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Galleom: Difference between revisions

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| Stomp || A || Galleom stomps forward with one foot. This is Galleom's fastest and least telegraphed attack, but it is also one of his least powerful (though still strong enough to KO at 60% on Intense and around 100% on Easy). || 1
| Stomp || A || Galleom stomps forward with one foot. This is Galleom's fastest and least telegraphed attack, but it is also one of his least powerful (though still strong enough to KO at 60% on Intense and around 100% on Easy). || 1
|-
|-
| Shockwave || A^ || Galleom spins, then punches the ground with both fists to create a shockwave. The fists hit has extreme power, inflicting up to 55%, and can [[OHKO]] on the higher difficulties (Very Hard and above, or Intense in [[Boss Battles]]). The three shockwaves deal decent damage (up to 25% each) and carry the player away, potentially past the [[blast line]]s for a guaranteed KO. However, they don't deal any knockback and are quite easy to avoid - although it is extremely difficult to jump away after being caught. They don't cover the lenght of the entire stage, thus it is possible to survive without jumping off, as long as the side blast line is not reached. All hitboxes landing (only possible on lower difficulties) can inflict more than 100% damage. || 2
| Shockwave || A^ || Galleom spins, then punches the ground with both fists to create a shockwave. The fists hit has extreme power, inflicting up to 55%, and can [[OHKO]] on the higher difficulties (Very Hard and above, or Intense in [[Boss Battles]]). The three shockwaves deal decent damage (up to 25% each) and carry the player away, potentially past the [[blast line]]s for a guaranteed KO. However, they don't deal any knockback and are quite easy to avoid - although it is extremely difficult to jump away after being caught. They don't cover the length of the entire stage, thus it is possible to survive without jumping off, as long as the side blast line is not reached. All hitboxes landing (only possible on lower difficulties) can inflict more than 100% damage. || 2
|-
|-
| Side Crush || Av || Galleom slams his fists on both sides of him, similar to [[Donkey Kong]]'s Down Smash. This is one of Galleom's fastest attacks, though it can be avoided by just being right near Galleom. On Intense difficulty it can OHKO on its [[sweetspot]], dealing 46% damage. If the player hits the lower part of Galleom's arms, they could potentially be [[meteor smash]]ed. || 2
| Side Crush || Av || Galleom slams his fists on both sides of him, similar to [[Donkey Kong]]'s Down Smash. This is one of Galleom's fastest attacks, though it can be avoided by just being right near Galleom. If the player hits the lower part of Galleom's arms, they could potentially be [[meteor smash]]ed. || 2
|-
|-
| Uppercut || A< or A> || Galleom does a huge, jet-propelled uppercut. Noticeable windup, but the uppercut travels fast when unleashed. The fist is a sweetspot with extreme knockback, strong enough to OHKO on Intense difficulty and inflicting up to 48%. In Boss Battles this attack is curiously made much faster, unlike all the others. If Galleom is fought as one of the last three [[boss]]es before [[Tabuu]], it is even swifter and more unpredictable. However, it is also his most [[nerfed]] move, with the sweetspot KOing at 35% on Intense. || 1
| Uppercut || A< or A> || Galleom does a huge, jet-propelled uppercut. Noticeable windup, but the uppercut travels fast when unleashed. The fist is a sweetspot with extreme knockback. In Boss Battles this attack is curiously made much faster, unlike all the others. If Galleom is fought as one of the last three [[boss]]es before [[Tabuu]], it is even swifter and more unpredictable. However, it is also his most [[nerfed]] move, with the sweetspot KOing at 35% on Intense. || 1
|-
|-
| Spin || B || Galleom charges up, then spins around. It creates a very powerful [[vacuum]] to suck players in, though its [[range]] is very short and it lasts briefly; furthermore, any character can just walk away to not get sucked in even on Intense difficulty. If players get sucked in near the beginning of the attack and multiple hits chain, they will sustain an extreme amount of damage (quite over 150%) with guaranteed OHKO power on the higher difficulties (Hard or above and Very Hard or above in Boss Battles). The last KOing hit deals perfectly vertical knockback. This move is somewhat similar to [[Spinning Kong]]. || 2
| Spin || B || Galleom charges up, then spins around. It creates a very powerful [[vacuum]] to suck players in, though its [[range]] is very short and it lasts briefly; furthermore, any character can just walk away to not get sucked in even on Intense difficulty. If players get sucked in near the beginning of the attack and multiple hits chain, they will sustain an extreme amount of damage (quite over 150%) with guaranteed OHKO power on the higher difficulties (Hard or above and Very Hard or above in Boss Battles). The last KOing hit deals perfectly vertical knockback. This move is somewhat similar to [[Spinning Kong]]. || 2
|-
|-
| Jump || B^ || Galleom jumps high, and then lands with a big stomp. Regardless of where he lands, he will slide to the side opposite of where he jumped. It deals up to 52% and can OHKO on the higher difficulties (Very Hard or Intense in Boss Battles). If the player is hit in midair, the chances of an OHKO are drastically increased even on lower difficulties.|| 2
| Jump || B^ || Galleom jumps high, and then lands with a big stomp. Regardless of where he lands, he will slide to the side opposite of where he jumped. It deals up to 52%.|| 2
|-
|-
| Tank Missiles || Bv || Galleom transforms into a tank, then shoots four missiles. On the higher difficulties, every missile can inflict up to 30% damage, KOing slightly under 60%. || 2
| Tank Missiles || Bv || Galleom transforms into a tank, then shoots four missiles. On the higher difficulties, every missile can inflict up to 30% damage, KOing slightly under 60%. || 2
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| Missiles || B< or B>|| Galleom shoots two missiles two times. During this time, his "mask" has a hitbox and can still damage on contact. The missiles have roughly the same power of their Tank version, but are easier to avoid. || 1
| Missiles || B< or B>|| Galleom shoots two missiles two times. During this time, his "mask" has a hitbox and can still damage on contact. The missiles have roughly the same power of their Tank version, but are easier to avoid. || 1
|-
|-
| Falling Body Slam || X || Galleom stiffens, and tries to fall on the player. Huge knockback, being an invariable one-hit KO on Hard difficulty or above (Very Hard or above in Boss Battles). It's similar to [[Luigi]]'s side taunt but as an actual attack. Damage can reach 62%, while knockback is perfectly horizontal. If the player touches Galleom's back, they will only take minor knockback and less than 20%, being the only possibility to survive on the higher difficulties. || 2
| Falling Body Slam || X || Galleom stiffens, and tries to fall on the player. Huge knockback, being an invariable one-hit KO on Intense difficulty. It's similar to [[Luigi]]'s side taunt but as an actual attack. Damage can reach 62%, while knockback is very horizontal. If the player touches Galleom's back, they will only take minor knockback and less than 20%, being the only possibility to survive on the higher difficulties. || 2
|-
|-
| Tank Rush and Slam || L || Galleom transforms into a tank, then rushes forward, dealing vertical knockback of OHKO power on the higher difficulties. At lower health, Galleom also tries to fall on the player from above - which deals enormous spiked or horizontal knockback, and will OHKO on Hard or above (Very Hard in Boss Battles), much like Falling Body Slam. Damage can reach a huge 70%. Afterwards, he will stay vulnerable on the ground for a long time (up to three seconda). It is easy for him to be KO'd during this down time, as he must be at low HP already to initiate the fall (usually 25% or lower). || 2
| Tank Rush and Slam || L || Galleom transforms into a tank, then rushes forward, dealing vertical knockback. At lower health, Galleom also tries to fall on the player from above - which deals enormous spiked or horizontal knockback, and will OHKO on Intense, much like Falling Body Slam. Damage can reach a huge 70%. Afterwards, he will stay vulnerable on the ground for a long time (up to three seconds). It is easy for him to be KO'd during this down time, as he must be at low HP already to initiate the fall (usually 25% or lower). || 2
|-
|-
| Tank Rush || R || Same as Tank Rush and Slam, but this is the one used at higher health, where Galleom doesn't try to fall on the player. Tank charge can OHKO on the higher difficulties (Very Hard or Intense in Boss Battles) and inflicts up to 58%. || 2
| Tank Rush || R || Same as Tank Rush and Slam, but this is the one used at higher health, where Galleom doesn't try to fall on the player. Tank charge can OHKO on the higher difficulties (Very Hard or Intense in Boss Battles) and inflicts up to 58%. || 2

Revision as of 07:41, April 16, 2021

Not to be confused with Galeem.
Galleom
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Adventure Mode: The Subspace Emissary
A boss in Brawl
Ultimate
Universe Super Smash Bros.
Point worth 30000
Location The Wilds (Part I)
The Ruined Hall
Base

Galleom (ガレオム, Galleom) is a boss native to the Super Smash Bros. series who appears in Super Smash Bros. Brawl and Super Smash Bros. Ultimate.

Character description

Galleom's Subspace Bomb when he is preparing to self-destruct.

Galleom appears to be a giant, purple robot/cyborg which has simian features, and is also capable of transforming into a jet propelled tank labelled as his "Tank Form". He is covered head to toe in a heavy mechanized arsenal, possessing two rocket launchers as shoulder weapons, and powerful jets on his feet. He wears an iron mask that covers his face, as well as metallic arm braces over his bulky forearms. He is also quite agile in his simian form, capable of performing extremely large jumps, leading to the possibility that his jumps are jet propelled. In his tank form, he is much more compact, only being able to attack by either firing the missiles on his back, or simply by ramming into his foe at a high speed. As a last resort, he can set off a Subspace Bomb hidden within his head.

In Super Smash Bros. Brawl

Role in The Subspace Emissary

Galleom in his tank form fighting against Pokémon Trainer
Galleom about to battle Marth, Ike, and Meta Knight.

Galleom is the fourth boss introduced in The Subspace Emissary. Marth, Ike, and Meta Knight were the first to spot Galleom as he was traveling through the desert in his tank form. The trio quickly caught up to him, causing Galleom to transform and fight the heroes. He was defeated and then jumps off the cliff to make a tactical retreat, only for him to land onto unstable ground which gave way, and Galleom landed in the Ruined Hall, where Lucas and the Pokémon Trainer challenge him. They manage to defeat him, and, in a last desperate attempt, Galleom grabs both Lucas and the Pokémon Trainer, starts the countdown on his emergency Subspace Bomb, then jets into the sky. Lucas manages to free both himself and the Pokémon Trainer by using PK Thunder, but in the process causes them both to fall a great distance as Galleom explodes. Meta Knight manages to catch the duo just before they land, then fly them away from the Subspace Bomb's blast. Galleom is then sucked into The Great Maze, along with the trophy of Wario, and revived; he must eventually be fought again in the Maze.

Moveset

Like all bosses Galleom is controllable with hacks in Boss Battles Mode. The start button will, like all bosses, self-destruct him. Its attacks are very powerful, and several of them gain OHKO power on the higher difficulties, usually Hard and above, and even on the higher difficulties in Boss Battles.

Move Input Description Move Number
Stomp A Galleom stomps forward with one foot. This is Galleom's fastest and least telegraphed attack, but it is also one of his least powerful (though still strong enough to KO at 60% on Intense and around 100% on Easy). 1
Shockwave A^ Galleom spins, then punches the ground with both fists to create a shockwave. The fists hit has extreme power, inflicting up to 55%, and can OHKO on the higher difficulties (Very Hard and above, or Intense in Boss Battles). The three shockwaves deal decent damage (up to 25% each) and carry the player away, potentially past the blast lines for a guaranteed KO. However, they don't deal any knockback and are quite easy to avoid - although it is extremely difficult to jump away after being caught. They don't cover the length of the entire stage, thus it is possible to survive without jumping off, as long as the side blast line is not reached. All hitboxes landing (only possible on lower difficulties) can inflict more than 100% damage. 2
Side Crush Av Galleom slams his fists on both sides of him, similar to Donkey Kong's Down Smash. This is one of Galleom's fastest attacks, though it can be avoided by just being right near Galleom. If the player hits the lower part of Galleom's arms, they could potentially be meteor smashed. 2
Uppercut A< or A> Galleom does a huge, jet-propelled uppercut. Noticeable windup, but the uppercut travels fast when unleashed. The fist is a sweetspot with extreme knockback. In Boss Battles this attack is curiously made much faster, unlike all the others. If Galleom is fought as one of the last three bosses before Tabuu, it is even swifter and more unpredictable. However, it is also his most nerfed move, with the sweetspot KOing at 35% on Intense. 1
Spin B Galleom charges up, then spins around. It creates a very powerful vacuum to suck players in, though its range is very short and it lasts briefly; furthermore, any character can just walk away to not get sucked in even on Intense difficulty. If players get sucked in near the beginning of the attack and multiple hits chain, they will sustain an extreme amount of damage (quite over 150%) with guaranteed OHKO power on the higher difficulties (Hard or above and Very Hard or above in Boss Battles). The last KOing hit deals perfectly vertical knockback. This move is somewhat similar to Spinning Kong. 2
Jump B^ Galleom jumps high, and then lands with a big stomp. Regardless of where he lands, he will slide to the side opposite of where he jumped. It deals up to 52%. 2
Tank Missiles Bv Galleom transforms into a tank, then shoots four missiles. On the higher difficulties, every missile can inflict up to 30% damage, KOing slightly under 60%. 2
Missiles B< or B> Galleom shoots two missiles two times. During this time, his "mask" has a hitbox and can still damage on contact. The missiles have roughly the same power of their Tank version, but are easier to avoid. 1
Falling Body Slam X Galleom stiffens, and tries to fall on the player. Huge knockback, being an invariable one-hit KO on Intense difficulty. It's similar to Luigi's side taunt but as an actual attack. Damage can reach 62%, while knockback is very horizontal. If the player touches Galleom's back, they will only take minor knockback and less than 20%, being the only possibility to survive on the higher difficulties. 2
Tank Rush and Slam L Galleom transforms into a tank, then rushes forward, dealing vertical knockback. At lower health, Galleom also tries to fall on the player from above - which deals enormous spiked or horizontal knockback, and will OHKO on Intense, much like Falling Body Slam. Damage can reach a huge 70%. Afterwards, he will stay vulnerable on the ground for a long time (up to three seconds). It is easy for him to be KO'd during this down time, as he must be at low HP already to initiate the fall (usually 25% or lower). 2
Tank Rush R Same as Tank Rush and Slam, but this is the one used at higher health, where Galleom doesn't try to fall on the player. Tank charge can OHKO on the higher difficulties (Very Hard or Intense in Boss Battles) and inflicts up to 58%. 2
Quadruple Stomping Jump Unusable Galleom stomps across the stage, which will bury grounded players, and meteor smash airborne players. Galleom will stomp four times, and will stomp in place if he reaches the other side before finishing the move. On the higher difficulties, each stomp deals 38% damage, for a combined maximum damage of 144% if all hits land. 1

HP and damage taken

HP Values Lowest difficulty Below-middle difficulty Middle difficulty Above-middle difficulty Highest difficulty
The Wilds (Part I) 315 375 420 495 570
The Ruined Hall 205 225 240 265 290
The Great Maze 333 399 444 513 570
Round 1-3 4-6 7-9 1-3 4-6 7-9 1-3 4-6 7-9 1-3 4-6 7-9 1-3 4-6 7-9
Boss Battles 114.8 120.4 132 126 134 146 138 146.5 160 150 160 177 182 196 215
  Normal Slash Electric Freezing Flame Grass (effect) Water (effect) Darkness Aura (effect) Specials: Direct Specials: Indirect
Damage taken ×1.0 ×1.0 ×1.0 ×1.3 ×0.75 ×1.0 ×1.3 ×1.0 ×1.0 ×1.0 ×0.95

Like all bosses in Brawl, Galleom gains an additional ×0.6 damage resistance modifier when fought in co-op mode, effectively gaining 67% more health. This modifier is applied whenever the second player is in-game, and is no longer applied if the second player loses all their stocks.

Trophies

Galleom has two Trophies, one featuring his Robot Form (which is obtained by using a Trophy Stand on Galleom), and the Galleom (Tank Form) trophy, which is obtained by completing Boss Battles mode on Intense difficulty. As a side note, completing Boss Battles on Intense difficulty is the only way to get this Trophy in the NTSC version of Brawl, as using a Golden Hammer on the challenge square holding the Trophy will not work (this is not the case in the PAL version, where every box can be broken).

The Galleom trophy in Brawl.

Galleom
An enormous, transforming robot and Subspace Army warmonger. Galleom is characterized by various attack threats, including jump stomps, beefy arm bludgeonings, and even missiles fired from his back. He also has a Subspace Bomb set in his head, which he can use in times of desperation to blow himself up and drag the player into the darkness of Subspace. He's one tough robot!

Wii: Super Smash Bros. Brawl
The Galleom in Tank Form trophy in Brawl

Galleom (Tank Form)
Galleom with his arms and legs neatly compacted into tank form. In this form, he can get around the combat field at high speed. He can quickly change into humanoid form to take advantage of awesome combat capabilities. His last defense and most threatening trait is a built- in Subspace Bomb. In tank form, Galleom can still attack with body slams and missiles. He never runs.

Wii: Super Smash Bros. Brawl

In Super Smash Bros. Ultimate

Galleom returns in Super Smash Bros. Ultimate, playing a role as a boss in Classic Mode and in the World of Light adventure mode.

Galleom appears in a battlefield that resembles the large hangar in Shadow Moses Island from Metal Gear Solid, where Solid Snake fights Metal Gear REX, crashing onto the ground before transforming out of his tank form and letting out a roar, jets of steam bursting from his body. Galleom appears to have most of his attack patterns from its past incarnation in Super Smash Bros. Brawl, with some new additions:

  • His attacks can’t OHKO anymore, even on the highest difficulty with no spirits. On the contrary, it is possible to survive his attacks with quite over 100% damage.
  • Galleom can now launch six missiles after transforming into his tank form, firing in three bursts of two missiles each.
  • Galleom stretches his arms out, then tries to grab the fighter. If the grab is successful, Galleom will crush the player, dealing constant damage and slamming them into the ground which launches them unless the fighter breaks free. Like other grabs, this can bypass shields as well as counters.
  • When charging in his tank form, Galleom will turn around and charge back as he returns to the battlefield in an attempt to hit the fighter again.
  • Galleom now uses the hover jets on his feet to aim his jump attack, aiming for the fighter as he lands.
  • When reduced to a quarter of his health, Galleom turns red and stomps around wildly, dealing flame damage if he hits the player with one of his stomps. Afterwards, all of his attack patterns are sped up and the lag between his attacks is significantly decreased.

When defeated, explosions erupt across Galleom's body as pieces of it (including one of its arms) fly off before the metal monster falls over with his remaining hand on his chest, like he did in the Subspace Emissary.

The Fighters that are assigned to fight Galleom in Classic Mode at the end of their runs are R.O.B., Snake, Wolf, Dark Pit, King K. Rool and Min Min. Mega Man and Sephiroth are also assigned to fight Galleom, but not for the final round, as Mega Man fights Dr. Mario (representing Dr. Wily), then Mewtwo (upon Dr. Mario’s defeat, who represents Wily Alien) afterwards, and Sephiroth fights Galleom in the second round of his route. Usually, Boss Battle - Super Smash Bros. Brawl plays during the battle, but Guts Man Stage plays in Mega Man's Classic Mode, ARMS Grand Prix Final Battle plays in Min Min's Classic Mode, and Galeem / Dharkon plays during the boss rush.

Spirit

No. Image Name Type Class Slots Base Power Max Power Base Attack Max Attack Base Defense Max Defense Ability Series
1,098
SSBU spirit Galleom.png
Galleom
Neutral
★★ 3 1565 6334 715 2893 790 3198 Fist Attack ↑ Super Smash Bros. Series

Role in World of Light

Galleom's location in World of Light

Galleom is assigned by Galeem to guard the Base sub area of the Light Realm, which can be accessed in a jungle like area. Defeating Galleom is necessary to weaken the shield protecting Galeem.

He is later fought again during the final boss fight, along with all the others bosses except for Master and Crazy Hand. In said battle, Galleom is the first of the Light Realm bosses to appear on screen in the second phase, which could indicate him being the first boss in the game.

Trivia

  • Galleom has two different death animations. The first involves him falling over and kneeling, weakened but still operational, while the second involves him falling onto his back and subsequently exploding; however, it is shown he is still breathing. The latter appears in the last few rounds of Boss Battles, and sometimes appears after defeating Galleom with a powerful attack at low health, such as with Falcon Punch.
  • In Boss Battles, the arena that Galleom appears in (in the desert or in the large ruin chamber) is random.
  • The music in Galleom's Subspace Emissary battles, Boss Battle Song 1, is the same as the Duon battle. Galleom and Duon are the only bosses who originate from Brawl, aside from Tabuu.
  • Galleom is the only boss in The Subspace Emissary who is battled twice before The Great Maze.
    • Therefore, Galleom must be battled three times to complete The Subspace Emissary.
  • After the Great Maze is completed, the player cannot fight Galleom in The Wilds (Part I).
  • No characters that originated before Brawl fight Galleom in their Classic Mode route in Ultimate.
    • Therefore Galleom is the only boss not to be fought by any "Original 8" fighters. It is also one of the two bosses with this distinction, with the other being Dracula.
    • Also, none of the characters that fought him in Subspace Emissary, (like Meta Knight, Ike and Lucas), fight Galleom in their Classic Mode route.
  • Galleom's Subspace Bomb is set for 15 seconds, a twelfth of the normal 3 minutes.
  • Galleom is one of two bosses (the other being Tabuu) to appear in two forms of trophies. For Galleom, it's the normal one via the Trophy Stand and the one for completing Boss Battles Mode on Intense.
  • Galleom in the Subspace Emissary has 8 potential OHKO moves, exactly the same as Rayquaza. The only two bosses with more OHKOs are Duon (with 9) and Tabuu, (with 14).
  • Galleom is the only boss from the Subspace Emissary to appear as a boss in Super Smash Bros. Ultimate.
  • As of patch 10.0.0, Galleom is the most common boss for Ultimate's Classic Mode who isn't Master Hand, being fought by 8 characters.
    • Galleom and Rathalos are the only bosses to be fought outside the boss round excluding DLC.
  • If Galleom is defeated in Tank Form, it will continue the attack (Tank Rush or Tank Rush & Slam) until the end, even falling on the player. However, it can never KO since the battle is already won when the hitboxes land, although these attacks having OHKO power.