second after Kamek does, and will summon the next minion in the pattern following Kamek’s minion. The clone’s minion counts against the total number of minions that Kamek is allowed to have at once.
  • Flight of the Magikoopa - The Clone will whack Kamek’s opponents with his wand whenever Kamek flies into one of his foes. This causes extra damage to occur to anyone that Kamek flies into.
  • Block Crush - The Clone will be a second behind Kamek in casting this spell, but will release it at the same level of charge that Kamek does and at the same spot.

Unique Traits[]

Kamek has one extra midair jump that they can use. The animation makes it look like Kamek is spinning in midair atop their broom as it “hops” up into the air.

Alternate Costumes[]

  1. Default
  2. Red Magikoopa - Kamek’s robes will become red matching that of a Red Magikoopa.
  3. Green Magikoopa - Kamek’s robes will become green matching that of a Green Magikoopa.
  4. Yellow Magikoopa - Kamek’s robes will become yellow matching that of a Yellow Magikoopa.
  5. White Magikoopa - Kamek’s robes will become white matching that of a White Magikoopa.
  6. Gray Magikoopa - Kamek’s robes will become gray matching that of a Gray Magikoopa.
  7. Purple Magikoopa - Kamek’s robes will become purple matching that of a Purple Magikoopa.
  8. Brothership - Kamek’s robes will become orange matching that of how Magikoopas look in Mario & Luigi: Brothership.
  9. Dark Magikoopa - Kamek’s robes will become black to reference Dark Magikoopas from Super Paper Mario.
  10. SMM SMB Style - Kamek’s robes will become brown referencing how Magikoopas look in Super Mario Bros-styled Super Mario Maker levels.