Paper Mario/Bosses: Difference between revisions

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==Chapter 5==
==Super Blooper==
===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
;Super Blooper's Stats
HP: 70
* HP: 70
Attack: 5
* Attack: 5
Defense: 0
* Defense: 0


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


;Blooper Baby's Stats
;Blooper Baby's Stats
HP: 6
* HP: 6
Attack: 2
* Attack: 2
Defense: 0
* Defense: 0


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


==Other==
==The Master==
===The Master===
* HP: 50
* HP: 50
* Attack: 6
* Attack: 6
* Defense: 0
* Defense: 0


===The Master (Second time)===
==The Master (Second time)==
* HP: 75
* HP: 75
* Attack: 8
* Attack: 8
* Defense: 0
* Defense: 0


===The Master (Third time)===
==The Master (Third time)==
* HP: 99
* HP: 99
* Attack: 10
* Attack: 10
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* 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.
* 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==
;Blooper's stats
;Blooper's stats
* HP: 30
* HP: 30
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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.
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==
;Electro Blooper's Stats
;Electro Blooper's Stats
* HP: 50
* HP: 50
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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).
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===
==Kent C. Koopa==
* HP: 70
* HP: 70
* Attack: 10
* Attack: 10
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(Kent C. Koopa is pronounced as: 'Can't See Koopa')
(Kent C. Koopa is pronounced as: 'Can't See Koopa')


===Anti-Guy===
==Anti-Guy==
* HP: 50
* HP: 50
* Attack: 10-12
* Attack: 10-12
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Recommended badges:
Recommended badges:
-Damage Dodge
* Damage Dodge
-Defend Plus
* Defend Plus
-Power Bounce
* Power Bounce
-if you suck at Power Bouncing, Power Smash
* 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.
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.


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