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Titan Dweevil
“ | The largest member of the dweevil family, this fearsome predator carries protective components that frequently exhibit offensive capabilities, an evolution that may be attributed to mere chance. Another evolutionary theory is that the chemical contents of the containers carried by titan dweevils contribute to possible gene splicing. While other dweevils do not seem to choose the objects they carry, the titan dweevil appears to prefer shiny objects above all others. | „ |
~ Olimar's notes about Titan Dweevil |
Background
The Titan Dweevil is the final boss in Pikmin 2. It is the largest member of the dweevil family, and one of the largest creatures in the game. Unlike other dweevils, its only natural attack is to lash out with its pincers, which does no damage and is only an attempt to get Pikmin off it; the creature is only really dangerous because of the weapons it carries.
At the very bottom of the last cave in the game, the Dream Den, Olimar and the President find Louie sitting atop a mound of treasure. When they approach the mound, however, it reveals itself as the head of the Titan Dweevil. The enormous monster then proceeds to attack the player, triggering the boss fight. Louie is found on top of it the first time the Titan Dweevil is battled; the sales pitch on him as a treasure suggests that he may somehow be in control of the dweevil, although if the dungeon is revisited and the boss is fought after rescuing Louie, it will still attack the leaders if the weapons weren't collected last time.
Despite being the final boss of Pikmin 2, defeating the Titan Dweevil does not necessarily lead to the end of the game, unlike the final bosses of Pikmin and Pikmin 3. It can be fought before many other bosses and recovering Louie will not yield any special ending unless the treasures are the last to be collected in the game. However, new e-mails will be received once Louie is found.
Powers and Stats
Tier: At least 10-C, likely 10-A, possibly 9-B
Name: Titan Dweevil
Origin: Pikmin
Gender: Unknown
Age: Unknown
Classification: Giant Armoured Herculean Spider
Attack Potency: At least Below Average Human level+, likely Athlete level (Can harm Olimar and Pikmin), possibly Wall level (Is controlled by Louie)
Dimensionality: 3-D
Travel Speed: Supersonic (Can keep up with Pikmin)
Combat Speed: High Hypersonic (Can tag Olimar and Pikmin)
Reaction Speed: High Hypersonic
Lifting Strength: Below Average (Can casually lift all of his cannons)
Striking Strength: At least Below Average Human Class+, likely Athlete Class, possibly Wall Class
Durability: At least Below Average Human level+, likely Athlete level, possibly Wall level
Stamina: Unknown
Range: Below Average Melee Range
Powers and Abilities: Superhuman Physical Characteristics, Small Size (Type 2), Fire Manipulation & Resistance Negation (With flare cannon, even if Olimar has the Scorch Guard he will still get damaged by the Flare Cannon), Electricity Manipulation, Paralysis Inducement, & Resistance Negation (With shock therapist, can stun Olimar even though he's immune to electricity), Water Manipulation (With monster pump), Poison Manipulation (With comedy bomb), Invulnerability (Cannot be damaged externally until all the weapons are off his body), Limited Resistance to Petrification (The purple potion only petrifies his body and not his weapons)
Standard Equipment: Flare Cannon, Shock Therapist, Monster Pump, and Comedy Bomb
Intelligence: Unknown
Weaknesses: If all of it's weapons are taken down it is useless in a fight as it's a naturally pacifist creature.
Notable Attacks/Techniques:
- Flare Cannon: When used, it sprays flames in a set radius, as it rotates back and forth in a rough 180-degree motion. When this weapon is damaged, it will spray more of the area than normal. It affects even those that have a resistance to it.
- Shock Therapist: When used, it will spit out eight electrical "nodes" that will activate after a delay and form multiple arcs of electricity between them that electrocute all that touch them. Even those with a resistance will be paralyzed. Keep the Pikmin in a tight group to avoid getting electrified. When this weapon is damaged, the nodes will activate the moment they are released and may move while activated.
- Monster Pump: When used, it spits out blasts of water that will get latched onto the Pikmin's heads and suffocate them. When the weapon is damaged, it will spit out water at a faster rate.
- Comedy Bomb: When used, it will spray three streams of poisonous gas, pointing in different ways, and are at equal distances from each other. When it is damaged, it will spray four streams that may change direction spontaneously and randomly.
Others
Notable Victories:
Notable Losses:
Inconclusive Matches: