MIRACLEMATTER

(#80382447)
Cw scopophobia
Click or tap to view this dragon in Scenic Mode, which will remove interface elements. For dragons with a Scene assigned, the background artwork will display at full opacity.
Click or tap to share this dragon.
Click or tap to view this dragon in Predict Morphology.
Energy: 47/50
This dragon’s natural inborn element is Plague.
Male Spiral
This dragon is hibernating.
Expand the dragon details section.
Collapse the dragon details section.

Personal Style

Apparel

Skin

Scene

Measurements

Length
4.14 m
Wingspan
2.77 m
Weight
80.87 kg

Genetics

Primary Gene
White
Basic
White
Basic
Secondary Gene
White
Basic
White
Basic
Tertiary Gene
White
Underbelly
White
Underbelly

Hatchday

Hatchday
Aug 24, 2022
(1 year)

Breed

Breed
Adult
Spiral

Eye Type

Special Eye Type
Plague
Multi-Gaze
Level 1 Spiral
EXP: 0 / 245
Scratch
Shred
STR
8
AGI
9
DEF
6
QCK
5
INT
5
VIT
6
MND
6

Lineage

Parents

Offspring


Biography

K64_Enemy_Info_Card_8.png The final boss of the game, Miracle Matter can take the form of any of the seven powers in Kirby 64.

K64_Miracle_Matter_Sprite.png
150px-K64_Ripple_Star_Stage_4_screenshot_02.png Miracle Matter morphs from its standard form to that of a purple bubble-like appearance, from which it procures four similar purple bubbles that bounce about the stage, in an attempt to hit Kirby.

These four identical bubbles will hereby split into two: a circular core and an empty bubble that continue to ricochet off the invisible walls of the arena. Eventually, the bubbles with distinct cores will stop in their place (the others will disappear), and Kirby will be able to use them as projectiles to injure Miracle Matter. After a short time window, the foe will retract back into its standard form. Any bubble that strikes Kirby will disappear, leaving anything it is containing unusable.

K64_Miracle_Matter_Sprite.png
150px-K64_Ripple_Star_Stage_4_screenshot_08.png The foe will transform into a glowing fireball from its standard shape, and glide about the stage on the horizontal plane in various stocky movements.

Miracle Matter will henceforth conjure columns of flame that are shaped to mirror the Cartesian plane (i.e. they will be created only in the horizontal, vertical, or both directions, but never in diagonals, etc.) Once Miracle Matter retracts the columns of flame, a fire element remnant will be left behind; Kirby can use this to strike Miracle Matter in this form.

K64_Miracle_Matter_Sprite.png
Untitled732_20230108002043.png This form is reminiscient of the common enemy, Fishbone, which has a body format similar to this form: a main head, and two smaller abdomen sections at the rear. The final abdomen section is the "projectile" of this form, the piece Kirby can suck up and propel back at Miracle Matter to cause damage.

Miracle Matter, in this form, will move around the arena reminiscent of racecar events: in a circular pattern, with the final pass at Kirby's height level.

K64_Miracle_Matter_Sprite.png
Untitled1124_20231202010821.png Transforming into an orange sun-like appearance denotes the beginning of Miracle Matter's Needle form. Corresponding to the cardinal directions, Miracle Matter will jet thin, narrow needles out from its main core that strike the edge of the area and stay there for some time before retracting, leaving a small, arrowhead-like element remnants in their places. This remnant is the key to injuring Miracle Matter, in a similar fashion as its previous forms.

K64_Miracle_Matter_Sprite.png
Untitled732_20230108002306.png Miracle Matter will, from its standard form, morph into a large ice block, with smaller ice shards in orbit. Like the Bomb form, this shape will float around the stage, retracting and expanding its orbital ice shards.

In this fairly simple form, Kirby can suck in the orbital ice shards and propel them straight at the main ice block at the center to injure Miracle Matter. After a few hits or a small time window, Miracle Matter will reform into its regular polygonal shape.

K64_Miracle_Matter_Sprite.png
Untitled1124_20231202010641.png Miracle Matter will literally morph its appearance to that of a small Sun, shooting thick light beams in Kirby's direction. Such beams will zoom off-screen, then appear again as if the screen is unending, but from the corresponding, yet opposite side of the stage. The beams also reflect off Miracle Matter itself, similar to the physics of the Laser ability.

Over a time, the light beams themselves will transform into three smaller Suns that can be used against Miracle Matter.

K64_Miracle_Matter_Sprite.png
150px-K64_Ripple_Star_Stage_4_screenshot_04.png Miracle Matter will transfigure itself into a large, floating brown rock at a certain point in the battle, and procures smaller rocks at its sides of which are used in an attempt to pummel Kirby into the arena floor.

After all of the smaller boulders have hit the floor and broken into available projectiles, Miracle Matter will begin to roll about the arena floor, in a last ditch effort to hit Kirby. Both corners on the ground are the safety zone where its Rock Form can't roll over Kirby.

After this display, it will rise back to the center and form back into its standard shape.



Source: Wikirby



Untitled731_20230108000826.png
If you feel that this content violates our Rules & Policies, or Terms of Use, you can send a report to our Flight Rising support team using this window.

Please keep in mind that for player privacy reasons, we will not personally respond to you for this report, but it will be sent to us for review.

Click or tap a food type to individually feed this dragon only. The other dragons in your lair will not have their energy replenished.

Feed this dragon Insects.
Feed this dragon Meat.
This dragon doesn't eat Seafood.
This dragon doesn't eat Plants.
You can share this dragon on the forums by either copying the browser URL manually, or using bbcode!
URL:
Widget:
Copy this Widget to the clipboard.

Exalting MIRACLEMATTER to the service of the Plaguebringer will remove them from your lair forever. They will leave behind a small sum of riches that they have accumulated. This action is irreversible.

Do you wish to continue?

  • Names must be longer than 2 characters.
  • Names must be no longer than 16 characters.
  • Names can only contain letters.
  • Names must be no longer than 16 characters.
  • Names can only contain letters.