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The "final boss" of the game, Miracle Matter can take the form of any of the seven powers in Kirby 64.
~ Description in the Kirby 64 Strategy Guide


Background

Miracle Matter is the final enemy Kirby has to face before fighting the Second Zero (Or the last one if the latter doens't have all the Crystal Shards collected) in Kirby 64, being a high class Dark Matter being who serves as the last boss of Ripple Star, having eyes around all of it's body and using elemental attacks.

Powers and Stats

Tier: 4-A

Name: Miracle Matter

Origin: Kirby (Kirby 64)

Gender: Genderless

Age: Unknown

Classification: Dark Matter

Dimensionality: 3-D

Powers and Abilities: Superhuman Physical Characteristics, Inorganic Physiology (Type 1), Non-Physical Interaction, Self-Sustenance (Type 1), Pocket Reality Manipulation, Earth Manipulation, Flight, Body Control, Fire Manipulation, Ice Manipulation, Water Manipulation, Electricity Manipulation, Resistance to Morality and Madness Manipulation

Attack Potency: Multi-Solar System level (Fought with Kirby on equal foot before the latter defeated Zero-Two, is also the second strongest enemy during the events of Crystal Shards and is far above ordinary Dark Matters)

Speed: Massively FTL+ (Far superior to fodder Dark Matters, who were able to fly past hundreds of interstellar distances along with multiple nebulae. is able to dodge and react to Kirby's attacks)

Lifting Strength: Unknown

Durability: Multi-Solar System level (Tanked Kirby's attacks)

Stamina: High

Range: Standard Melee Range, interstellar with projectiles and shockwaves (scaling to other Dark Matters)

Standard Equipment: None notable

Intelligence: Unknown

Weaknesses: He can be damaged by using attacks of the same element Miracle Matter has transformed into

Others

Notable Victories:

Notable Losses:

Inconclusive Matches:

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