Birdo"Oh, I'm never gonna let ya go. You're just too... CUTE!"
HP: 777 (0.82 PCHP)
FP: 150
Attack: 170
Defense: 150 (avg 116, effective 0.32 physical)
Mg.Attack: 86
Mg.Defense: 120 (avg 58, effective 0.50 magical)
Speed: 10 (slower than Bowser)
Evade: 0%
Immune to Mute and Sleep
Immune to Fire
- Physical: *69 damage
-
Egg Bazooka: 103 damage. If target is defending, spawns an Eggbert. Eggberts have 10 HP, 0 Def, 0 MDef, and if destroyed deal 105 damage to Birdo. Up to 4 Eggberts can be active.
- Magnum: Inflicts ID, 90% hit rate. Usable only after being attacked 3 times.
- Disjunction (6 FP): 116 damage, dispels. Usable only below 333 (43%) HP.
- Willy Wisp (8 FP): 110 damage, ITD. Usable only below 333 (43%) HP.
- Meteor Blast (6 FP): 42 damage, MT. Usable only below 333 (43%) HP.
Birdo can doubleact when using her physical or Egg Bazooka.
If Birdo has unlocked Magnum's usage, she can tripleact, always using her physical or Egg Bazooka for the first two actions and ending with Magnum.
If below 333 (43%) HP, Birdo can tripleact, always opening with a spell and using her physical, Egg Bazooka, or Magnum for the latter two actions.
Party AveragesHP: 128 Def: 101 MDef: 78 Spd: 26
FP: 91
Party DamageListed against the average of current randoms, figures in parentheses is against the boss.
(L16 Mario - Atk 161, MAtk 68)
(L16 Mallow - Atk 125, MAtk 82)
(L16 Geno - Atk 160, MAtk 70)
(L16 Bowser - Atk 166, MAtk 73)
(L16 Toadstool - Atk 130, MAtk 77)
Mario's Ultra Jump: 187 (32)
Mallow's Snowy: 164 (56)
Geno's Geno Whirl: 107 (45)
Bowser's Crusher: 156 (78)
Mario's physical: 67 (16)
Mallow's physical: 13 (1)
Geno's physical: 66 (15)
Bowser's physical: 75 (24)
Toadstool's physical: 21 (1)
AVERAGE: 127Notes: Subpar HP is more than canceled out by insane defenses, although she's still sluggish so that's not a good thing. She also has conditional ID and dispel, but is unlikely to access them. Fortunately 1.75x PCHP damage a turn, it won't usually matter. Runs screaming from ITD and physical spoiling, but that's about it.
Godlike.Valentina"I have better things to do than to listen to your half-wit opinions!"
HP: 2000 (2.10 PCHP)
FP: 255
Attack: 130
Defense: 100 (avg 116, effective 1.32 physical)
Mg.Attack: 80
Mg.Defense: 70 (avg 58, effective 0.90 magical)
Speed: 200 (irrelevant)
Evade: 10%
Immune to Mute and Sleep
Immune to Ice
-
Physical: *29 damage-
Ice Rock (7 FP): 132 ice damage- Willy Wisp (8 FP): 104 damage, ITD
- Diamond Saw (9 FP): 62 damage
- Aurora Flash (9 FP): 52 damage, inflicts Sleep, MT
- Light Beam (7 FP): 26 damage, inflicts Sleep, MT
- Solidify (7 FP): 49 ice damage, MT
- Water Blast (7 FP): 41 damage, MT
- Blizzard (4 FP): 34 ice damage, MT
- Drain Beam (5 FP): 28 damage, MT
- Shredder (1 FP): Dispel, MT
Valentina can doubleact, always ending with her physical.
When below 800 (40%) HP, Valentina can tripleact, always ending with her physical. She can't double up on the same spell.
Valentina is accompanied by Dodo.
DodoHP: 1400 (1.47 PCHP)
FP: 100
Attack: 150
Defense: 105 (avg 116, effective 1.21 physical)
Mg.Attack: 9
Mg.Defense: 55 (avg 58, effective 1.06 magical)
Speed: 10 (slower than Bowser)
Evade: 33%
No status immunities
Weak to Lightning
-
Physical: *49 damage-
Multistrike: *73 damage- Flutter Hush: Inflicts Mute
- Vigor up!: Increases all damage dealt by 50%, permanent, OPB. Can be dispelled. Usable only when either Dodo or Valentina is under 800 (67% and 40% respectively) HP.
Dodo has first strike.
Dodo can tripleact when using the following sequence: Multistrike, physical, Flutter Hush.
Dodo has a 1/3 chance to counter any attack with his physical.
In the first part of the fight, Dodo fights only one PC and Valentina fights the remaining two PCs. These phases end when Dodo's and Valentina's HP reach 1200 (86%) and 1600 (80%) respectively, and due to it Valentina's speed is entirely arbitrary.
Party AveragesHP: 128 Def: 101 MDef: 78 Spd: 26
FP: 91
Party DamageListed against the average of current randoms, figures in parentheses is against the boss.
(L16 Mario - Atk 161, MAtk 68)
(L16 Mallow - Atk 125, MAtk 82)
(L16 Geno - Atk 160, MAtk 70)
(L16 Bowser - Atk 166, MAtk 73)
(L16 Toadstool - Atk 130, MAtk 77)
Mario's Ultra Jump: 187 (157, 195)
Mallow's Shocker: 105 (90,
216)
Mallow's Snowy: 164 (
0, 169)
Geno's Geno Whirl: 107 (95, 110)
Bowser's Crusher: 156 (141, 160)
Mario's physical: 67 (91, 84)
Mallow's physical: 13 (37, 30)
Geno's physical: 66 (90, 82)
Bowser's physical: 75 (99, 91)
Toadstool's physical: 21 (45, 37)
AVERAGE: 127Notes: Valentina is a pretty archetypical
Godlike mage boss: 2x PC durability, OHKO ice magic, sleep, dispel, gets double casting at low HP. Meanwhile, Dodo is considerably less impressive, packing a high 3HKO and limited to only physical damage, but at least he can silence mages and counters can add up. He's very glad he gets first strike instead of always going last, which probably cements him as
High Middle.
Czar DragonHP: 1400 (1.57 PCHP)
FP: 255
Attack: 155
Defense: 150 (avg 134, effective 0.73 physical)
Mg.Attack: 120
Mg.Defense: 70 (avg 64, effective 0.94 magical)
Speed: 20 (slightly faster than Mario)
Evade: 20%
Immune to Mute and Sleep
Immune to Fire
Weak to Ice
- Physical: *40 damage. Can be used as a free action after Iron Maiden.
- Iron Maiden: 40 damage, inflicts Fear. Usable only when alone.
-
Mega Drain (7 FP): 132 fire damage, ITD-
Blast (6 FP): 121 damage- Flame Stone (6 FP): 64 fire damage
- Water Blast (7 FP): 71 damage, MT
- Drain Beam (5 FP): 58 damage, MT
- Flame Wall (2 FP): 40 fire damage, MT
- Summon Helios: Spawns 4 Helios, which act on the following round. Helios have 300 HP, 0 Def, 50 MDef, and can charge for 1 turn to self-destruct for *65 damage; if attacked by Snowy (i.e. ice elemental magic), they instead use Flame Stone for 64 fire damage and then die. Used only as a free action after Iron Maiden.
Czar Dragon can doubleact when not using Iron Maiden. He can't double up on the same spell.
Czar Dragon can quadraact if using Water Blast, followed up by three physicals.
ZomboneHP: 1400 (1.57 PCHP)
FP: 255
Attack: 170
Defense: 60 (avg 134, effective 2.26 physical)
Mg.Attack: 90
Mg.Defense: 120 (avg 64, effective 0.50 magical)
Speed: 6 (irrelevant)
Evade: 0%
Immune to all status
Immune to Ice and Fire
Weak to Lightning and Jump
- Physical: *55 damage
- Scream: 82 damage, inflicts Fear
- Sand Storm (6 FP): 18 damage, inflicts Fear, MT, OPB
-
Willy Wisp (8 FP): 114 damage, ITD-
Disjunction (6 FP): 110 damage, dispels- Boulder (9 FP): 74 damage, MT
- Blast (6 FP): 91 damage
- Electroshock (10 FP): 74 lightning damage
- Shredder (1 FP): Dispel, MT
Zombone can doubleact with either spells, or by using Scream and its physical. He can't double up on the same spell.
When Czar Dragon dies, it is replaced by Zombone, whose speed is entirely arbitrary.
Party AveragesHP: 139 Def: 115 MDef: 88 Spd: 24
FP: 98
Party DamageListed against the average of current randoms, figures in parentheses is against the boss.
(L17 Mario - Atk 193, MAtk 74)
(L17 Mallow - Atk 130, MAtk 82)
(L17 Geno - Atk 165, MAtk 76)
(L17 Bowser - Atk 156, MAtk 67)
(L17 Toadstool - Atk 138, MAtk 82)
Mario's Ultra Jump: 187 (172,
94)
Mallow's Snowy: 154 (
286,
0)
Geno's Geno Whirl: 107 (101, 41)
Bowser's Crusher: 141 (133, 71)
Mario's physical: 88 (64, 199)
Mallow's physical: 1 (1, 105)
Geno's physical: 46 (22, 157)
Bowser's physical: 33 (9, 144)
Toadstool's physical: 6 (1, 117)
AVERAGE: 119Notes: He faces storebought armor with fire resistance in-game, but it doesn't really matter, because Blast + anything still kills the average PC. If they don't resist fire/you don't factor it into account, the damage becomes utter overkill. His ranking also depends on whether you allow him to chainform into Zombone or not (I do, in-game it transitions immediately with no healing or break inbetween), and thus whether he gets another new HP pool and shifting defenses, although it really only determines what tier of
Godlike he falls under.
Axem RangersAxem Red"This isn't possible! We are... invincible!"
HP: 1600 (1.79 PCHP)
FP: 255
Attack: 165
Defense: 100 (avg 134, effective 1.58 physical)
Mg.Attack: 24
Mg.Defense: 80 (avg 64, effective 0.86 magical)
Speed: 30 (slightly faster than Geno)
Evade: 10%
Immune to Sleep and Fear
Weak to Ice
- Physical: *50 damage. Can be used as a free action after Vigor up!
-
Light Orb: *100 damage- Shredder (1 FP): Dispel, MT. Usable only when at least three allies are defeated (see below).
- Vigor up!: Increases all damage dealt by 50%, permanent, OPB. Can be dispelled. Usable only when at least three allies are defeated.
If at least three allies are dead, Axem Red has a 1/3 chance of opening with Shredder as a free action.
Axem Red is accompanied by Axem Black, Axem Yellow, Axem Pink, and Axem Green.
Notes: The most durable of the crew, though he doesn't like taking physicals despite being all physical himself.
Middle, gets somewhat better if you are lenient about their doubleacting/additional move conditions.
Axem Black"That's gotta be the ugliest mustache I've ever seen!"
HP: 1100 (1.23 PCHP)
FP: 100
Attack: 155
Defense: 120 (avg 134, effective 1.24 physical)
Mg.Attack: 4
Mg.Defense: 40 (avg 64, effective 1.44 magical)
Speed: 35 (faster than Geno)
Evade: 30%
No status immunities
Weak to Lightning
- Physical: *40 damage
- Bomb Throw: 60 damage
-
Spritz Bomb: 80 damageAxem Black can doubleact.
If at least two allies are dead, Axem Black can tripleact.
Axem Black counters spells with Spritz Bomb.
Notes: Straightforward, yes. The ball lightning of the group, and doesn't change much on a practical level whether you give him his powerup or not (he tends to kill or be killed).
High Heavy.Axem Yellow"That guy's worse looking than that clod, Mario!"
HP: 1200 (1.34 PCHP)
FP: 100
Attack: 170
Defense: 130 (avg 134, effective 1.07 physical)
Mg.Attack: 6
Mg.Defense: 60 (avg 64, effective 1.07 magical)
Speed: 3 (goes last)
Evade: 0%
Immune to Sleep and Poison
Immune to Lightning
Weak to Jump
- Physical: *55 damage
- Bubble: *82 damage
-
Body Slam: *110 damageIf at least two allies are dead, Axem Yellow can doubleact.
Axem Yellow counters physicals with Body Slam.
Notes: Hates being slow and all time blockable, damning traits for duel worth. Fluctuates between the
Light/Middle border pending doubleacting.
Axem Pink"We're gorgeous!"
HP: 800 (0.90 PCHP)
FP: 255
Attack: 145
Defense: 100 (avg 134, effective 1.58 physical)
Mg.Attack: 80
Mg.Defense: 100 (avg 64, effective 0.68 magical)
Speed: 25 (goes between Geno and Toadstool)
Evade: 25%
Immune to Mute and Sleep
Immune to Ice
Weak to Fire
-
Physical: *30 damage- Mini Light Beam: Inflicts Sleep
- Petal Blast (8 FP): 32 damage, inflicts Mushroom, MT. Usable only when at least one ally is defeated.
- Mega Recover (9 FP): 335 healing
Axem Pink can doubleact, always opening with Mega Recover and ending with either her physical or Mini Light Beam.
Axem Pink counters spells, with a 2/3 chance of using her physical and a 1/3 chance of using Mini Light Beam.
Notes: Really wants you to give her Petal Blast! If you don't then she's condemned to being a hilarious
Light with damage that makes the Hammer Bros look good and a useless status. Mega Recover lets her drag out fights some for that awesome 10HKO I guess. At-will Petal Blast makes her an obscure status whore, good enough for
Middle.
Axem Green"We're amazing!"
HP: 900 (1.01 PCHP)
FP: 255
Attack: 160
Defense: 80 (avg 134, effective 1.92 physical)
Mg.Attack: 110
Mg.Defense: 120 (avg 64, effective 0.50 magical)
Speed: 20 (slightly faster than Mario)
Evade: 25%
Immune to Mute
Weak to Ice
- Physical: *45 damage
- Elegy: 67 damage, inflicts Mute. Can be used as a free action after Valor Up.
-
Solidify (7 FP): 69 ice damage, MT- Meteor Blast (6 FP): 56 damage, MT
- Static E! (4 FP): 36 lightning damage, MT
- Valor Up: Halves all damage, permanent, OPB. Can be dispelled. Usable only when at least one ally is defeated.
Notes: He sort of reminds me of Alazakam with the whole 'use ability to negate dying twice as fast physicals'. Except without the speed. Or the damage. Or you could not allow Valor Up at all, which resigns him to
Light where he can slaughter Pikachu. He also has silence to make sure those pesky mages can't take advantage of his really good MDef.
Axem Rangers (mech)"Maximum charge! NOW! Fire the BREAKER!!"
HP: 999 (1.12 PCHP)
FP: 255
Attack: 0
Defense: 130 (avg 134, effective 1.07 physical)
Mg.Attack: 120
Mg.Defense: 70 (avg 64, effective 0.94 magical)
Speed: 200 (irrelevant)
Evade: 0%
Immune to Mute, Sleep, and Poison
Weak to Lightning
- Breaker Beam (8 FP): 112 damage, MT. Can't be used next turn.
-
Electroshock (10 FP): 104 lightning damage- Dispelling Orb (2 FP): 52 lightning damage, dispels
- Static E! (4 FP): 44 lightning damage, MT
Axem Rangers (mech) can doubleact when not using Breaker Beam.
When all of the Axem Rangers are defeated, Axem Rangers (mech) replaces them, making its speed entirely arbitrary.
Notes: Doesn't quite OHKO with Breaker Beam, but that's okay, it doesn't have to sit around and twiddle its thumbs anymore; frying the target with Electroshock twice instead works just fine. Doesn't like being tied down so much to lightning (only source of non-Breaker offense, is weak to it) but pretty damn good otherwise.
Low Godlike.
Party AveragesHP: 139 Def: 115 MDef: 88 Spd: 24
FP: 98
Party DamageListed against the average of current randoms.
(L17 Mario - Atk 193, MAtk 74)
(L17 Mallow - Atk 130, MAtk 82)
(L17 Geno - Atk 165, MAtk 76)
(L17 Bowser - Atk 156, MAtk 67)
(L17 Toadstool - Atk 138, MAtk 82)
Mario's Ultra Jump: 187
Mallow's Snowy: 154
Geno's Geno Whirl: 107
Bowser's Crusher: 141
Mario's physical: 88
Mallow's physical: 1
Geno's physical: 46
Bowser's physical: 33
Toadstool's physical: 6
AVERAGE: 119Jinx"Watch closely, Jagger. You're about to see your sensei in action."
HP: 1000 (0.72 PCHP)
FP: 100
Attack: 200
Defense: 180 (avg 134, effective 0.29 physical)
Mg.Attack: 0
Mg.Defense: 100 (avg 64, effective 0.72 magical)
Speed: 35 (faster than Geno)
Evade: 30%
Immune to all status
Immune to Ice, Lightning, and Fire
- Jinxed: *84 damage
- Triple Kick: *126 damage
- Quicksilver: *168 damage
-
Bombs Away: *336 damage- Silver Bullet: Inflicts ID. If time blocked, does HP->1 instead. Fails on ID immunity.
- Valor Up: Halves all damage, permanent, OPB. Can be dispelled. Usable only below 500 (50%) HP.
- Vigor up!: Increases all damage dealt by 50%, permanent, OPB. Can be dispelled. Used as a free action after Valor Up.
If Jinx opens with Silver Bullet, he has a 2/3 chance of following it up with either Triple Kick or Quicksilver.
Jinx can tripleact when he is under 250 (25%) HP, always opening with Bombs Away. He can't use it again for the other two actions.
If Jinx is below 500 (50%) HP, he counters Geno Flash (can be interpreted as any dispel move) with Bombs Away and with Vigor up! on himself.
Jinx counters any attack (other than Geno Flash) with a 2/3 chance of using Jinxed and a 1/3 chance of using Triple Kick.
Party AveragesHP: 149 Def: 116 MDef: 90 Spd: 24
FP: 98
Party DamageListed against the average of current randoms, figures in parentheses is against the boss.
(L18 Mario - Atk 199, MAtk 79)
(L18 Mallow - Atk 135, MAtk 89)
(L18 Geno - Atk 171, MAtk 86)
(L18 Bowser - Atk 177, MAtk 81)
(L18 Toadstool - Atk 177, MAtk 82)
Mario's Ultra Jump: 200 (135)
Mario's Ultra Flame: 225 (
0)
Mallow's Star Rain: 218 (155)
Geno's Geno Flash: 169 (106)
Bowser's Bowser Crush: 193
Toadstool's Psych Bomb: 117 (63)
Mario's physical: 97 (28)
Mallow's physical: 1 (1)
Geno's physical: 55 (1)
Bowser's physical: 64 (1)
Toadstool's physical: 64 (1)
AVERAGE: 184Notes: Well Silver Bullet might as well be perfect ID on any PC, and he's almost guaranteed to go first, so that kills a bunch of people right there. Then there's the fact that he just smashes your face in, timed blocking be damned. Provoking the limit guarantees even more hilariously over-the-top punishment, at which point his durability spikes up again. He's still pure physical and doesn't like dealing with strong magic or ITD (in-game you nuke him with item damage and Bowser Crush), but other than that...
Godlike.
Magikoopa"Ho'okalakupua!"
HP: 1600 (1.36 PCHP)
FP: 250
Attack: 100
Defense: 120 (avg 146, effective 1.31 physical)
Mg.Attack: 140
Mg.Defense: 100 (avg 95, effective 0.97 magical)
Speed: 12 (slower than Bowser)
Evade: 0%
Immune to Mute and Sleep
The following abilities are used when Magikoopa is alone.
-
Solidify (7 FP): 99 ice damage, MT- Water Blast (7 FP): 91 damage, MT
- Meteor Blast (6 FP): 86 damage, MT
- Sand Storm (6 FP): 68 damage, inflicts Fear, MT
- Blizzard (4 FP): 84 ice damage, MT
- Mega Recover (9 FP): 395 healing. Usable only as a free action after Meteor Blast, Sand Storm, or Blizzard.
- Dark Star (10 FP): 212 damage. Usable only below 600 (37.5%) HP.
- Disjunction (6 FP): 160 damage, dispels. Usable only below 600 (37.5%) HP.
- Corona (10 FP): 140 fire damage, MT. Usable only below 600 (37.5%) HP.
- Recover (3 FP): 265 healing. Usable only as a free action after Dark Star, Disjunction, or Corona.
- Summon Monster: Spawns a Bahamutt, King Bomb, or Jinx Clone (stats listed below). While a monster is present, Magikoopa goes into hiding and becomes untargetable (but he can still act).
The following abilities are used when Magikoopa is hiding.
- Ice Rock (7 FP): 182 ice damage
- Bolt (4 FP): 141 lightning damage, ITD
- Diamond Saw (9 FP): 112 damage
- Willy Wisp (8 FP): 144 damage, ITD. Usable only below 800 (50%) HP.
- Boulder (9 FP): 124 damage, MT. Usable only below 800 (50%) HP.
- Electroshock (10 FP): 124 lightning damage. Usable only below 800 (50%) HP.
BahamuttHP: 800 (0.68 PCHP)
FP: 100
Attack: 210
Defense: 160 (avg 146, effective 0.83 physical)
Mg.Attack: 140
Mg.Defense: 80 (avg 95, effective 1.32 magical)
Speed: 8 (irrelevant)
Evade: 0%
Immune to Sleep and Fear
Immune to Fire
Weak to Ice
Vulnerable to instant death
- Physical: *83 damage
- Rock Throw: *166 damage
- Iron Maiden: 83 damage, inflicts Fear
-
Mega Drain (7 FP): 152 fire damage, ITD- Flame Stone (6 FP): 84 fire damage
- Flame Wall (2 FP): 60 fire damage, MT
King BombHP: 600 (0.51 PCHP)
FP: 100
Attack: 0
Defense: 155 (avg 146, effective 0.90 physical)
Mg.Attack: 120
Mg.Defense: 75 (avg 95, effective 1.43 magical)
Speed: 0 (irrelevant)
Evade: 0%
Immune to Mute, Sleep, and Poison
Weak to Lightning
-
Big Bang (0 FP): 132 damage, MT. Self-destructs user. 1-turn charge time.
Jinx CloneHP: 440 (0.37 PCHP)
FP: 0
Attack: 180
Defense: 160 (avg 146, effective 0.83 physical)
Mg.Attack: 0
Mg.Defense: 90 (avg 95, effective 1.11 magical)
Speed: 33 (irrelevant)
Evade: 30%
Immune to Sleep
- Jinxed: *53 damage
- Triple Kick: *79 damage
-
Quicksilver: *106 damage-
Bombs Away: *212 damage- Silver Bullet: Inflicts ID. If time blocked, does HP->1 instead. Fails on ID immunity.
Jinx Clone can doubleact. He can't double up on the same action.
Jinx Clone can tripleact when using using the following sequences: Jinxed, Triple Kick, Quicksilver, or Silver Bullet x3.
Party AveragesHP: 160 Def: 127 MDef: 88 Spd: 24
FP: 99
Party DamageListed against the average of current randoms, figures in parentheses is against the boss.
(L19 Mario - Atk 229, MAtk 77)
(L19 Mallow - Atk 168, MAtk 136)
(L19 Geno - Atk 192, MAtk 90)
(L19 Bowser - Atk 218, MAtk 85)
(L19 Toadstool - Atk 188, MAtk 86)
Mario's Ultra Flame: 142 (130)
Mallow's Star Rain: 246 (238)
Geno's Geno Flash: 122 (113)
Bowser's Bowser Crush: 199
Toadstool's Psych Bomb: 76 (69)
Mario's physical: 124 (163)
Mallow's physical: 33 (72)
Geno's physical: 69 (108)
Bowser's physical: 108 (147)
Toadstool's physical: 63 (102)
AVERAGE: 157Notes: Didn't expect the forgettable 30 second scrub from the original to have the longest entry thus yet, did you? Magikoopa's game plan is to summon meatshields (who have good damage by their own right) and pelt spells while untargetable. His durability is kinda bad, but he can prop it up more by mixing in healing with his attacks and planting a monster in the way every other turn. His speed is his biggest issue, but even then the opponent has to chip or potentially eat a Dark Star to the face. You're in a lot of trouble if Magikoopa gets going.
Heavy/Godlike.
Boomer"Feisty little fellow, aren't you? But this is the end of the line."
HP: 3000 (2.55 PCHP)
FP: 200
Attack: 185 / 120
Defense: 165 / 90 (avg 146, effective 0.77 / 1.68 physical)
Mg.Attack: 55 / 100
Mg.Defense: 26 / 90 (avg 95, effective 2.48 / 1.11 magical)
Speed: 48 (faster than Geno)
Evade: 0%
Immune to Mute and Sleep
- Physical: *50 / *1 damage
-
Skewer: *75 / *1 damage- Shaker: Inflicts ID. If time blocked, does HP->1 instead. Fails on ID immunity.
-
Ice Rock (7 FP): 93 / 138 ice damage- Mega Drain (7 FP): 67 / 112 fire damage, ITD
- Blast (6 FP): 52 / 97 damage
- Corona (10 FP): 51 / 96 fire damage, MT
- Water Blast (7 FP): 2 / 47 damage, MT
- Sword Rain (8 FP): 43 / 88 damage, MT. Usable only below 1500 (50%) HP.
- Solidify (7 FP): 10 / 55 ice damage, MT. Usable only below 1500 (50%) HP.
- Diamond Saw (9 FP): 68 damage. Used only as a counter (see below).
- Vigor up!: Increases all damage dealt by 50%, permanent. Can be dispelled. Used only as a free action when becoming Red Boomer.
- Color Change: Switches from Red Boomer to Blue Boomer, or Blue Boomer to Red Boomer. Stat differences are listed above (HP pool is shared).
Boomer starts the fight as Red Boomer.
Boomer can tripleact when not using Color Change, always mixing at least one of his physical, Skewer, or Shaker with at least one spell. If below 1500 (50%) HP, he can quadraact under the same conditions.
Red Boomer counters spells with a 2/3 chance of using his physical and a 1/3 chance of using Shaker.
Blue Boomer counters physicals with a 2/3 chance of using Diamond Saw and a 1/3 chance of using Mega Drain.
Party AveragesHP: 160 Def: 135 MDef: 92 Spd: 24
FP: 99
Party DamageListed against the average of current randoms, figures in parentheses is against the boss.
(L19 Mario - Atk 229, MAtk 77)
(L19 Mallow - Atk 168, MAtk 136)
(L19 Geno - Atk 192, MAtk 90)
(L19 Bowser - Atk 218, MAtk 85)
(L19 Toadstool - Atk 188, MAtk 86)
Mario's Ultra Flame: 142 (315, 155)
Mallow's Star Rain: 246 (367, 255)
Geno's Geno Flash: 122 (243, 131)
Bowser's Bowser Crush: 199
Toadstool's Psych Bomb: 76 (180, 84)
Mario's physical: 124 (96, 208)
Mallow's physical: 33 (4, 117)
Geno's physical: 69 (40, 153)
Bowser's physical: 108 (79, 192)
Toadstool's physical: 63 (34, 147)
AVERAGE: 157Notes: Badass. Almost guaranteed to go first, tripleacts, and gets quadraacting later. Color changing is a bit of a wash as to whether it's worth it or not for slugfests, but it's there. Instantly kills PCs with Shaker + anything and is no slouch at slugging otherwise. Counters and varying ways to get around defenses are just icing on the cake.
Godlike.
Exor"And if it weren't for nosey characters like YOU... we'd practically OWN this world!"
HP: 1800 (1.53 PCHP)
FP: 255
Attack: 0
Defense: 120 (avg 146, effective 1.31 physical)
Mg.Attack: 130
Mg.Defense: 80 (avg 95, effective 1.32 magical)
Speed: 200 (goes first)
Evade: 0%
Immune to all status
Vulnerable to instant death
- Invincibility: Exor becomes invulnerable to all damage and negative effects. Usable only if both Right Eye and Left Eye are alive.
- Dark Star (10 FP): 198 damage. Used only as a counter (see below).
If either Right Eye or Left Eye are killed, Exor loses any current invincibility he has.
Exor counters Geno Whirl (can be interpreted as any ID move) with Dark Star, using it three times in a row.
If Exor is affected by ID, he does not actually die; at least 1 point of damage is required afterwards to defeat him.
Exor is accompanied by Right Eye, Left Eye, and Neosquid.
Right EyeHP: 700 (0.59 PCHP)
FP: 255
Attack: 168
Defense: 200 (avg 146, effective 0.35 physical)
Mg.Attack: 82
Mg.Defense: 36 (avg 95, effective 2.26 magical)
Speed: 17 (goes between Mallow and Bowser)
Evade: 0%
Immune to Mute and Sleep
-
Dark Star (10 FP): 150 damage- Willy Wisp (8 FP): 106 damage, ITD
- Blast (6 FP): 79 damage
- Sand Storm (6 FP): 6 damage, inflicts Fear, MT
- Boulder (9 FP): 62 damage, MT
- Water Blast (7 FP): 29 damage, MT
If killed, Right Eye automatically revives after two turns.
Left EyeHP: 600 (0.51 PCHP)
FP: 200
Attack: 163
Defense: 130 (avg 146, effective 1.19 physical)
Mg.Attack: 47
Mg.Defense: 180 (avg 95, effective 0.40 magical)
Speed: 21 (goes between Toadstool and Mario)
Evade: 0%
Immune to Sleep
-
Physical: *28 damage- S'crow Bell: 28 damage, inflicts Scarecrow
-
Gunk Ball: 42 damage, inflicts Mute- Spore Chimes: Inflicts Mushroom
Left Eye can doubleact, always using its physical at least once.
If killed, Left Eye automatically revives after one turn.
NeosquidHP: 500 (0.42 PCHP)
FP: 200
Attack: 180
Defense: 135 (avg 146, effective 1.14 physical)
Mg.Attack: 86
Mg.Defense: 135 (avg 95, effective 0.72 magical)
Speed: 20 (slightly faster than Mario)
Evade: 30%
Immune to Sleep, Poison, and Fear
- Physical: *45 damage
-
Carni-Kiss: *90 damage-
Corona (10 FP): 82 fire damage, MT- Breaker Beam (8 FP): 80 damage, MT
- Spear Rain (5 FP): 54 damage, MT
- Aurora Flash (9 FP): 44 damage, inflicts Sleep, MT
- Solidify (7 FP): 41 ice damage, MT
Neosquid can doubleact, always opening with its physical or Carni-Kiss and ending with a spell.
If killed, Neosquid automatically revives after two turns.
Party AveragesHP: 160 Def: 135 MDef: 92 Spd: 24
FP: 99
Party DamageListed against the average of current randoms.
(L19 Mario - Atk 229, MAtk 77)
(L19 Mallow - Atk 168, MAtk 136)
(L19 Geno - Atk 192, MAtk 90)
(L19 Bowser - Atk 218, MAtk 85)
(L19 Toadstool - Atk 188, MAtk 86)
Mario's Ultra Flame: 142
Mallow's Star Rain: 246
Geno's Geno Flash: 122
Bowser's Bowser Crush: 199
Toadstool's Psych Bomb: 76
Mario's physical: 124
Mallow's physical: 33
Geno's physical: 69
Bowser's physical: 108
Toadstool's physical: 63
AVERAGE: 157Notes: If you take him as a multipart boss (which is the only sane way to do it) then... immune status and have awesome MT or get statused out horribly quickly/die from overkill pretty much. Strong magic MT can kill everything but the Left Eye, which has no damage, so pounding away from Exor there shouldn't be a problem if you have above average speed; otherwise you're probably screwed. Other interpretations of him are a clusterfuck and I seriously have no idea where he'd fall in ranking, so it's best not to think about it.