Paper Mario/Bosses

Goomba Bros.

 * Red Goomba
 * Health: 7
 * Attack: 1
 * Defense: 0


 * Blue Goomba
 * Health: 6
 * Attack: 1
 * Defense: 0

Have Mario use power jumps on the blue goomba while goombario attacks the red one. The blue goomba should be defeated from two power jumps. After that, attack the red one and he should go down quick.

Goomba King and Goomba Bros.

 * Goomba King stats
 * HP: 10
 * Attack: 1
 * Defense: 0


 * Goomba Bros. stats
 * HP: 2
 * Attack: 1
 * Defense: 0

Hit the tree beside the Goomba King and a nut will fall on him and the Goomba Bros., causing 3 damage to all three of them, then finish Goomba King off with two power jumps and you should be fine.

Bowser???

 * HP: 10
 * Attack: 1
 * Defense: 1

Don't waste flower points on this, and be sure to guard every attack to save all hp by the time you break the machine.

Koopa Bros.

 * HP: 4 each
 * Attack: 1 each
 * Defense: 1

Their spinning shell attack does pretty good damage to you at your current level, but will get weaker after you defeat a koopa bro. If you'd like to save FP, an attack from both Mario and his partner should knock them over, leaving them open to attack. You can also use bombette's bomb to knock them down instantly. Like normal koopas, you can knock them down again if they get up. Best all four to win.

Jr. Troopa (Second time)

 * Health: 15
 * Attack: 2
 * Defense: 1

Jr. Troopa has defense, so using power smash and bombette's bomb should help here.

Buzzar

 * HP: 40
 * Attack: 4
 * Defense: 0

Tutankoopa

 * Tutankoopa's stats
 * HP: 30
 * Attack: 3
 * Defense: 0


 * Chomp's Stats
 * HP: 4
 * Attack: 3
 * Defense: 3

Tubba Blubba and his heart

 * Tubba Blubba's stats
 * HP: 10
 * Attack: 4
 * Defense: 0


 * Heart's Stats
 * HP: 50
 * Attack: 6
 * Special Attack: 12
 * Defense: 0

Jr. Troopa (Third time)

 * HP: 40
 * Attack: 5
 * Defense: 1

Big Lantern Ghost

 * HP: 40
 * Attack: 5
 * Defense: 0

General Guy

 * Shy Squad's stats
 * HP: 15
 * Attack: 1 for each Shy Guy
 * Defense: 0


 * Stilt Guy's stats
 * HP: 7
 * Attack: 4
 * Defense: 0


 * Shy Stack's stats
 * HP: 10
 * Attack: 1 for each Shy Guy
 * Defense: 0


 * General Guy's stats
 * HP: 30
 * Attack: 4 (Light Bulb hits for 5)
 * Defense: 2

Lava Pirahna

 * Lava Piranha (first form)
 * Health: 40
 * Attack: 5
 * Defense: 0


 * Lava Piranha (second form)
 * Health: 40
 * Attack: 7 (+flaming if no IcePwr/F.Shld)
 * Defense: 1 (0 with Ice Power badge equipped)
 * Immune to fire
 * Immune to jump/headbonk (if you have no Ice Power/Fire Shield badge equipped)


 * Lava Buds (first form)
 * Health: 8
 * Attack: 4
 * Defense: 0
 * Can respawn occasionally after several turns


 * Lava Buds (second form)
 * Health: 8
 * Attack: 3 (+flaming if no IcePwr/F.Shld)
 * Defense: 0
 * Does not respawn and is immune to fire/jump/headbonk (without Ice Power/Fire Shield badge equipped)


 * Petit Piranha
 * Health: 1
 * Attack: 5-6
 * Defense: 0
 * Summoned by Lava Buds

Jr. Troopa (Forth time)
HP: 20 Attack: 5 Defense: 2

Spike?
HP: 50 Attack: 4 Defence: 0

Huff N. Puff

 * Huff N. Puff's stats
 * HP: 60
 * Attack: 7
 * Defense: 0


 * Tuff Puffs' stats
 * HP: 1-2
 * Attack: 2
 * Defense: 0

Use Lakilester in this fight. Start off with Super Jump Charge and choose to do nothing with Lakilester; repeat this for the next turn. After his attack use Power Bounce on him, if you time the action command correctly you will take more than half of his health by the end of your attack. Next use Lakilester's Spiny Surge to wipe out all but two Tuff Puffs. Now just attack him like you would any other enemy and repeat Spiny surge. Weather-based attacks do not work on Huff N. Puff. Recommended badges: Power Bounce, S. Jump Chg., Power Plus, Dodge Master, Peekaboo

Super Blooper

 * HP: 70
 * Attack: 5
 * Defense: 0
 * Special Attack: 20

Jr. Troopa (Fifth time)

 * HP: 50
 * Attack: 8
 * Defense: 2

Crystal King

 * Crystal King's stats
 * HP: 70
 * Attack: 6
 * Defense: 2


 * Crystal Bits' stats
 * HP: 1
 * Attack: 6 (basically, when the Crystal King swallows them and spits them at Mario)
 * Defense: 0

Jr. Troopa (Sixth time)

 * HP: 60
 * Attack: 8
 * Defense: 2
 * Can switch between having a wand and being winged/spike top.

Bowser

 * Round 1
 * HP: 50
 * Attack: 6/8
 * Defense: 1
 * Can make himself invincible with the Star Rod or damage you and your partner.


 * Round 2
 * HP: 99
 * Attack: 8/10
 * Defense: 2
 * Can make himself invincible with the Star Rod, damage you and your partner, or heal himself for 30 hitpoints (only three times in a battle)

The Master

 * HP: 50
 * Attack: 6
 * Defense: 0

The Master (Second time)

 * HP: 75
 * Attack: 8
 * Defense: 0

The Master (Third time)

 * HP: 99
 * Attack: 10
 * Defense: 1
 * Buy stone cap at one of the two stores in Toad Town and then use Watt or Pakarry to hit him while Mario is stone and unable to move or recieve damage.

Blooper

 * HP: 30
 * Attack: 3
 * Defense: 0

Electro Blooper

 * HP: 50
 * Attack: 4
 * Defense: 0


 * When Electro Blooper is electrified, do not use attacks that make direct contact. (Suggested move when this happens: Hammer Throw)

Kent C. Koopa

 * Health: 70
 * Attack: 10
 * Defense: unlimited until flipped (can be damaged by Watt though)
 * Special attack hits for 3 and disables your partner for 3 turns

(Kent C. Koopa is pronounced as: 'Can't See Koopa')

Anti-Guy

 * Health: 50
 * Attack: 10-12
 * Defense: 0

Recommended badges: -Damage Dodge -Defend Plus -Power Bounce -if you suck at Power Bouncing, Power Smash

Use Lullaby to put Anti Guy into sleep for 4 turns, and have Bow or Watt out to do severe damage. On the following turns, use Power Bounce if you're very good at Power Bouncing or Power Smash if not. Keep attacking him with Power Bounce/Power Smash until he is awake and then repeat. If you're out of FP, you should just attack him.