Enemies

From A complete guide to Super Metroid speedrunning
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Introduction

The damage of an enemy means the amount of damage contact with the enemy's body will deal to Samus. For damage values on this page, "P" stands for Power Suit, "V" stands for Varia Suit, and "G" stands for Gravity Suit.

The damage values for enemy attacks and bosses are currently not listed. Check out the Damage Sources page for that information.

For Space Pirates, the word in parenthesis further indicates the kind of Space Pirate it is. For Tourian, "All" means that the data applies to any of its kind (standing, wall, fighting).

How Drops Work

To make understanding this information easier, item drops will be explained as existing within the following tiers:

  • Tier I - Small Energy, Large Energy, Missile, "nothing"


Tier I items affect whether each other item in Tier I will drop proportionally to the size of their drop rates. For example, a Waver has a 2%, 24%, 24%, 24%, 24%, and 4% chance to drop nothing, a Missile, a Small Energy, a Large Energy, a Super Missile, and a Power Bomb respectively.

If you are full on Missiles but are not at full energy, the drop rates will change as follows:

  • Nothing - 2% -> 4%
  • Small Energy - 24% -> 35%
  • Large Energy - 24% -> 35%

The 24% chance was distributed at a ratio of 2 : 11 : 11.


If you are at full energy but are not full on Missiles, the drop rates will change as follows:

  • Nothing - 2% -> 4% -> 6%
  • Missiles - 24% -> 46% -> 68%

The 24% chances were distributed individually at a ratio of 2 : 22.


Tier II items can also affect the drop rate of Tier I items. Having full Super Missiles or Power Bombs will cause their drop rates to be evenly distributed through Tier I.

For example, if you are full on Super Missiles but are missing both energy and Missiles, then kill a Waver (drop rates referenced earlier), the drop rates will change as follows:

  • Nothing - 2% -> 8% (+6)
  • Missiles - 24% -> 30% (+6)
  • Small Energy - 24% -> 30% (+6)
  • Large Energy - 24% -> 30% (+6)
  • Power Bombs - 4% -> 4% (+0)

The chance for Power Bombs to drop will not increase as unfortunately, the chance for Tier II items to drop cannot be increased by any means. For example, if you are full on everything except Power Bombs and kill a Metroid (which has a 12% chance to drop Power Bombs), that 12% chance is not increased - effectively, everything is converted to nothing. Assuming the probability of occurrence is the same for every low byte of the RNG address' value from 1 (instead of 0) to 255, which generally would be a false although just slightly inaccurate assumption since generally - e.g. when the random number generation process is caged in a finite cycle of RNG values with fixed order of occurrence - the frequency at which these different low bytes occur is not constant but variable and hence dependent on the particular low byte value, the drop rates for Super Missiles and Power Bombs are constant - they are not affected by Tier I, but can affect Tier I as explained previously.


If an enemy does not have a chance to drop "nothing", then the drop chance will be directly converted (spread) between items. For example, if you killed a Zeela while at full energy but missing Missiles, then the drop rate of Missiles would change from 50% to 82%. In that scenario, if you were full on Super Missiles (or had not yet obtained them), then the drop rate would instead become 102% (100%).

The specific drops that spawn are determined on the frame the enemy's explosion animation occurs (or in the case of bosses, the frame the drops themselves spawn). This information is only reasonably useful for tool assisted speedruns where you have the ability to manipulate drops by killing an enemy on different frames until it drops what you want.

Bosses will drop "nothing" if Samus has full energy and full Missiles on the frame their drops spawn; otherwise, bosses are incapable of dropping "nothing", and being capped on one of either energy or Missiles will cause the drop chance to entirely roll over to the other. Certain bosses are incapable of dropping small energy upon their defeat.

The amount of items that certain enemies will drop changes depending on how they are killed. For example, if you destroy a Geruta, a Magdollite, and a Metroid with a Power Bomb, they will drop up to two items, three items, and one item (instead of up to one item, one item, and six items) respectively. These are the only cases of death via a Power Bomb causing a different amount of drops than the typical amount.

Finally, here is an explanation of drop generation by itsblah using hexadecimal values.

Health Bomb

In the event that your total energy (including reserves) goes below 30, it will cause all enemies in the game that drop items to attempt to provide you with energy instead of any other drop until your energy goes at or above 50 and another drop is generated.

If you receive an energy drop that puts you at or above 50 energy, but then dip below 50 energy again (even if you dip below 50 energy but not 30 energy) before the next drop is generated, you will still receive energy as the next drop. This is because the game only changes the flag for energy drops upon a drop being generated.

Although the low energy alarm does begin at 30, the game will not force energy drops upon you until it goes below 30.

As described in the technical explanation linked above, during a health bomb there is a small chance of some enemies dropping Nothing even if they normally cannot drop Nothing.

Why is the drop rate out of 102%?

The game stores nearly everything as a hexadecimal value and the drop chance for an enemy can have 2 characters at most. Theoretically, this means that if an enemy were only able to drop nothing, the chance of it dropping nothing would be FF accordingly. FF as a hexadecimal value equals 255 in the standard decimal system.

To make the numbers more readable, every number after being converted into decimal is then divided by 2.5. 255 divided by 2.5 equals 102, which is close enough to 100. Additionally, all of the numbers only go to the tenths place (at most) when dividing by 2.5.

To give an example, a Sciser has a 40% chance (out of 102%) of dropping big energy, and if it were out of 100%, then the chance would be 39.2157%, which is a negligible difference.

Crateria

Enemy Name Damage (P/V/G) Health Nothing Small Energy Big Energy Missile Super Power Bomb Notes
Alcoon 50/25/12 200 0 0.4 0 0 0 101.6
Beetom 10/5/2 50 0 0.4 0 0 0 101.6 Damages every 64 frames
Boyon 10/5/2 1000 52 8 4 34 2 2
Choot 80/40/20 100 2 24 24 24 24 4
Geemer 5/2/1 15 0 22 10 68 2 0
Geemer 5/2/1 15 40 52 8 0 0 2
Geemer 5/2/1 15 40 52 8 0 0 2
Kago 0 1600 2 20 36 28 8 8 Have to kago inside to take this damage
Kamer 0 20 2 32 32 32 2 2
Kihunter 20/10/5 60 30 20 12 32 4 4
Mellow 8/4/2 9 28 12 28 32 2 0
Reo 15/7/3 45 16 12 32 34 4 4
Ripper 5/2/1 200 26 32 8 32 2 2
Ripper 2 10/5/2 200 0 0 0.4 0 101.6 0
Sciser 120/60/30 200 0 0.4 40 0 0 61.6
Skree 10/5/2 15 54.8 8 1.2 34 2 2
Skultera 80/40/20 300 28 32 12 28 2 0
Space Pirate (standing) 15/7/3 20 0 20 48 32 2 0
Space Pirate (standing) 20/10/5 90 18 20 12 40 8 4
Space Pirate (wall) 15/7/3 20 0.4 4 18 78.8 0.4 0.4
Tripper 0 20 2 32 32 32 2 2
Waver 10/5/2 30 2 24 24 24 24 4
Yapping Maw 0 20 2 32 32 32 2 2
Zeb 6/3/1 9 2 24 24 24 24 4
Zebbo 20/10/5 30 0 0 56 4 40 2

Brinstar

Enemy Name Damage (P/V/G) Health Nothing Small Energy Big Energy Missile Super Power Bomb Notes
Beetom 10/5/2 50 0 0.4 0 0 0 101.6 Damages every 64 frames
Boulder 40/20/10 20 102 0 0 0 0 0
Boyon 10/5/2 1000 52 8 4 34 2 2
Cacatac 20/10/5 60 0 0 0.4 0 101.6 0
Fireflea 4/2/1 20 0 0 0.4 0 0 101.6
Geega 10/5/2 10 2 24 24 24 24 4
Kihunter 20/10/5 60 30 20 12 32 4 4
Metaree 50/25/12 50 24 32 10 32 2 2
Mini-Kraid 100/50/25 400 0 0 0.4 0 101.6 0
Puyo 60/30/15 100 2 24 24 24 4 24
Reo 15/7/3 45 16 12 32 34 4 4
Ripper 5/2/1 200 26 32 8 32 2 2
Ripper 2 10/5/2 200 0 0 0.4 0 101.6 0
Skree 10/5/2 15 54.8 8 1.2 34 2 2
Skultera 80/40/20 300 28 32 12 28 2 0
Sidehopper 80/40/20 320 40 8 8 22 22 2
Sm. Sidehopper 20/10/5 60 40 8 16 34 2 2
Space Pirate (standing) 20/10/5 90 18 20 12 40 8 4
Waver 10/5/2 30 2 24 24 24 24 4
Yapping Maw 0 20 2 32 32 32 2 2
Zeb 6/3/1 9 2 24 24 24 24 4
Zebbo 20/10/5 30 0 0 56 4 40 2
Zeela 10/5/2 30 0 22 10 50 20 0
Zero 40/20/10 50 0 0.4 0 0 0 101.6

Wrecked Ship

Enemy Name Damage (P/V/G) Health Nothing Small Energy Big Energy Missile Super Power Bomb Notes
Atomic 40/20/10 250 0 0 66 32 2 2
Bull 10/5/2 100 0 0 2 0 0 100
Covern 60/30/15 300 0 20 38 28 8 8 Respawns after being destroyed
Kamer 0 20 2 32 32 32 2 2
Kihunter 60/30/15 360 16 22 32 4 24 4
Skultera 80/40/20 300 28 32 12 28 2 0
Workrobot 0 800 2 32 32 32 2 2

Maridia

Enemy Name Damage (P/V/G) Health Nothing Small Energy Big Energy Missile Super Power Bomb Notes
Bull 10/5/2 100 0 0 2 0 0 100
Cacatac 20/10/5 60 0 0 0.4 0 101.6 0
Choot 80/40/20 100 2 24 24 24 24 4
Evir 100/50/25 300 2 32 32 32 2 2
Kame (Tatori) 200/100/50 20000 2 32 32 32 2 2
Kame Baby 0 20000 2 32 32 32 2 2
Menu 60/30/15 100 32 28 8 32 2 0
Mochtroid 90/45/22 100 2 24 24 24 24 4 Damages every 80 frames, keeps track of contact
Oum 0 300 30 28 12 28 2 2
Owtch 100/50/25 20 2 32 32 32 2 2
Powamp 100/50/25 10 0 0.4 0 0 101.6 0
Puyo 60/30/15 100 2 24 24 24 4 24
Sciser 120/60/30 200 0 0.4 40 0 0 61.6
Shaktool 120/60/30 300 2 32 32 32 2 2
Skultera 80/40/20 300 28 32 12 28 2 0
Space Pirate (standing) 160/80/40 300 0 20 48 32 2 0
Space Pirate (wall) 160/80/40 300 28 12 28 32 2 0
Yard 100/50/25 10 32 34 32 0 0 4
Zebbo 20/10/5 30 0 0 56 4 40 2
Zoa 15/7/3 40 2 0 40 28 28 4

Norfair

Enemy Name Damage (P/V/G) Health Nothing Small Energy Big Energy Missile Super Power Bomb Notes
Alcoon 50/25/12 200 0 0.4 0 0 0 101.6
Boulder 40/20/10 20 102 0 0 0 0 0
Cacatac 20/10/5 60 0 0 0.4 0 101.6 0
Dessgeega 160/80/40 800 38 32 8 20 2 2
Dragon 24/12/6 300 30 20 20 28 2 2
Fireflea 4/2/1 20 0 0 0.4 0 0 101.6
Fune 10/5/2 20 2 32 32 32 2 2 Have to kago inside to take this damage
Gamet 16/8/4 20 2 24 24 24 24 4
Geemer 5/2/1 15 40 52 8 0 0 2
Geruta 60/30/15 120 2 24 24 24 24 4
Holtz 120/60/30 900 0 0 48 20 20 14
Kago 0 1600 2 20 36 28 8 8
Kamer 0 20 2 32 32 32 2 2
Kihunter 200/100/50 1800 8 14 48 4 24 4
Magdollite 40/20/10 20 2 32 32 32 2 2
Mella 16/8/4 30 28 28 12 32 2 0
Metaree 50/25/12 50 24 32 10 32 2 2
Multiviola 50/25/12 90 28 28 12 30 2 2
Namihe 10/5/2 20 2 32 32 32 2 2 Have to kago inside to take body damage
Puromi 64/32/16 40 102 0 0 0 0 0
Puyo 60/30/15 100 2 24 24 24 4 24
Ripper 2 10/5/2 200 0 0 0.4 0 101.6 0
Ripper 2 10/5/2 200 0 0 0.4 0 101.6 0
Skree 10/5/2 15 54.8 8 1.2 34 2 2
Sm. Dessgeega 80/40/20 120 0 0.4 0 0 0 101.6
Sova 20/10/5 40 10 32 28 12 20 0
Space Pirate (standing) 80/40/20 200 78 4 8 8 2 2
Space Pirate (standing) 200/100/50 900 0 20 48 32 2 0
Space Pirate (wall) 200/100/50 900 78 4 8 8 2 2
Space Pirate (fighting) 100/50/25 1800 0 0 60 2 40 0
Squeept 50/25/12 300 2 20 20 20 20 20
Tripper 0 20 2 32 32 32 2 2
Viola 15/7/3 30 0 0.4 0 0 0 101.6
Waver 10/5/2 30 2 24 24 24 24 4
Zebbo 20/10/5 30 0 0 56 4 40 2

Tourian

Enemy Name Damage (P/V/G) Health Nothing Small Energy Big Energy Missile Super Power Bomb Notes
Sidehopper 120/60/30 1500 40 8 8 22 22 2 The Sidehopper that the Super Metroid attacks deals 80/40/20 damage and does not drop items
Metroid 12/6/3 500 4 10 20 36 20 12 Damage amounts are per 16 frames
Rinka 40/20/10 10 102 0 0 0 0 0
Space Pirate (all) 15/7/3 500 102 0 0 0 0 0

Bosses

Having a look at the drop table one can see that all non-Torizo Bosses own a uniqe drop table. All other bosses own a standartized drop table. Most notable the fact, that those 2 unique drop tables of Crocomire and Botwoon have a chance to have nothing as drop.

Enemy Name Health Nothing Small Energy Big Energy Missile Super Power Bomb Notes
Bomb Torizo 800 0 20 20 20 20 22
Botwoon 3000 2 0 52 24 12 12
Crocomire N/A 2 0 48 40 8 4
Draygon 6000 0 20 20 20 20 22
Golden Torizo 13500 0 20 20 20 20 22
Kraid 1000 0 20 20 20 20 22
Phantoon 2500 0 20 20 20 20 22
Ridley 18000 0 20 20 20 20 22
Spore Spawn 960 0 20 20 20 20 22

Bosses (Projectiles)

Enemy Name Health Nothing Small Energy Big Energy Missile Super Power Bomb Notes
Bomb Torizo 800 22 46 8 26 0 0
Spore Spawn 960 10 4 8 80 0 0
Kraid 1000 0 4 14 80 4 0
Crocomire N/A 2 0 48 40 8 4
Phantoon 2500 42 8 8 40 4 0
Draygon 6000 40 2 12 44 2 2
Golden Torizo 13500 24 12 12 20 34 0

Links and Other Information

Table of commonly-farmed enemies and their respective drop tables