User:Ice Medallion@legacy41965084/Sandbox

These things ain't ready for prime time yet.

Bombable rocks
One of the primary purposes of rocks in the Zelda series when they aren't just being scenery is to serve as destructible barriers that obstruct Link's progress or block access to side areas. Bombable rocks can be considered a natural or overworld counterpart to bombable walls.

Bombable rocks can sometimes be destroyed by other methods as well. These include smashing them with a Hammer, picking them up and throwing them with the Power Bracelet or similar item, or various methods specific to a single game such as the Goron Punch in.

Enemy variety occurrence tables
These are probably pointless and don't really need to be on these enemies' main pages, but I felt like making them since for the most part we don't explicitly say which varieties of multi-variety enemies appear in which games.

Twilight Princess
presents a few difficulties to determining the relative strengths of weapons, since as in there are a number of exceptional cases where weapons appear to damage a given enemy or type of enemy more or less than would be expected from their performance against most enemies. (For example, a few enemies, such as Tektites, take the same number of sword strikes regardless of the sword used.) Nonetheless, a table of relative weapon strengths can be determined that holds true for most enemies.

As with several of the other games, the simplest way to determine the relative strengths of weapons is to find an enemy with a large amount of health that is vulnerable to as many weapons as possible. The enemy used in this table is the Red Bokoblin, which is one of the sturdier enemies while still being open to attack by almost any means, unlike better-defended enemies such as the Dynafols or Darknut.

Bombs present a special problem, since there are almost no enemies that are vulnerable to Bombs but aren't killed in one hit by them, and their damage appears to differ depending on the target. ReDead Knights are the only regularly occurring enemy that requires more than one Bomb to kill. They take two Bomb Arrows to kill, and die in one hit from the Master Sword after one Bomb Arrow, but enemies that by other measures appear to have more health, such as Dynafols (ten Master Sword strikes to ReDead Knight's six), are still killed by a single Bomb (Arrow). (To the extent it can be measured, all Bomb types, including Bomb Arrows, appear to have the same power.) For these reasons, Bombs are not listed.

The Ball and Chain is also problematic, as its damage output is demonstrably different against several enemies. It appears to be strong enough in general to kill most enemies that don't have a notably high amount of health in one hit, but against tougher enemies its damage is not consistent between species. Throwing the Ball and Chain generally does more damage than simply swinging it, but even this has exceptions: ReDead Knights take the same amount of damage from a swung Ball and Chain (about 20, setting the Wooden Sword at 1) as they do from a thrown Ball and Chain. Interestingly, this is also the amount they take from Bombs.

* Theoretical. Red Bokoblins, unlike their Blue counterparts, do not take damage from Pumpkin Seeds and so their strength must be inferred from using them against weaker enemies, and outside of glitches the Wooden Sword cannot be kept through to a point in the game where Red Bokoblins appear. ** Care must be taken when determining the power of hits from swords or Wolf Link's bite attack, since the finishing hit of a successful combo (the fourth in a series of four rapid-fire attacks, which generally knocks the enemy down or backward) is stronger than the others. Combo finishers, like jump and spin attacks, appear to be 1.5 times as strong as the normal sword or bite attack against most enemies, although the multiplier appears to be larger for a small number of enemies, including the already rather weird Tektites, which are killed in one hit by any jump or spin attack. The Mortal Draw's exact power is difficult to determine, since nearly all enemies that aren't invulnerable to swords die in one hit, and the only one that doesn't (the Darknut) appears to ignore damage multipliers, but its performance against bosses and minibosses where it is usable suggests it is about a dozen times as strong as the basic sword strike. *** As noted, the Ball and Chain's power is less consistent between different types of enemy than that of most weapons. The power of a swung or thrown Ball and Chain against certain high-HP enemies is noted below: Again, the majority of enemies that are not invulnerable to the Ball and Chain will be killed in one hit, whether from swinging or throwing it.