Showing posts with label boss. Show all posts
Showing posts with label boss. Show all posts

Saturday, September 22, 2007

Kent C. Koopa Strategies
by jdaster12.8

Upon many others annoying traits, what I consider the most annoying thing about Kent c. is that he can knock out your partner.

The solution to this is incredibly simple: Use Chill Out to render him unable to do this for 3 turns! (and it also decreases his jump power by a nice amount, too. :))

Then, I suggest you use Power Plus x2, All or Nothing, D-Down Jump and Bow's Fan Smack (on Kent C.'s tail) to take him out before his AP returns.

This requires a minimal amount of HP, 18BP, 2SP, 26FP and a double-upgraded Bow.

Getting the required FP and BP may take a while, but this is definitely the quickest and most guaranteed way to beat him.

Wednesday, September 12, 2007

Paper Mario Boss Strategies: Anti Guys Unit

by jdaster12.8



NOTES: Whenever the phrase "3-BP Badges" is mentioned, it refers to the badges HP Plus, Damage Dodge, Pretty Lucky and Happy Heart (specifically the first two).



All methods mentioned require a large amount of FP and BP, and recommend Bombette as partner.



"HP-Weighted Item", as referred to in the first method, is an item restoring at least 30 HP and 10 HP.



The third method requires that you follow "The Ultimate No-Damage Plan" from a previous post.



Finally, Life Shrooms are always nice to have for backup.





METHOD #1: The 'Multibounce' Method



Recommended level: 23+

HP required: 50 (total HP used: roughly 80-90)

FP required: 30 (total FP used: 32-36)

BP required: 30

Items Used: HP-Weighted Item

Badges Used: Multibounce, Power Plus x2, Last Stand, Close Call, Power Rush, Mega Rush, Refund, 3-BP Badges x4.

Turns: 5



Battle Layout:



Turns 1-3: Multibounce + Power Bomb.

Turn 4: (Use HP-Weighted Item) + Power Bomb.

Turn 5: Power Bomb.



A YouTube video of me performing this is available @

http://www.youtube.com/watch?v=2Yek_0Kljmc





Method #2: The 'Mega Quake' Method



Recommended level: 25+
HP required: 50 (total HP used: roughly 45-60)
FP required: 40 (total FP used: 39)
BP required: 30
Items Used: (none)


Badges Used: Mega Quake, Power Plus x2, All or Nothing, P-Up D-Down, 3-BP Badges x4

Turns: 3



Battle Layout:



All Turns: Mega Quake + Power Bomb



Alternatively, replace P-Down, D-Up + All or Nothing with Flower Saver and follow this setup: (Uses 2 SP + 38 FP, Required HP: 40, FP: 40, BP: 30, Level: 23; Turns Taken: 4)



Turn 1: Chill Out + Power Bomb

Turns 2-4: Mega Quake + Power Bomb



Method #3: The 'Last Stand' Method



This method requires that you follow the 'Ultimate No-Damage Plan' by jdaster12.8.



Recommended level: 17-18

HP required: 5 (total HP used: roughly 10)

FP required: 45 (total FP used: 45)

BP required: 30

SP Used: 2

Items Used: (none)
Badges Used: Mega Quake, Last Stand, Close Call, Power Rush, HP Drain, Defend Plus, Damage Dodge, All or Nothing, Power Plus, P-Down D-Up
Turns: 4




Battle Layout:



Turn 1: Chill Out + Power Bomb

Turns 2-4: Mega Quake + Power Bomb



All methods of defeating the Anti-Guys Unit are (c)2006-7 LL/jdaster12.8.

Tuesday, July 10, 2007

Paper Mario Boss Strategies: Amazy Dayzee
by jdaster12.8

NOTE: To calculate EXP given, subtract Mario's level multiplied by 0.5 from the given amount.



Amazy Dayzee: 20 HP, 20 AP, 1 DP, 50 EXP

Needed: ?? BP, up to 10FP



Using Watt at Ultra Rank will result in 5 damage, but some 3-FP partner moves will cause 6.

Mario will need to take out the remaining 14-15 HP in one turn, so first-striking is nearly essential, as well as several AP-enhancing badges.



There really is no best way to take out this HP, but a D-Down Jump or Mega Jump/Smash will reduce it immensely. Using a Mega Rush-enhanced jump while in Peril, however, guarantees 10+ damage if the action command is executed correctly.