Super Mario RPG: Legend of the Seven Stars/Bosses

Listed in order of appearance in the game. Optional bosses are listed at the bottom of the page.

Hammer Bro
HP: 50 Attack: 6 Defense: 13 Magic Attack: 6 Magic Defense: 8 Resistances: None Weaknesses: Jump Items Dropped: Hammer and Flower Jar Difficulty: Easy

Notable Attacks
Hammer Time: Hammer Bro will throw four hammers on this attack. Wait until about one second after all four hammers hit to do a defense timed hit. If left undefended, this attack can do 10+ damage.

Valor Up: Valor Up raises Hammer Bro's defense by 25, making him difficult to defeat. When you defeat one of the two Hammer Bros, the other one will immediately use this move.

Description
This fight can be difficult if you haven't gotten the hang of timed hits yet. If you aren't too sure of your ability for timed hits, Mario should be level 3 for this fight. If you are good with timed hits you should be fine with Mario at level 2. The best strategy for the Hammer Bros is to one Jump and one normal attack on each of them. Alternate these attacks, because Hammer Bro's defense is raised a ton when he uses Valor Up.

Croco
HP: 320 Attack: 25 Defense: 25 Magic Attack: 30 Magic Defense: 18 Resistances: Sleep Weaknesses: Fire Items Dropped: Flower Tab and Wallet<BR> Difficulty: Hard<BR>

Notable Attacks
Bomb: This is a strong attack and can't be blocked. Usually does around 15-25 damage.

Weird Mushroom: Croco recovers 60 HP. He uses this when he's low on HP, but sacrafices two turns.

Description
Croco can be a problem if you aren't leveled enough. Mallow should be at least level 4 for this fight, otherwise Croco's Bomb attack could kill Mallow in one hit. When the battle starts have Mario use Fire Orb, this will deal upwards of 60 damage and make Croco lose his turn. Mallow won't be doing a lot of damage this fight, but his job is to heal with his move HP Rain. When Croco is at about 30% HP he will use a Weird Mushroom to recover 60 HP, but you get two free attacks when he does this, take advantage of it with another Fire Orb attack.

Mack
HP: 480<BR> Attack: 22<BR> Defense: 25<BR> Magic Attack: 15<BR> Magic Defense: 18<BR> Resistances: Fear, Poison, Sleep, Silence<BR> Weaknesses: Thunder<BR> Items Dropped: 1st Star<BR> Difficulty: Normal<BR>

Notable Attacks
Flame Wall: This attack hits all of your characters, but the attack doesn't do too much damage to be considered a huge threat.

Flame: Flame is like Flame Wall except it only hits one person, but it does a lot more damage. Ideally you want this attack to hit Mallow because his Magic Defense is high.

Description
Mack will summon four Shysters at the beginning of the fight. If Mallow's Magic Attack is high enough at this point (Level 6 will guarantee this) then a single Thunderbolt will kill all the Shysters as well as deal a fair amount of damage to Mack. After destroying the Shysters, Mack will start using Flame and Flame Wall. Keep an eye on your HP, use Mushrooms or HP Rain when necessary. When Mack is low on HP he will re-summon the Shysters. If you have enough power to kill them all with one Thunderbolt, Mack will continue to summon Shysters over and over again this way until he dies. If you can't kill all the Shysters in one hit, then Mack will temporarily run away until all of the Shysters are defeated.

Belome
HP: 500<BR> Attack: 30<BR> Defense: 25<BR> Magic Attack: 15<BR> Magic Defense: 20<BR> Resistances: Sleep<BR> Weaknesses: Thunder<BR> Items Dropped: None<BR> Difficulty: Normal<BR>

Notable Attacks
S'Crow Funk: Turns one character into a Scarecrow. The Trueform Pin found in the Kero Sewers will protect against this.

Eat Mallow: Every now and then Belome will eat Mallow, leaving Mario by himself. Mallow takes no damage, but if Mario falls while Mallow is swallowed it's game over.

Description
Belome can be really easy if you have Mario's Super Jump at this point. If you don't have Super Jump, Thunderbolt and Fire Orb will suffice. Special attacks deal more damage to Belome than normal attacks. If you found the Trueform Pin, have Mario wear it. You don't want to be turned into a Scarecrow when Mallow is eaten because you won't be able to use items to recover. Keep some Mushrooms handy when Mallow is swallowed just in case Mario's HP gets low.

Bowyer
HP: 720<BR> Attack: 50<BR> Defense: 40<BR> Magic Attack: 30<BR> Magic Defense: 35<BR> Resistances: Fear, Poison, Sleep, Silence<BR> Weaknesses: None<BR> Items Dropped: Flower Box, 2nd Star<BR> Difficulty: Easy<BR>

Notable Attacks
Disable Y, X, A: Bowyer can disable your Y, X, or A buttons temporarily.<BR> G'Night: Puts one character asleep.<BR> Static E!: Hits all characters. This move really hurts Mario and ???, but Mallow can usually survive this attack easily.<BR> Lightning Orb: Like Static E, except only against one target.

Description
Bowyer looks like a threat but is actually very easy. The following strategy will guarantee Bowyer will never disable A, use Static E, or use Lightning Orb. First turn, regular attacks with all of your characters. Second turn, put everyone on defense. Repeat this order until Bowyer is defeated. This strategy makes this fight a lot easier. Using this strategy, Bowyer will either disable X or Y, which means you still need to keep recovery items just in case you can't use HP Rain. Equip the Wake Up Pin to Mallow to keep your healer from falling asleep.

Croco (2nd Fight)
HP: 750<BR> Attack: 52<BR> Defense: 50<BR> Magic Attack: 27<BR> Magic Defense: 50<BR> Resistances: Sleep<BR> Weaknesses: Fire<BR> Items Dropped: None<BR> Difficulty: Hard<BR>

Notable Attacks
Bomb: Same as the last fight. Can't be blocked, except this time it does more damage.

Chomp: Croco throws a random object at you. This attack really hurts if you fail a timed hit.

Description
If you are having trouble with timed hits you will struggle in this second encounter. Croco's moves haven't changed much since the last fight, but he has built up a resistance to Fire Orb. Normal attacks are recommended for this fight. When Croco has about 50% HP left he will take all of your items away for the rest of the fight. This is why it is very important that you do not use ANY special attacks before this occurs because you need the FP for HP Rain. Once Croco has stolen your items he will start using the powerful move Chomp. If you lose Mallow then you will likely lose the fight, you need HP Rain to win. Use normal attacks and HP Rain as necessary. You will need to land a lot of defensive timed hits in this fight.

Punchinello
HP: 1200<BR> Attack: 60<BR> Defense: 40<BR> Magic Attack: 22<BR> Magic Defense: 40<BR> Resistances: Jump, Fear, Poison, Sleep, Silence<BR> Weaknesses: None<BR> Items Dropped: 3rd Star<BR> Difficulty: Hard<BR>

Notable Attacks
Sand Storm: Hits all characters. This attack doesn't do much damage but it causes fear.<BR> Will-O-Wisp: Hits one character with heavy damage. This attack can't be blocked.

Description
Punchinello will begin the fight by throwing out Micro Bombs. These are smaller versions of Bob-Ombs. Once you have taken off about a third of his HP he will summon regular Bob-Ombs instead. Then after you take out another third of his HP he will send out Mezzo Bombs. Mezzo Bombs do heavy amounts of damage even through a timed defensive hit, luckily he only sends out three at a time instead of four. Keep in mind that the bombs will not always attack when they are summoned. You need to keep a close eye on them because they will attack out of turn. Punchinello will occasionally use Sand Storm which can make this fight extremely hard. While feared you take double damage. If you can afford it buy a Fearless Pin from Rose Town, two of them if you can. Focus all of your attacks on Punchinello. If you spend time on the bombs you will just open yourself up to a Sand Storm and he will re-summon the bombs anyway.

Knife Guy
HP: 700<BR> Attack: 70<BR> Defense: 55<BR> Magic Attack: 20<BR> Magic Defense: 10<BR> Resistances: Thunder, Sleep<BR> Weaknesses: Fire<BR> Items Dropped: None<BR> Difficulty: Easy<BR>

Grate Guy
HP: 900<BR> Attack: 60<BR> Defense: 40<BR> Magic Attack: 25<BR> Magic Defense: 40<BR> Resistances: Fire, Sleep<BR> Weaknesses: Thunder<BR> Items Dropped: Flower Jar<BR> Difficulty: Normal<BR>

Notable Attacks
Crystal (Knife Guy): Hits one character. This move isn't a huge threat, but it can't be blocked.<BR> Blizzard (Knife Guy): Like Crystal, except it hits all characters.<BR> Echofinder (Grate Guy): Hits one character. Deals average damage and causes mute.<BR> Sleep (Grate Guy): Puts one character to sleep.<BR> Meteor Blast (Grate Guy): Hits all characters with average damage.<BR>

Description
This fight looks hard at first, but a few good moves in the first few turns will turn the tables on your side. Mario, Bowser and Mallow is the best combination for this fight. Start off your first turn with Bowser using Terrorize and Mario using a fire attack on Knife Guy. Terrorize will frighten Knife Guy and Grate Guy giving you double damage for a few turns. Every once in a while, Knife Guy and Grate Guy will combine and start using Blizzard and Meteor Blast. Use Froggie Drinks or Elixers if needed when they combine. Focus on Knife Guy first, after a Terrorize he should be gone in a few turns. Grate Guy is easy pickings after Knife Guy is defeated.