Paper Mario/Bosses

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Chapter 3

Jr. Troopa
  • HP: 40
  • Attack: 5
  • Defense: 1
  • Attacks:
    • Swoop Attack (5)
The fight with Jr. Troopa in the Forever Forest can be challenged from the moment you acquire the Super Boots. He's figured out how to fly now, so Hammer attacks (save for Hammer Throw) won't be of much use. His swooping attack packs a punch at 5 damage, so you might want Shrink Stomp to cut his damage potential. Parakarry's Shell Shot deals 5 damage to him at Super Rank, so fire away.

Chapter 4

Big Lantern Ghost
  • HP: 40
  • Attack: 5
  • Defense: 0
  • Attacks:
    • Heavy Jump (5)
    • Light Beam (2, Mario; 2, Partner)
    • Lantern Extinguish
This guy's less "hard" and more "annoying". The room starts out so dark you can't see him. Hitting his lantern makes the room a little brighter, so you need to hit it a couple times before you can hit him. Unfortunately, he likes to also blow out the lantern's light, setting the room back into darkness. Attacks-wise, his Heavy Jump packs a punch at 5 damage, and his Light Beam can injure your current partner. Light up the lamp (Goombario's Headbonk and Bow's Smack work well for this), then hit him with your strongest attacks.
Fuzzipede
  • HP: 20
  • Attack: 3
  • Defense: 0
  • Attacks:
    • Headbonk (3)
    • Headbutt (3, Command Loss)
    • Heal (4 HP; HP ≤ 7)
You fight this guy just before Chapter 5 starts. You have to use Watt because the Whale's stomach doesn't have any indoor lighting and you won't be able to see Fuzzipede otherwise. The most threatening thing Fuzzipede can do is deal 3 damage and make you lose a random command. When he has less than 7 HP, he can additionally heal himself by 4. He likes to hang out on the ceiling, so Quake Hammer helps out.

Chapter 5

Jr. Troopa (Fourth time)

Jr. Troopa's Stats

HP: 20 Attack: 6 Defense: 1

Attacks: Swoop Attack (6)

From the moment you acquire Sushie, Jr. Troopa is on his way to ambush you. He's a little late, though, as you're already riding the Whale by the time he arrives. After swimming all the way to Lavalava Island and back, he's tuckered out and only has 20 HP. This doesn't mean he's an easy target, though, since he's got a brand-new head spike to ward off Jump attacks. If you don't have the Spike Shield badge equipped, that means Mario can't hurt him unless he uses Star Storm or an item. Regardless, Sushie's Squirt works wonders on him. If you want Mario to be a little more proactive, most Jump attacks work well if you have Spike Shield equipped (particularly Power Jump or D-Down Jump). Jr. Troopa is very susceptible to Dizzy effects, so the Dizzy Stomp badge from Mt. Lavalava will work nicely if you've finished the chapter already (or a Dizzy Dial if you have one).

Super Blooper

Super Blooper's Stats

HP: 70 Attack: 5 Defense: 0

Attacks: Spin Drop (5), Ink Blast (5), Get Enraged, Enraged Drops (10 x 2), Make Babies (creates Blooper Babies)

Blooper Baby's Stats

HP: 6 Attack: 2 Defense: 0

Attacks: Kissy-Kissy (2x5, recovers health according to damage)

The last of the Blooper fights. Super Blooper does 5 damage with its Spin Drop and Ink Blast, but it gets worse. Sometimes, it can become enraged instead of attacking (which can't be canceled by an attack). Then, its next Spin Drop will do a whopping 10 damage! Another troublesome thing it can do is give birth. This adds two Blooper Babies to the field. They'll try to drain your health 2 points at a time, and need to be shaken off by mashing A. Zap Tap stops these attacks before they start, so consider that. Super Blooper is susceptible to being Shrunk, so Shrink Stomp helps. Bow's Outta Sight is good for avoiding the enraged Spin Drop, plus her Smack can take out Blooper Babies in one hit if she's Ultra Rank. The Star Storm power clears the field of Blooper Babies and does 7 damage to Super Blooper, but you can't just throw it out like a regular attack.

Lava Pirahna

Lava Piranha's Stats (first form)
  • HP: 40
  • Attack: 5
  • Defense: 0

Attacks: Flame Spew (5) Weak to: Water (2), Ice (2)

Lava Bud's Stats (first form)
  • HP: 8
  • Attack: 4
  • Defense: 0

Attacks: Petit Spit (4), Regenerate (2 turns after KO) Weak to: Water (KO), Ice (KO)

Lava Piranha isn't too threatening when it's not ablaze. The Lava Buds should be dealt with first, since they can deal up to 8 damage in addition to the 5 damage from Lava Piranha's Flame Spew. Luckily, the Lava Buds can be instantly knocked out with attacks imbued with water or ice. They come back after two turns, though. Lava Piranha itself fares a little better, only taking 2 extra damage from water and fire attacks instead. Sushie's Squirt works wonders on Lava Piranha, and Tidal Wave both tears into Lava Piranha and knocks out both Lava Buds at once.

Lava Piranha's Stats (second form)
  • HP: 40
  • Attack: 7
  • Defense: 0

Attacks: Fire Stream (7), Ignite (becomes fiery again) Weak to: Water (2), Ice (2)

Lava Bud's Stats (second form)
  • HP: 8
  • Attack: 0
  • Defense: 0

Weak to: Water (KO), Ice (KO)

Attacks: Piranha Spit (creates Petit Piranha), Ignite (revives at full HP)

Petit Piranha's Stats
  • HP: 1
  • Attack: 6
  • Defense: 0

Attacks: Firecracker (6, destroys self)

Thought you were done, huh? Lava Piranha's quick dip has given it a fiery boost. Now, it attacks with Fire Stream to cause 7 damage. That's not what you should worry about, though. Instead of attacking, Lava Buds now summon Petit Piranhas who sacrifice themselves to cause 6 damage. That means you could take up to 19 damage per turn! Don't fret, though, as Lava Buds are just as weak to water & ice as before, and Petit Piranhas have 1 HP so you can easily destroy them with a multi-target attack. Lava Piranha is now shrouded in flame, meaning most physical attacks will be met with a toasty denial. Thankfully, water and ice attacks cause the shroud to sputter out while stunning Lava Piranha for two turns. Mario should equip the Ice Power badge so Jump attacks can land and deal an extra 2 points of damage (4 with Action Commands). Fire Shield also helps, reducing the damage of every attack Lava Piranha can use. Quake Hammer and Power Quake can't hit Lava Piranha, but Multibounce proves an effective replacement.

Note: If you're collecting Goombario's Tattles, be sure to use Tattle on Lava Piranha and the Lava Buds before Phase 2, since their Tattles are different once they're all flamed up. Hope you have Quick Change equipped ;).

Other

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

Blooper's stats
  • HP: 30
  • Attack: 3
  • Defense: 0

Attacks: Spin Drop (3), Ink Blast (3)

Blooper can be quite dangerous if you don't know what you're doing. While its Spin Drop move has obvious block timing, its Ink Blast is much harder to read. Power Jump is as useful as ever, and Goombario's Headbonk is the only move your partners can hit Blooper with pre-Parakarry. It might seem like a good idea to bring Parakarry from Mt. Rugged since Shell Shot deals 5 damage, but be wary of its 3 FP cost (meaning you'll be losing 5 FP per turn with Power Jump). Your spiffy new Refresh power can come in handy if you're in a tight spot.

Electro Blooper

Electro Blooper's Stats
  • HP: 50
  • Attack: 4
  • Defense: 0

Attacks: Spin Drop (4), Ink Blast (4), Electric Charge, Electric Drop (6)

Nothing's stopping you from leaving Dry Dry Ruins the moment you get the Super Hammer and immediately fighting Electro Blooper. Not that the Hammer would be any help, since all Bloopers are airborne. Electro Blooper's attacks deal 4 damage on average (up 1 point from Blooper's 3), but that's not the worst part. Electro Blooper lives up to its name by being able to give itself an electric charge. This makes it damage Mario when he uses Jump attacks, the only thing that Mario can use against Electro Blooper without badges. What's worse is that, when charged, Electro Blooper's Spin Drop deals a whopping 6 damage. Thankfully, it loses its charge after this. Thankfully, you can make it lose its charge by other means, namely Parakarry's Shell Shot (which should deal 6 damage if he's Super Ranked) and Hammer Throw. If you've been diligently collecting Star Pieces up to this point and haven't spent any yet, you should have enough to afford Zap Tap from Merlow on Shooting Star Summit. This lets Mario charge himself with electricity, allowing him to jump on Electro Blooper with no problem (this also removes its charge, so you can free up BP by unequipping Hammer Throw).

Kent C. Koopa

  • HP: 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

  • HP: 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.