Author Topic: SLRPG Bosses  (Read 3350 times)

Laggy

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SLRPG Bosses
« on: February 01, 2012, 12:13:12 PM »
Because I need to spend all my time making in-depth statistical compilations of imaginary enemies from a self-made hack of a multidecades-old SNES RPG. It's just what we do here at the DL.

Some notes:
* If it costs FP (including 0!), it's magic and thus powered by MAtk and subject to MDef. Otherwise, it's physical.
* All status is 100% hit rate if the attack itself hits (most attacks in SLRPG are anywhere from 80-95% accuracy).
* Time blockable attacks are marked with a star. Successful blocking halves the damage. For analysis, I assume all attacks are successfully blocked, but the full damage is listed for reference.
* Status vulnerabilities for enemies are Mute, Sleep, Poison, and Fear. If an immunity isn't listed, it's implied that they're vulnerable.
* Instant death immunity is assumed unless otherwise noted.
* PC HP durabilities are calculated by dividing boss HP with average damage (versus randoms), multiplying by number of PCs fought (usually 3) and then divided by 2.5. Alter them accordingly if you use different scaling rules.
* For Def and MDef averages, I took the average of randoms in the current or last immediate dungeon, throwing out any enemies that appeared in previous dungeons (i.e. no Goombas or Sky Troopas for Bandit's Way). If there are any crazy outliers, they get thrown out.
* Effective durability numbers are listed as multipliers. Lower thus is better, with a 0.5 multiplier meaning halved damage. I assume the hardest hitting PC physical and spell, respectively, to calculate these numbers (SMRPG runs off of subtractive defense).
* For PC level up bonuses, I'm going with a generally balanced spread, favoring what I feel is more useful immediately for what gets priority.
* I factor in optimal accessories for PC stat averages. This is somewhat arbitrary and I won't bother to make it an exact science, but they will be represented in some way. Lazy Shell (the armor) will be ignored.
* For averages, I list basic physicals as a reference for damage. Unless they are also the current best source of damage, I do not factor them into overall damage averages.
* For timed hits, I assume successful (but not perfect) on physicals, i.e. 1.5x multiplier. For button mashing, I assume 12 hits for Fire Orb, 24 hits for Super Flame and Ultra Flame, and 8 hits for Psych Bomb and Bowser Crush. For the Super/Ultra Jump series and Star Rain, I assume 12 consecutive button presses. For rotations, I assume 12 rotations. For Geno's charge specials, I assume near-perfect charge (1.75x multiplier). For timed specials (Shocker, Crusher) I assume near-perfect timing (1.25x multiplier), and for simple ones (Thunderbolt, Geno Whirl) I assume timing succeeds.


Bowser
"Fungah! Foiled again!"
HP: 320 (3.56 PCHP)
FP: 100
Attack: 5
Defense: 12 (avg 8, effective 0.67 physical)
Mg.Attack: 0
Mg.Defense: 0 (avg 1, effective 1.03 magical)
Speed: 15 (slower than Mario)
Evade: 0%
Immune to all status

- Physical: *4 damage
- Spike: *6 damage

After 5 turns ("What a joke!!"), Bowser gains permanent invincibility (invulnerable to all damage and negative effects).

Bowser is accompanied by Kinklink.


Kinklink
HP: 60 (0.67 PCHP)
FP: 100
Attack: 20
Defense: 10 (avg 8, effective 0.83 physical)
Mg.Attack: 10
Mg.Defense: 0 (avg 1, effective 1.03 magical)
Speed: 99 (irrelevant)
Evade: 0%
Immune to all status

- Big Bang (0 FP): 108 damage, MT. Self-destructs user. Used only as a counter to Jump. (Removed from current version, but stays here in fond memory of Tide.)

Defeating Kinklink ends the battle.

Party Averages
HP: 20   Def: 0   MDef: 2   Spd: 20
FP: 10

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(Mario - Atk 20, MAtk 10)
Mario's Jump: 36 (37)
Mario's physical: 18 (12)
AVERAGE: 36

Notes: If you conveniently ignore Kinklink, I think he prefers this over his PC form. Kinklink of course is an amazing Kain spoiler.



Hammer Bros (x2)
"HEY! Are YOU lookin' at me? My hammer and I don't like you!"
HP: 50 (0.45 PCHP)
FP: 1
Attack: 9
Defense: 13 (avg 10, effective 0.76 physical)
Mg.Attack: 6
Mg.Defense: 8 (avg 2, effective 0.86 magical)
Speed: 10 (slower than Mario)
Evade: 10%
Immune to Sleep

- Physical: *5 damage
- Hammer Time: *10 damage. Can be used as a free action after Valor Up.
- Valor Up: Halves all damage, permanent, OPB. Can be dispelled. Usable only when alone.

Party Averages
HP: 25   Def: 4   MDef: 4   Spd: 20
FP: 10

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L2 Mario - Atk 24, MAtk 12)
Mario's Jump: 44 (38)
Mario's physical: 21 (16)
AVERAGE: 44

Notes: At a pretty sad 5HKO unless you're much more generous on blockable attacks than I am, Hammer Bros isn't winning any awards for damage. The good news is that he doesn't lose an entire turn to activate Valor Up, but he's not going first in most matches either and thus likely losing a chunk of his HP before it kicks in. Did I mention his HP is horrible? Because it is. Light.



Croco 1
"You fools couldn't chase down a pumpkin!"
HP: 320 (1.28 PC HP)
FP: 12
Attack: 23
Defense: 18 (avg 11, effective 0.72 physical)
Mg.Attack: 30
Mg.Defense: 28 (avg 9, effective 0.53 magical)
Speed: 16 (slightly slower than Mallow)
Evade: 20%
Immune to Sleep
Weak to Fire

- Physical: *10 damage. Can be used as a free action after Weird Mushroom.
- Bomb Throw: 15 damage
- Weird Mushroom (0 FP): 90 healing, OPB. Can only be used below 100 HP.

If below 100 HP, Croco can doubleact, always opening with his physical.

If struck by fire elemental damage ("Croco's dousing a tail fire..."), Croco loses his next turn. This is OPB.

Party Averages
HP: 29   Def: 13  MDef: 15  Spd: 20
FP: 18

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L3 Mario - Atk 37, MAtk 20)
(L3 Mallow - Atk 24, MAtk 17)
Mario's Fire Orb: 72 (77)
Mallow's Thunderbolt: 29 (5)
Mario's physical: 39 (28)
Mallow's physical: 19 (9)
AVERAGE: 50

Notes: Unblockable 2HKO (albeit a low one), strong durability (especially magic!) that he can prop up more during his limit phase... Croco slugs decently well as long as he isn't dealing with fire. He's entirely one-dimensional, though. Middle/Heavy.



Mack
"These guys are gonna put a stop to OUR party! Are we happy about this?!"
HP: 380 (1.46 PCHP)
FP: 40
Attack: 29
Defense: 25 (avg 26, effective 1.05 physical)
Mg.Attack: 16
Mg.Defense: 20 (avg 10, effective 0.77 magical)
Speed: 8 (goes last)
Evade: 0%
Immune to all status
Weak to Lightning

- Physical: *12 damage. Can be used as a free action before Jump, and after Summon Bodyguards.
- Flame (3 FP): 9 fire damage
- Flame Wall (2 FP): 5 fire damage, MT
- Summon Bodyguards: Spawns 4 Bodyguards, who act on the following round. Bodyguards have 35 HP, 22 Def, 14 MDef, and can physical for *5 or use Drain for 6 fire damage. Usable only when alone.
- Jump: Removes himself from the fight until all Bodyguards are killed. This checks at the start of his turn, so he can act immediately upon coming back. Usable only when at least one Bodyguard is alive.

Mack is accompanied by four Bodyguards. They are Speed 15 (slightly slower than Mallow).

Mack can doubleact with any combination of his physical, Flame, and Flame Wall.

If alone, he can tripleact, always opening with his physical.

If struck by lightning elemental damage ("Mack's stunned!!"), Mack loses his next turn. This is OPB.

Party Averages
HP: 36   Def: 17  MDef: 19  Spd: 20
FP: 24

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L4 Mario - Atk 40, MAtk 22)
(L4 Mallow - Atk 26, MAtk 20)
Mario's Fire Orb: 73 (56)
Mallow's Thunderbolt: 31 (37)
Mario's physical: 21 (22)
Mallow's physical: 1 (1)
AVERAGE: 52

Notes: Triple his original damage while making concentrated Bodyguard spam pretty scary, and you have new and improved Mack in a nutshell. He has a variety of stalling tricks now where he can chip away while hiding behind summons (or the implicit threat of leaving a full retinue of Bodyguards alive for a round), for all that most of the time he'll do fine spamming damage that adds up to a solid 2HKO, turning into overkill if you aren't packing MT. His unimpressive speed keeps him reined in, but Heavy anyway.



Belome 1
"Ack! It's a snack attack! And YOU'RE it!"
HP: 600 (2.80 PCHP)
FP: 60
Attack: 40
Defense: 12 (avg 20, effective 1.35 physical)
Mg.Attack: 12
Mg.Defense: 24 (avg 16, effective 0.78 magical)
Speed: 4 (goes last)
Evade: 0%
Immune to Sleep
Weak to Lightning

- Physical: *18 damage
- Sleep-Sauce: *18 damage, inflicts Sleep
- S'crow Funk: Inflicts Scarecrow
- Light Beam (7 FP): 15 damage, MT, inflicts Sleep

Belome can devour Mallow, removing him from the fight until attacked thrice (or twice with a spell). He can only use his physical in the interim, and loses his ability to doubleact. He can't use this unless both Mario and Mallow are alive, so the relevance of this in a duel is highly questionable.

Belome can doubleact, always ending with his physical.

Party Averages
HP: 40   Def: 22  MDef: 21  Spd: 19
FP: 28

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L5 Mario - Atk 43, MAtk 20)
(L5 Mallow - Atk 29, MAtk 23)
Mario's Fire Orb: 59 (46)
Mallow's Thunderbolt: 27 (35)
Mario's physical: 34 (46)
Mallow's physical: 13 (25)
AVERAGE: 43

Notes: Light Beam instantly kills the sleep vulnerable, so there's that. S'crow Funk also screws fighters over, letting Belome shore up his lousy physical defense. Bereft of those, Belome isn't a total lost cause... Light Beam + physical amount to an effective 2HKO. He's the slowest boss thus far, and is glad he has a bucketload of HP to compensate. It's enough that the durability and status whoring likely let him edge into Heavy.



Bowyer
"A stranger you are... and strange looking at that! Teach you, we must, who's in charge!"
HP: 700 (1.00 PCHP)
FP: 250
Attack: 55
Defense: 40 (avg 26, effective 0.59 physical)
Mg.Attack: 25
Mg.Defense: 35 (avg 15, effective 0.66 magical)
Speed: 10 (goes last)
Evade: 0%
Immune to all status

- Physical: *27 damage
- G'night: Inflicts Sleep
- Bolt (4 FP): 26 lightning damage, ITD
- Static E! (4 FP): 10 lightning damage, MT
- Dispelling Orb (2 FP): 18 lightning damage, dispels
- Summon Buttons: Enables the use of Button Disable. OPB.
- Button Disable: Disables either physicals, spells, or items used by PCs. Used as a free action at the start of Bowyer's turn following every two turns. Subsequent usages reenable up the previously disabled ability.

Bowyer can doubleact, always using at least one action on his physical or G'night.

Party Averages
HP: 46   Def: 28  MDef: 27  Spd: 23
FP: 36

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L6 Mario - Atk 57, MAtk 28)
(L6 Mallow - Atk 51, MAtk 28)
(L6 Geno - Atk 60, MAtk 25)
Mario's Super Jump: 145 (95)
Mallow's Thunderbolt: 35 (10)
Geno's Geno Beam: 96 (61)
Mario's physical: 46 (25)
Mallow's physical: 37 (16)
Geno's physical: 51 (30)
AVERAGE: 93

Notes: Like Belome, Bowyer has all but a free win against anyone vulnerable to sleep (get used to this from SLRPG bosses). Otherwise he trades a lot of relative durability for better damage, and swaps out one status gimmick for a slower but more potentially debilitating gimmick. It's a losing trade (he's the first boss to face a full party and damage has spiked, thus he bites the dust considerably faster), but dispel's a nice trick, at least. He's still pretty lightning reliant and suffers from speed woes. Low Heavy.



Croco 2
"You want them back? You've got to take me down first!"
HP: 500 (0.76 PCHP)
FP: 12
Attack: 58
Defense: 55 (avg 50, effective 0.81 physical)
Mg.Attack: 30
Mg.Defense: 40 (avg 24, effective 0.68 magical)
Speed: 20 (slightly faster than Mario)
Evade: 20%
Immune to Sleep
Weak to Fire

- Physical: *17 damage
- Bomb Throw: 25 damage
- Chomp: *34 damage. Usable only after using Steal.
- Weird Mushroom (0 FP): 90 healing. Usable only below 150 (20%) HP.
- Steal: Steals all items from party's inventory, effectively disabling the Item command. Used only as a counter to damage. OPB.

Croco can doubleact after having used Steal, always opening with his physical or Chomp.

When below 150 HP, Croco has a 1/3 chance of ending his turn with Weird Mushroom.

Party Averages
HP: 53   Def: 41  MDef: 30  Spd: 23
FP: 50

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L7 Mario - Atk 73, MAtk 31)
(L7 Mallow - Atk 64, MAtk 46)
(L7 Geno - Atk 78, MAtk 29)
Mario's Super Jump: 130 (90)
Mallow's Thunderbolt: 46 (26)
Geno's Geno Beam: 87 (59)
Mario's physical: 34 (27)
Mallow's physical: 21 (13)
Geno's physical: 42 (34)
AVERAGE: 88

Notes: Well, he spoils Rikku-types. Otherwise he doesn't take hits quite as well as he used to. However, his damage has gotten better (Bomb Throw plus Chomp add up to a strong 2HKO) in return for this, and it's downright scary if you DO knock him into limit phase. That durability hit is a big deal, though. Middle.


Punchinello
"They say I'm a hot head, but I'll show them! You... YOU will make me famous!"
HP: 1200 (1.82 PCHP)
FP: 50
Attack: 62
Defense: 47 (avg 50, effective 1.10 physical)
Mg.Attack: 22
Mg.Defense: 40 (avg 24, effective 0.68 magical)
Speed: 15 (slightly slower than Mallow)
Evade: 0%
Immune to all status
Immune to Jump

- Physical: *21 damage
- Sand Storm (6 FP): 8 damage, inflicts Fear, MT
- Summon Microbombs: Spawns 4 Microbombs, which have 60 HP, 30 Def, 10 MDef, and can self-destruct for *17 or *34 damage. Their speed is dependent on the current turn order and they have a 1/2 chance of exploding. Usable only when alone.
- Summon Bob-ombs: Spawns 4 Bob-ombs (and destroys any previous bombs on the field), which have 100 HP, 38 Def, 10 MDef, and can self-destruct for *25 damage. Their speed is dependent on the current turn order and they have a 2/3 chance of exploding. Usable only under 800 (67%) HP, and as a counter to the first attack that brings him to that HP range.
- Summon Mezzo Bombs: Spawns 3 Mezzo Bombs (and destroys any previous bombs on the field), which have have 140 HP, 40 Def, 10 MDef, and can self-destruct for *36 damage. Their speed is dependent on the current turn order and they have a 2/3 chance of exploding. Usable only under 400 (33%) HP, and as a counter to the first attack that brings him to that HP range.
- Vigor up!: Increases all damage dealt by 50%, permanent, OPB. Can be dispelled. Used only as a free action after Summon Mezzo Bombs.

Punchinello can tripleact when using only his physical.

Party Averages
HP: 53   Def: 41  MDef: 30  Spd: 23
FP: 50

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L7 Mario - Atk 73, MAtk 31)
(L7 Mallow - Atk 64, MAtk 46)
(L7 Geno - Atk 78, MAtk 29)
Mario's Super Jump: 130 (0, 90 w/ Jump Shoes)
Mallow's Thunderbolt: 46 (26)
Geno's Geno Beam: 87 (59)
Mario's physical: 34 (39)
Mallow's physical: 21 (25)
Geno's physical: 42 (46)
AVERAGE: 88

Notes: If all else fails, bomb more - it's a mantra that Punchinello has taken to heart. While being punched in the face by a giant fuse/eggplant/thing repeatedly is bad enough (it's a 2HKO before the potentially crippling Fear status), the bombs add a whole new layer of danger. Good MT takes them out, but his own offense spikes at low HP again, and keeping the bombs at bay could make chipping hard, especially with his good durability. He wishes he was faster and really hates people who spoil physicals, but Heavy/Godlike anyway.
« Last Edit: June 02, 2015, 09:47:05 AM by Laggy »
<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.

Laggy

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Re: SLRPG Bosses
« Reply #1 on: February 01, 2012, 12:20:05 PM »

Booster
"My bride-to-be is chanting, 'MARIOHELPMEMARIOHELPME'. Is she showing her happiness?"
HP: 800 (1.24 PCHP)
FP: 2
Attack: 105
Defense: 55 (avg 65, effective 1.25 physical)
Mg.Attack: 1
Mg.Defense: 40 (avg 24, effective 0.71 magical)
Speed: 24 (goes between Geno and Mario)
Evade: 0%
Immune to Sleep
Weak to Jump

- Physical: *55 damage
- Bomb Throw: 82 damage
- Spritz Bomb: 110 damage
- Loco Express: 220 damage. Usable only below 500 (62.5%) HP.

If below 500 (62.5%) HP, Booster can doubleact, always opening with his physical.

Party Averages
HP: 65   Def: 50  MDef: 34  Spd: 22
FP: 54

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L8 Mario - Atk 97, MAtk 34)
(L8 Mallow - Atk 67, MAtk 51)
(L8 Geno - Atk 83, MAtk 34)
(L8 Bowser - Atk 105, MAtk 30)
Mario's Super Jump: 137 (156)
Mallow's Thunderbolt: 52 (32)
Geno's Geno Beam: 96 (68)
Mario's physical: 48 (63)
Mallow's physical: 3 (18)
Geno's physical: 27 (42)
Bowser's physical: 60 (75)
AVERAGE: 86

Notes: Hi my name is Booster and I like trains. Horrific 'sup I do more damage than endgame HP' trains. It's not like his damage is bad before then, either, owning pretty much anyone unless you get him under fear or boost yourself. And even then it still hurts like a freaking 18 wheeler. He does worry about getting OHKOed from his unimpressive PDur, but even then he's one of the few SLRPG bosses to have above average speed, and you better kill him with that first hit because physical + Loco Express kills the average PC nearly 4 times over. Godlike.



Knife Guy
"Come on, brother! Let's thrash 'em!"
HP: 700 (1.07 PCHP)
FP: 105
Attack: 74
Defense: 70 (avg 65, effective 0.87 physical)
Mg.Attack: 28
Mg.Defense: 20 (avg 24, effective 1.07 magical)
Speed: 25 (goes between Geno and Mario)
Evade: 0%
Immune to Sleep
Weak to Fire
Immune to Ice and Jump

- Physical: *23 damage
- Knife Throw: *34 damage
- Blizzard (4 FP): 24 ice damage, MT
- Dispelling Orb (2 FP): 12 lightning damage, dispels
- Static E! (4 FP): 4 lightning damage, MT
- Flame Stone (6 FP): 24 fire damage. Usable only when paired up.
- Crystal (5 FP): 17 ice damage. Usable only when paired up.
- Recover (3 FP): 153 healing. Usable only when paired up.
- Bolt (4 FP): 29 lightning damage, ITD. Usable only when alone.
- Drain Beam (5 FP): 18 damage, MT. Usable only when alone.
- Knock Out (1 FP): 1 damage, inflicts ID, 70% hit rate. Usable only when alone.

Knife Guy can doubleact, always opening with his physical or Knife Throw. If alone, he can tripleact by ending with an additional spell from his 'usable only when alone' list.

While paired up, Knife Guy only uses spells. He retains his ability to doubleact.

Knife Guy is accompanied by Grate Guy.


Grate Guy
"Whoopdy do!"
HP: 900 (1.40 PCHP)
FP: 100
Attack: 66
Defense: 65 (avg 65, effective 1.00 physical)
Mg.Attack: 32
Mg.Defense: 40 (avg 24, effective 0.72 magical)
Speed: 14 (slightly slower than Bowser)
Evade: 0%
Immune to Sleep
Weak to Lightning
Immune to Ice and Fire

- Physical: *15 damage
- Mini Light Beam: Inflicts Sleep
- Echofinder: 22 damage, inflicts Mute
- Meteor Blast (6 FP): 32 damage, MT. Usable only when paired up.
- Light Beam (7 FP): 20 damage, inflicts Sleep, MT. Usable only when alone.
- Knock Out (1 FP): 1 damage, inflicts ID, 70% hit rate. Usable only when alone.
- Shredder (1 FP): Dispel, MT. Usable only when alone.

Grate Guy can doubleact, always opening with his physical or Mini Light Beam. If alone, he can tripleact by ending with an additional spell from his 'usable only when alone' list.

While paired up, Grate Guy only uses Meteor Blast.

Every three turns, if both Knife Guy and Grate Guy are alive, they pair up during the fight, which changes up their skillset as noted above. If one of them dies or a total of five successful attacks have been inflicted on them (MT counts twice), they split up again.

Party Averages
HP: 65   Def: 51  MDef: 36  Spd: 21
FP: 54

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L8 Mario - Atk 104, MAtk 36)
(L8 Mallow - Atk 67, MAtk 51)
(L8 Geno - Atk 83, MAtk 34)
(L8 Bowser - Atk 105, MAtk 30)
Mario's Fire Orb: 73 (161, 0)
Mario's Super Jump: 142 (0, 102)
Mallow's Thunderbolt: 52 (57, 64)
Geno's Geno Beam: 96 (103, 68)
Mario's physical: 58 (51, 58)
Mallow's physical: 3 (1, 3)
Geno's physical: 27 (19, 27)
Bowser's physical: 60 (52, 60)
AVERAGE: 87

Notes: Knife Guy is above average speed, and the tripleact lets him edge in a kill against the average PC. Grate Guy trades down that speed and an important margin in damage (he doesn't come close to OHKOing) for better durability and instant-sleep-wins syndrome. Either brother can ruin people's days with ID. Grate Guy forces opponents to block two statuses, while Knife Guy is just straight up better at slugfesting (and still has the ID option), which probably puts them in Heavy and Heavy/Godlike respectively. If you ban their while-alone skillsets, though, they're both far worse, probably both dropping to Middle.



Bundt
HP: 300 (0.44 PCHP)
FP: 100
Attack: 65
Defense: 10 (avg 65, effective 2.30 physical)
Mg.Attack: 30
Mg.Defense: 50 (avg 24, effective 0.61 magical)
Speed: 16 (goes between Mallow and Bowser)
Evade: 0%
Immune to Sleep and Poison
Immune to Ice, Fire, and Lightning
Weak to Jump

- Physical: *3 damage
- Light Orb: *6 damage
- Lulla-Bye: Inflicts Sleep
- Diamond Saw (9 FP): 49 damage
- Mega Drain (7 FP): 42 fire damage, ITD
- Blizzard (4 FP): 21 ice damage, MT
- Shredder (1 FP): Dispel, MT. Used only as a final attack.

Bundt can doubleact if only using its physical, Light Orb, or Lulla-Bye.

Bundt is accompanied by two Tortes and Raspberry (see below).


Raspberry
HP: 900 (1.33 PCHP)
FP: 200
Attack: 75
Defense: 70 (avg 65, effective 0.87 physical)
Mg.Attack: 40
Mg.Defense: 30 (avg 24, effective 0.91 magical)
Speed: 16 (goes between Mallow and Bowser)
Evade: 0%
Immune to Sleep, Poison, and Fear
Immune to Jump
Weak to Lightning

- Physical: *13 damage
- Light Orb: *26 damage
- Lulla-Bye: Inflicts Sleep
- Diamond Saw (9 FP): 59 damage
- Bolt (4 FP): 41 lightning damage, ITD
- Sand Storm (6 FP): 15 damage, inflicts Fear, MT
- Blizzard (4 FP): 31 ice damage, MT
- Drain Beam (5 FP): 25 damage, MT
- Static E! (4 FP): 11 lightning damage, MT

If damaged, Raspberry can doubleact. If using spells, it must open with an ST spell followed by an MT spell.

When below 450 (50%) HP, Raspberry can tripleact, but its first two actions can only be Light Orb or Lulla-Bye.

This fight is separated into three separate phases:
Phase 1 - Bundt and Raspberry (the latter of which is untargetable) are accompanied by two Tortes. They can physical for *38 damage and are otherwise invincible. This phase ends when Bundt is depleted of its HP.
Phase 2 - Only Bundt participates. Instead of its HP count, Bundt is lit with 5 candles; a successful hit from a physical snuffs out one. On each of Bundt's turns, one candle is relit. Bundt is defeated when struck by a physical while all candles are unlit.
Phase 3 - Only Raspberry participates, and defeating it ends the fight as normal.

Party Averages
HP: 74   Def: 62  MDef: 41  Spd: 22
FP: 70

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss (Raspberry).
(L9 Mario - Atk 99, MAtk 33)
(L9 Mallow - Atk 72, MAtk 55)
(L9 Geno - Atk 107, MAtk 45)
(L9 Bowser - Atk 100, MAtk 24)
Mario's Fire Orb: 68 (58)
Mario's Super Jump: 135 (0)
Mallow's Thunderbolt: 57 (100)
Geno's Geno Beam: 115 (105)
Mario's physical: 51 (43)
Mallow's physical: 10 (3)
Geno's physical: 63 (55)
Bowser's physical: 52 (45)
AVERAGE: 90

Notes: Uh. Even limited to only Raspberry it's got some pretty potent offense involving fear and multiacting (also usual clause of sleep vulnerable = you lose). If you allow anything beyond that at all, the cake just becomes thoroughly terrifying (phase 2 alone ruins plenty of people, even if you scale candles down). Raspberry alone probably pulls Heavy (its speed and durability do hold it back, but assuming you don't just die to sleep, fear -> overkill happens more often than not), while more generous interpretations that involves Bundt instantly shoehorn delicious moist cake into Godlike.



King Calamari
"I'll let you through... If you can get past ME, first, that is."
HP: 800 (1.30 PCHP)
FP: 255
Attack: 95
Defense: 90 (avg 70, effective 0.53 physical)
Mg.Attack: 40
Mg.Defense: 40 (avg 38, effective 0.97 magical)
Speed: 8 (slower than Bowser)
Evade: 0%
Immune to all status
Weak to Lightning and Fire

- Physical: *26 damage
- Ink Blast: *39 damage
- Venom Drool: 39 damage, inflicts Poison
- Diamond Saw (9 FP): 54 damage
- Bolt (4 FP): 41 lightning damage, ITD
- Crystal (5 FP): 19 ice damage
- Solidify (7 FP): 41 ice damage, MT
- Drain Beam (5 FP): 20 damage, MT
- Blizzard (4 FP): 26 ice damage, MT
- Static E! (4 FP): 10 lightning damage, MT

King Calamari can doubleact when only using his physical, Ink Blast or Venom Drool.

If alone, King Calamari can tripleact, using either his physical, Ink Blast, or Venom Drool for one action, and using spells for the other two, one ST, and one MT.

King Calamari is accompanied by two Tentacles.

Tentacles (x2, separate stats)
HP: 260 / 200 (0.42 / 0.33 PCHP)
FP: 100
Attack: 92 / 97
Defense: 70 / 90 (avg 70, effective 1.00 / 0.53 physical)
Mg.Attack: 45
Mg.Defense: 40 / 23 (avg 38, effective 0.97 / 1.30 magical)
Speed: 21 (goes between Toadstool and Mario)
Evade: 0%
Immune to Mute and Sleep
Weak to Lightning and Fire
Vulnerable to instant death (only the first one)

- Physical: *23 / *28 damage
- Crystal (5 FP): 24 ice damage

Tentacles can doubleact, always opening with a physical.

Party Averages
HP: 77   Def: 69  MDef: 46  Spd: 23
FP: 72

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L10 Mario - Atk 103, MAtk 43)
(L10 Mallow - Atk 76, MAtk 59)
(L10 Geno - Atk 113, MAtk 49)
(L10 Bowser - Atk 112, MAtk 28)
(L10 Toadstool - Atk 81, MAtk 44)
Mario's Super Flame: 125 (240)
Mallow's Shocker: 101 (197)
Geno's Geno Blast: 107 (103)
Mario's physical: 49 (19)
Mallow's physical: 1 (1)
Geno's physical: 64 (34)
Bowser's physical: 63 (33)
Toadstool's physical: 16 (1)
AVERAGE: 82

Notes: You can leave a tentacle alive in-game to stop his tripleacting, and it's rather beneficial to do so. Even so, Venom Drool x2 is pretty mean, and if you do let him have his 'when alone' skillset it becomes gross overkill. He's also a physical tank. On the other hand, he hates mages that have fire or lightning magic, and he's really slow. Heavy.



Johnny
"Well, this star fell into MY SEA, so it's MINE! If you want it, you'll have to fight for it!"
HP: 820 (1.29 PCHP)
FP: 200
Attack: 100
Defense: 85 (avg 70, effective 0.79 physical)
Mg.Attack: 35
Mg.Defense: 45 (avg 38, effective 0.92 magical)
Speed: 13 (slower than Bowser)
Evade: 0%
Immune to Sleep
Weak to Jump

- Physical: *25 damage
- Skewer: *37 damage
- Mega Drain (7 FP): 47 fire damage, ITD
- Diamond Saw (9 FP): 43 damage
- Blizzard (4 FP): 15 ice damage, MT
- Drain Beam (5 FP): 9 damage, MT
- Ice Rock (7 FP): 113 ice damage. Used only as a free action after Get Tough!
- Get Tough!: Halves all damage, permanent, OPB. Usable only below 400 (49%) HP.

Johnny can doubleact, always opening with his physical or Skewer.

If Johnny is below 200 HP, is alone, and Mario is alive, he will spend his turn challenging Mario to a one-on-one duel.

Johnny is accompanied by four Bandana Blues.


Bandana Blue (x4)
HP: 300 (0.47 PCHP)
FP: 100
Attack: 95
Defense: 90 (avg 70, effective 0.58 physical)
Mg.Attack: 20
Mg.Defense: 30 (avg 38, effective 1.17 magical)
Speed: 30 (slightly faster than Geno)
Evade: 0%
No status immunities
Vulnerable to instant death
Weak to Lightning and Fire

- Physical: *20 damage
- Pierce: *40 damage. Can be used as a free action after Vigor Up.
- Knock Out (1 FP): 1 damage, inflicts ID, 70% hit rate. Usable only after 3 turns.
- Vigor up!: Increases all damage dealt by 50%, permanent. Can be dispelled. Usable only after 4 turns.

Party Averages
HP: 85   Def: 75  MDef: 52  Spd: 22
FP: 72

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L11 Mario - Atk 108, MAtk 41)
(L11 Mallow - Atk 80, MAtk 63)
(L11 Geno - Atk 118, MAtk 53)
(L11 Bowser - Atk 116, MAtk 36)
(L11 Toadstool - Atk 83, MAtk 49)
Mario's Super Jump: 84 (143)
Mario's Super Flame: 120 (102)
Mallow's Shocker: 106 (97)
Geno's Geno Blast: 113 (101)
Mario's physical: 57 (42)
Mallow's physical: 15 (1)
Geno's physical: 72 (57)
Bowser's physical: 69 (54)
Toadstool's physical: 19 (4)
AVERAGE: 85

Notes: Fresh off of the heels of the previous bosses, Jonathan Jones looks pretty tame in comparison. His damage's alright, but not anywhere near one-rounding anyone, and he's kind of slow to boot with decent but not amazing durability. What really makes him stand out is his Ice Rock limit; few people are going to be surviving that, and it gives him a bit of a second wind to slug it out even more. He lacks any other good options, though, and would like it if you gave him some support credit to make the likelihood of Ice Rock going off better. Heavy.



Yaridovich
"I'm such a genius, it scares me sometimes. No wonder I'm so important!"
HP: 1500 (2.35 PCHP)
FP: 150
Attack: 120
Defense: 85 (avg 70, effective 0.79 physical)
Mg.Attack: 65
Mg.Defense: 75 (avg 38, effective 0.57 magical)
Speed: 20 (slightly faster than Mario)
Evade: 0%
Immune to all status
Weak to Lightning

- Physical: *45 damage
- Pierce: *90 damage
- Light Orb: *90 damage
- Willy Wisp (8 FP): 89 damage, ITD
- Flame Stone (6 FP): 45 fire damage
- Water Blast (7 FP): 52 damage, MT
- Mirage Attack: Creates a mirage of Yaridovich (stats detailed below), which lasts for 3 turns or until killed. If the mirage dissipates naturally instead of being destroyed by damage, Yaridovich skips his next turn.

While a mirage is active, Yaridovich will only use physicals (including Pierce and Light Orb). If a mirage is not active, Yaridovich will only use spells.

Yaridovich can doubleact, always ending with Flame Stone if he is currently using spells.

Yaridovich (Mirage)
HP: 500 (0.78 PCHP)
FP: 100
Attack: 110
Defense: 30 (avg 70, effective 1.83 physical)
Mg.Attack: 50
Mg.Defense: 0 (avg 38, effective 1.79 magical)
Speed: 16 (goes between Mallow and Bowser)
Evade: 0%
Immune to Sleep, Poison, and Fear
Vulnerable to instant death

- Physical: *35 damage
- Mega Drain (7 FP): 62 fire damage, ITD
- Meteor Blast (6 FP): 32 damage, MT
- Dispelling Orb (2 FP): 18 lightning damage, dispels

Yaridovich's mirage has a 2/3 chance of ending his turn with Meteor Blast.

Party Averages
HP: 85   Def: 75  MDef: 52  Spd: 22
FP: 72

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L11 Mario - Atk 108, MAtk 41)
(L11 Mallow - Atk 80, MAtk 63)
(L11 Geno - Atk 118, MAtk 53)
(L11 Bowser - Atk 116, MAtk 36)
(L11 Toadstool - Atk 83, MAtk 49)
Mario's Super Flame: 120 (27)
Mallow's Shocker: 106 (120)
Geno's Geno Blast: 113 (49)
Mario's physical: 57 (42)
Mallow's physical: 15 (1)
Geno's physical: 72 (57)
Bowser's physical: 69 (54)
Toadstool's physical: 19 (4)
AVERAGE: 85

Notes: He was already the best boss in the original, so why would that change now? And... it hasn't, really. Yaridovich can take out anyone on one of his turns pretty handily, and has free reign to hit either defense or just skip that mess altogether and murder with Willy Wisp. He's not a speedster, but he at least manages with slightly below average, a flaw that is more than compensated by the fact that he is by far and large the most durable boss in the game (thus far). The mirage is pretty useless, but if for whatever reason it manages to get a turn it too can overkill you! Godlike, and quite a scary one.



Belome 2
"Oh no, not again! I'm STARVING!"
HP: 1300 (1.58 PCHP)
FP: 250
Attack: 120
Defense: 85 (avg 82, effective 0.95 physical)
Mg.Attack: 35
Mg.Defense: 50 (avg 50, effective 1.00 magical)
Speed: 4 (goes last)
Evade: 25%
Immune to Sleep

- Physical: *36 damage
- Lulla-Bye: Inflicts Sleep
- Boulder (9 FP): 41 damage, MT
- Aurora Flash (9 FP): 19 damage, inflicts Sleep, MT
- Light Beam (7 FP): 1 damage, inflicts Sleep, MT
- Clone: Makes a copy of target character, which acts on the following round. Stats and skillsets for possible clones are as follows. Usable only with at most two clones active.
  ... Mario: 350 HP, 90 Def, 50 MDef, 20 Spd. Can doubleact with a physical for *36 and Flame for 66 fire damage. Every third turn, uses Vigor up! (doubling his damage), a physical for *36, and Flame Wall for 62 fire damage, MT.
  ... Mallow: 350 HP, 65 Def, 80 MDef, 14 Spd. Can singleact with the following spells: Ice Rock for 144 ice or Solidify for 61 ice damage, MT. Can doubleact with the following spells: Electroshock for 86 lightning, Bolt for 81 lightning ITD, Crystal for 39 ice, Blizzard for 46 ice MT, or Static E! for 16 lightning MT damage. Can't use the same spell twice.
  ... Geno: 350 HP, 80 Def, 30 MDef, 30 Spd, 25% Evade. Can physical for *36 or use Dark Star for 154 damage.
  ... Bowser: 450 HP, 100 Def, 0 MDef, 12 Spd. Can doubleact with a physical for *56 and Sand Storm for 2 damage, inflicts Fear, MT.
  ... Toadstool: 280 HP, 60 Def, 70 MDef, 20 Spd, 40% Evade. Can use Recover for 182 healing, Mega Recover for 317 healing, or Blast for 85 damage.

When below 650 (50%) HP, Belome can doubleact, always ending with his physical. He can't use Clone in the doubleact.

Party Averages
HP: 110  Def: 84  MDef: 66  Spd: 23
FP: 77

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L14 Mario - Atk 134, MAtk 53)
(L14 Mallow - Atk 113, MAtk 66)
(L14 Geno - Atk 144, MAtk 68)
(L14 Bowser - Atk 131, MAtk 49)
(L14 Toadstool - Atk 107, MAtk 66)
Mario's Ultra Jump: 170 (170)
Mallow's Snowy: 150 (150)
Geno's Geno Blast: 119 (119)
Mario's physical: 78 (73)
Mallow's physical: 46 (42)
Geno's physical: 93 (88)
Bowser's physical: 73 (69)
Toadstool's physical: 37 (33)
AVERAGE: 110

Notes: Um well he can kill people who are vulnerable to sleep. And that's... basically it; worse durability, worse damage, and same garbage speed compared to his first form. Cloning of course is a gimmick that doesn't translate at all, and he also hates being silenced (which if you're a level higher than I am is accessible at this point!) He basically gives you big doglike puppy eyes and begs you to let him use his Kero Sewers appearance. Middle.



Megasmilax
HP: 1000 (1.11 PCHP)
FP: 250
Attack: 130
Defense: 120 (avg 96, effective 0.53 physical)
Mg.Attack: 70
Mg.Defense: 90 (avg 56, effective 0.68 magical)
Speed: 2 (irrelevant)
Evade: 0%
Immune to Mute and Sleep
Immune to Jump
Weak to Ice

- Physical: *39 damage
- S'crow Dust: Inflicts Scarecrow
- Mega Drain (7 FP): 82 fire damage, ITD
- Flame Stone (6 FP): 31 fire damage
- Petal Blast (8 FP): 39 damage, inflicts Mushroom, MT
- Sand Storm (6 FP): 15 damage, inflicts Fear, MT
- Water Blast (7 FP): 38 damage, MT
- Flame Wall (2 FP): 7 fire damage, MT

Megasmilax can doubleact when using only spells (other than Petal Blast). He can't double up on the same spell.

Megasmilax can tripleact when using only its physical, and can substitute the first physical with S'crow Dust.

Megasmilax is accompanied by two Smilaxes.

Smilax (x2)
HP: 350 (0.39 PCHP)
FP: 100
Attack: 100
Defense: 90 (avg 96, effective 1.12 physical)
Mg.Attack: 100
Mg.Defense: 60 (avg 56, effective 0.96 magical)
Speed: 5 (goes last)
Evade: 0%
Immune to Mute and Poison
Weak to Ice

- Physical: *9 damage
- Pollen Nap: Inflicts Sleep
- Flame (3 FP): 41 fire damage
- Drain (1 FP): 33 fire damage

Smilax has a 1/3 chance to counter physicals with its physical.

Megasmilax's turn order is based on the previous round (it spawns in the middle of a fight), so its speed is entirely arbitrary.

Party Averages
HP: 119  Def: 91  MDef: 71  Spd: 23
FP: 82

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L15 Mario - Atk 147, MAtk 64)
(L15 Mallow - Atk 120, MAtk 76)
(L15 Geno - Atk 144, MAtk 65)
(L15 Bowser - Atk 145, MAtk 54)
(L15 Toadstool - Atk 113, MAtk 72)
Mario's Super Flame: 132 (47)
Mario's Ultra Jump: 182 (0)
Mallow's Snowy: 157 (196)
Geno's Geno Whirl: 104 (70)
Bowser's Crusher: 135 (92)
Mario's physical: 76 (40)
Mallow's physical: 36 (1)
Geno's physical: 72 (36)
Bowser's physical: 73 (37)
Toadstool's physical: 25 (1)
AVERAGE: 120

Notes: Oodles of status and good damage too unless you block fire, in which case his best damage is only physical + Water Blast. Averageish HP, but great defenses make his durability solid, although of course he doesn't like ice. Fire being a common resist reins him in a bit, but most PCs will have trouble blocking all that status (Mushroom and Fear both being generally fatal). Heavy.
« Last Edit: June 02, 2015, 08:43:42 PM by Laggy »
<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.

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Re: SLRPG Bosses
« Reply #2 on: February 01, 2012, 12:20:24 PM »

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 Averages
HP: 128  Def: 101  MDef: 78  Spd: 26
FP: 91

Party Damage
Listed 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: 127

Notes: 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.


Dodo
HP: 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 Averages
HP: 128  Def: 101  MDef: 78  Spd: 26
FP: 91

Party Damage
Listed 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: 127

Notes: 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 Dragon
HP: 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.


Zombone
HP: 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 Averages
HP: 139  Def: 115  MDef: 88  Spd: 24
FP: 98

Party Damage
Listed 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: 119

Notes: 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 Rangers

Axem 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 damage

Axem 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 damage

If 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 Averages
HP: 139  Def: 115  MDef: 88  Spd: 24
FP: 98

Party Damage
Listed 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: 119



Jinx
"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 Averages
HP: 149  Def: 116  MDef: 90  Spd: 24
FP: 98

Party Damage
Listed 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: 184

Notes: 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.


Bahamutt
HP: 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 Bomb
HP: 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 Clone
HP: 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 Averages
HP: 160  Def: 127  MDef: 88  Spd: 24
FP: 99

Party Damage
Listed 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: 157

Notes: 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 Averages
HP: 160  Def: 135  MDef: 92  Spd: 24
FP: 99

Party Damage
Listed 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: 157

Notes: 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 Eye
HP: 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 Eye
HP: 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.

Neosquid
HP: 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 Averages
HP: 160  Def: 135  MDef: 92  Spd: 24
FP: 99

Party Damage
Listed 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: 157

Notes: 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.
« Last Edit: June 02, 2015, 09:35:23 PM by Laggy »
<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.

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Re: SLRPG Bosses
« Reply #3 on: February 05, 2012, 01:25:12 AM »

Count Down
"DINNER TIME."
HP: 1800 (1.29 PCHP)
FP: 255
Attack: 0
Defense: 180 (avg 128, effective 0.55 physical)
Mg.Attack: 150
Mg.Defense: 60 (avg 83, effective 1.36 magical)
Speed: 5 (goes last)
Evade: 0%
Immune to Mute, Sleep, and Poison

Count Down always acts in a fixed pattern:

(1:00) Doubleacts, opening with one of Boulder/Water Blast/Blizzard, followed by Ice Rock.
- Boulder (9 FP): 127 damage, MT
- Water Blast (7 FP): 94 damage, MT
- Blizzard (4 FP): 87 ice damage, MT
- Ice Rock (7 FP): 185 ice damage

(3:00) Uses Recover, followed by Valor Up next turn.
- Recover (3 FP): 275 healing
- Valor Up: Halves all damage, permanent. Can be dispelled.

(5:00) Uses Aurora Flash.
- Aurora Flash (9 FP): 105 damage, inflicts Sleep, MT

(6:00) Uses Mega Recover.
- Mega Recover (9 FP): 405 healing

(7:00) Tripleacts by using the below spells in presented order.
- Diamond Saw (9 FP): 115 damage
- Water Blast (7 FP): 94 damage, MT
- Flame Stone (6 FP): 87 fire damage

(9:00) Uses Shredder.
- Shredder (1 FP): Dispel, MT

(10:00) Uses Petal Blast.
- Petal Blast (8 FP): 95 damage, inflicts Mushroom, MT

(12:00) Uses Corona.
- Corona (10 FP): 143 fire damage, MT

Count Down is accompanied by two Ding-a-lings.

Ding-a-ling (x2)
HP: 1200 (0.86 PCHP)
FP: 255
Attack: 180
Defense: 120 (avg 128, effective 1.07 physical)
Mg.Attack: 50
Mg.Defense: 160 (avg 83, effective 0.51 magical)
Speed: 10 (slower than Bowser)
Evade: 0%
Weak to Lightning
Immune to all status

- Physical: *41 damage
- S'crow Bell: 41 damage, inflicts Scarecrow
- Doom Reverb: 61 damage, inflicts Mute
- Spore Chimes: Inflicts Mushroom
- Fear Roulette: Inflicts ID, 99% hit rate
- Dark Star (10 FP): 115 damage
- Time is marching on!: Increments Count Down's clock/attack pattern by one phase (i.e. from 3:00 to 5:00, 6:00 to 7:00, etc.)

If Ding-a-ling is alone, it counters physicals with S'crow Bell, Doom Reverb, or Spore Chimes.

Party Averages
HP: 171  Def: 139  MDef: 95  Spd: 24
FP: 99

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L20 Mario - Atk 245, MAtk 82)
(L20 Mallow - Atk 175, MAtk 142)
(L20 Geno - Atk 199, MAtk 95)
(L20 Bowser - Atk 224, MAtk 93)
(L20 Toadstool - Atk 199, MAtk 90)
Mario's Ultra Flame: 185 (242, 1)
Mallow's Star Rain: 278 (318, 143)
Geno's Geno Flash: 152 (192, 17)
Bowser's Bowser Crush: 211
Toadstool's Psych Bomb: 100 (135, 1)
Mario's physical: 175 (97, 187)
Mallow's physical: 69 (1, 81)
Geno's physical: 106 (28, 118)
Bowser's physical: 144 (66, 156)
Toadstool's physical: 106 (28, 118)
AVERAGE: 186

Notes: Slow and not the most durable thing, but has 1.82 PCHP damage off of turn 1. Kind of sucks past that (just too slow to get going), although if you allow the Ding-a-lings it gets considerably better. I'm not really sure since that is pretty much ALL the clock can do. Tentative High Heavy, but Godlike with his support; the Ding-a-lings are non-negligibly durable and status whore it up with added damage for more overkill, and you have to kill all of them to actually win.



Cloaker
"Behold! They've taken the bait!"
HP: 1200 (0.86 PCHP)
FP: 100
Attack: 230 / 240
Defense: 160 / 180 (avg 128, effective 0.73 / 0.55 physical)
Mg.Attack: 12
Mg.Defense: 80 / 60 (avg 83, effective 1.04 / 1.36 magical)
Speed: 20 (slightly faster than Mario)
Evade: 0%
Immune to Mute, Sleep, and Poison

- Physical: *91 / *101 damage
- Rock Throw: *182 / *202 damage
- Knife Throw: *151 damage. Usable only in second form.
- Vigor up!: Increases all damage dealt by 50%, permanent, OPB. Can be dispelled. Usable only in second form.

Cloaker's first form can doubleact if below 600 (50%) HP.

Cloaker's second form can doubleact when not using Vigor up!

Cloaker is accompanied by Domino.


Domino
"I guess I can spare a few minutes! Maybe they'd like to... play!"
HP: 900 (0.65 PCHP)
FP: 250
Attack: 145 / 65
Defense: 120 / 100 (avg 128, effective 1.07 / 1.24 physical)
Mg.Attack: 120
Mg.Defense: 180 / 200 (avg 83, effective 0.39 / 0.26 magical)
Speed: 25 (goes between Geno and Toadstool)
Evade: 0%
Immune to Mute and Sleep

The following is usable in Domino's first form.
- Endobubble: 9 damage, inflicts Fear
- Mega Drain (7 FP): 132 fire damage, ITD
- Blast (6 FP): 114 damage
- Electroshock (10 FP): 97 lightning damage
- Flame Stone (6 FP): 57 fire damage
- Corona (10 FP): 113 fire damage, MT
- Boulder (9 FP): 97 damage, MT
- Water Blast (7 FP): 64 damage, MT
- Blizzard (4 FP): 57 ice damage, MT
- Meteor Blast (6 FP): 34 damage, MT
- Willy Wisp (8 FP): 144 damage, ITD. Usable only below 450 (50%) HP.

The following is usable in Domino's second form.
- Ice Rock (7 FP): 155 ice damage
- Willy Wisp (8 FP): 144 damage, ITD
- Electroshock (10 FP): 97 lightning damage
- Bolt (4 FP): 121 lightning damage, ITD
- Diamond Saw (9 FP): 85 damage
- Dispelling Orb (2 FP): 45 lightning damage, dispels
- Solidify (7 FP): 72 ice damage, MT
- Water Blast (7 FP): 64 damage, MT
- Blizzard (4 FP): 57 ice damage, MT
- Drain Beam (5 FP): 51 damage, MT
- Valor Up: Halves all damage, permanent, OPB. Can be dispelled.

Domino's first form can doubleact, always opening with Endobubble. If below 450 (50%) HP, he can tripleact, always opening with Willy Wisp, then Endobubble, then ending with a spell.

Domino's second form can doubleact when not using Valor Up.

When one of Cloaker and Domino is defeated, the other retreats and fights the party with Earthlink or Mad Adder, respectively. Their HP is restored and they gain new stats and attack patterns (listed above).

Earthlink
HP: 2500 (1.79 PCHP)
FP: 100
Attack: 230
Defense: 70 (avg 128, effective 1.50 physical)
Mg.Attack: 160
Mg.Defense: 180 (avg 83, effective 0.39 magical)
Speed: 16 (irrelevant)
Evade: 0%
Immune to all status

- Physical: *91 damage
- Carni-Kiss: *182 damage
- Poison: 136 damage, inflicts Poison
- Solidify (7 FP): 112 ice damage, MT. Usable only below 1250 (50%) HP.
- Drain Beam (5 FP): 91 damage, MT. Usable only below 1250 (50%) HP.
- Light Beam (7 FP): 89 damage, inflicts Sleep, MT. Usable only below 1250 (50%) HP.

Earthlink can doubleact. If below 1250 (50%) HP, it always opens with a physical and ends with a spell.

Mad Adder
HP: 1500 (1.08 PCHP)
FP: 250
Attack: 230
Defense: 190 (avg 128, effective 0.47 physical)
Mg.Attack: 80
Mg.Defense: 60 (avg 83, effective 1.36 magical)
Speed: 10 (irrelevant)
Evade: 0%
Immune to all status

- Physical: *91 damage. Usable only below 750 (50%) HP.
- Carni-Kiss: *182 damage. Usable only below 750 (50%) HP.
- Poison: 136 damage, inflicts Poison. Usable only below 750 (50%) HP.
- Blast (6 FP): 74 damage
- Sand Storm (6 FP): 1 damage, inflicts Fear, MT
- Boulder (9 FP): 57 damage, MT
- Shredder (1 FP): Dispel, MT
- Disjunction (6 FP): 93 damage, dispels. Usable only below 750 (50%) HP.

If below 750 (50%) HP, Mad Adder can doubleact, always ending with a physical, Carni-Kiss or Poison.

Party Averages
HP: 171  Def: 139  MDef: 95  Spd: 24
FP: 99

Party Damage
Listed against the average of current randoms.
(L20 Mario - Atk 245, MAtk 82)
(L20 Mallow - Atk 175, MAtk 142)
(L20 Geno - Atk 199, MAtk 95)
(L20 Bowser - Atk 224, MAtk 93)
(L20 Toadstool - Atk 199, MAtk 90)
Mario's Ultra Flame: 185
Mallow's Star Rain: 278
Geno's Geno Flash: 152
Bowser's Bowser Crush: 211
Toadstool's Psych Bomb: 100
Mario's physical: 175
Mallow's physical: 69
Geno's physical: 106
Bowser's physical: 144
Toadstool's physical: 106
AVERAGE: 186

Notes: Well, by themselves (assuming form 2) Cloaker OHKOs on average with his physicals, with an option to buff on mediocre speed and durability, while Domino OHKOs on his fear+spell doubleact off even frailer HP but faster speed. Kill-or-be-killed types are kind of hard to call, leaving me to think that both fall a bit shakily on the Heavy/Godlike border, while giving them any sort of formchain or their snake mechs is a massive boost to both longevity and damage output - clear into Godlike they go then.



Gunyolk
HP: 1500 (1.05 PCHP)
FP: 255
Attack: 200
Defense: 130 (avg 128, effective 0.98 physical)
Mg.Attack: 145
Mg.Defense: 90 (avg 83, effective 0.96 magical)
Speed: 25 (goes between Geno and Toadstool)
Evade: 0%
Immune to all status
Weak to Ice and Lightning
Immune to Fire

- Physical: *57 damage
- Echofinder: 85 damage, inflicts Mute
- Willy Wisp (8 FP): 169 damage, ITD
- Mega Drain (7 FP): 157 fire damage, ITD
- Disjunction (6 FP): 155 damage, dispels
- Blast (6 FP): 136 damage
- Electroshock (10 FP): 119 lightning damage
- Diamond Saw (9 FP): 107 damage
- Breaker Beam (8 FP): 127 damage, MT

Gunyolk can doubleact when not using Breaker Beam, always opening with a physical or Echofinder.

If alone, Gunyolk can doubleact, using only Breaker Beam.

Gunyolk is accompanied by Factory Chief.


Factory Chief
"You'll be fodder for my incredible invention, the 'Gunyolk'!"
HP: 1000 (0.70 PCHP)
FP: 255
Attack: 215
Defense: 130 (avg 128, effective 0.98 physical)
Mg.Attack: 255
Mg.Defense: 90 (avg 83, effective 0.96 magical)
Speed: 99 (goes first)
Evade: 50%
Immune to Mute and Sleep

- Physical: *72 damage
- Shuriken Throw: *108 damage
- Thornet: 108 damage, inflicts Poison
- Funguspike: 144 damage, inflicts Mushroom
- Drain (1 FP): 161 fire damage. Usable only when alone.
- Boulder (9 FP): 229 damage, MT. Used only as a counter (see below).

Factory Chief can doubleact.

If alone, Factory Chief can tripleact, using only Drain.

Factory Chief counters any form of Item damage (Rock Candy, Star Egg, etc.) with Boulder.

Party Averages
HP: 173  Def: 143  MDef: 98  Spd: 24
FP: 99

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L21 Mario - Atk 248, MAtk 84)
(L21 Mallow - Atk 178, MAtk 144)
(L21 Geno - Atk 202, MAtk 97)
(L21 Bowser - Atk 226, MAtk 96)
(L21 Toadstool - Atk 202, MAtk 92)
Mario's Ultra Flame: 190
Mallow's Star Rain: 281
Geno's Geno Flash: 155
Bowser's Bowser Crush: 216
Toadstool's Psych Bomb: 103
Mario's physical: 180
Mallow's physical: 75
Geno's physical: 111
Bowser's physical: 159
Toadstool's physical: 111
AVERAGE: 191

Notes: Well, fighting them alone is actually kind of scary since their limits are based around that! Both Factory Chief and his pet creation OHKO with their respective attacks, with the former having a durability edge and some more diversity while the latter has amazing speed and effectively fatal status. They are frail, but fast enough that I don't think this really stops them from dominating lower divisions, pushing them both into the Low Godlike border.



Culex
"I consume time... and I will consume you!"
HP: 3076 (2.15 PCHP)
FP: 255
Attack: 250
Defense: 100 (avg 128, effective 1.23 physical)
Mg.Attack: 100
Mg.Defense: 80 (avg 83, effective 1.04 magical)
Speed: 50 (faster than any non-Signal Ring setup)
Evade: 0%
Immune to all status

- Physical: *107 damage
- Bolt (4 FP): 101 lightning damage, ITD
- Meteor Blast (6 FP): 36 damage, MT
- Shredder (1 FP): Dispel, MT
- Dark Star (10 FP): 162 damage. Usable only under 1536 (50%) HP or if alone.
- Willy Wisp (8 FP): 124 damage, ITD. Usable only under 1536 (50%) HP or if alone.
- Summon Crystals: Spawns the Fire, Water, Earth, and Wind Crystals. OPB.

The following abilities are usable if the Fire Crystal is dead:
- Mega Drain (7 FP): 112 fire damage, ITD
- Flame Stone (6 FP): 34 fire damage
- Corona (10 FP): 90 fire damage, MT

The following abilities are usable if the Water Crystal is dead:
- Ice Rock (7 FP): 132 ice damage
- Diamond Saw (9 FP): 62 damage
- Solidify (7 FP): 49 ice damage, MT

The following abilities are usable if the Earth Crystal is dead:
- Blast (6 FP): 91 damage
- Sand Storm (6 FP): 18 damage, inflicts Fear, MT
- Boulder (9 FP): 74 damage, MT

The following abilities are usable if the Wind Crystal is dead:
- Electroshock (10 FP): 74 lightning damage
- Petal Blast (8 FP): 42 damage, inflicts Mushroom, MT
- Dispelling Orb (2 FP): 22 lightning damage, dispels

Culex can doubleact when not using Shredder, always opening with his physical and ending with a spell. If below 1536 (50%) HP, Culex can tripleact with an additional spell.

Fire Crystal
HP: 2500 (1.75 PCHP)
FP: 250
Attack: 0
Defense: 100 (avg 128, effective 1.23 physical)
Mg.Attack: 130
Mg.Defense: 60 (avg 83, effective 1.35 magical)
Speed: 10 (slower than Bowser)
Evade: 10%
Immune to all status
Immune to Fire
Weak to Ice

- Mega Drain (7 FP): 142 fire damage, ITD
- Flame Stone (6 FP): 64 fire damage
- Flame (3 FP): 44 fire damage
- Corona (10 FP): 120 fire damage, MT
- Flame Wall (2 FP): 40 fire damage, MT

Water Crystal
HP: 1800 (1.26 PCHP)
FP: 250
Attack: 0
Defense: 130 (avg 128, effective 0.98 physical)
Mg.Attack: 120
Mg.Defense: 50 (avg 83, effective 1.50 magical)
Speed: 12 (slower than Bowser)
Evade: 20%
Immune to all status
Immune to Ice
Weak to Fire

- Ice Rock (7 FP): 152 ice damage
- Diamond Saw (9 FP): 82 damage
- Crystal (5 FP): 47 ice damage
- Solidify (7 FP): 69 ice damage, MT
- Blizzard (4 FP): 54 ice damage, MT

Earth Crystal
HP: 3200 (2.23 PCHP)
FP: 250
Attack: 0
Defense: 70 (avg 128, effective 1.48 physical)
Mg.Attack: 80
Mg.Defense: 33 (avg 83, effective 1.76 magical)
Speed: 1 (goes last)
Evade: 5%
Immune to all status
Immune to Jump
Weak to Lightning

- Disjunction (6 FP): 90 damage, dispels
- Blast (6 FP): 71 damage
- Sand Storm (6 FP): 1 damage, inflicts Fear, MT
- Boulder (9 FP): 54 damage, MT
- Water Blast (7 FP): 21 damage, MT

Wind Crystal
HP: 800 (0.56 PCHP)
FP: 250
Attack: 0
Defense: 200 (avg 128, effective 0.40 physical)
Mg.Attack: 60
Mg.Defense: 88 (avg 83, effective 0.97 magical)
Speed: 30 (slightly faster than Geno)
Evade: 30%
Immune to all status
Immune to Lightning
Weak to Jump

- Bolt (4 FP): 61 lightning damage, ITD
- Electroshock (10 FP): 34 lightning damage
- Aurora Flash (9 FP): 12 damage, inflicts Sleep, MT
- Light Beam (7 FP): 1 damage, inflicts Sleep, MT
- Static E! (4 FP): 1 lightning damage, MT
- Dispelling Orb (2 FP): 1 lightning damage, dispels

Party Averages
HP: 173  Def: 143  MDef: 98  Spd: 24
FP: 99

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L21 Mario - Atk 248, MAtk 84)
(L21 Mallow - Atk 178, MAtk 144)
(L21 Geno - Atk 202, MAtk 97)
(L21 Bowser - Atk 226, MAtk 96)
(L21 Toadstool - Atk 202, MAtk 92)
Mario's Ultra Flame: 190 (197)
Mallow's Star Rain: 281 (287)
Geno's Geno Flash: 155 (161)
Bowser's Bowser Crush: 216
Toadstool's Psych Bomb: 103 (108)
Mario's physical: 180 (222)
Mallow's physical: 75 (117)
Geno's physical: 111 (153)
Bowser's physical: 144 (189)
Toadstool's physical: 111 (153)
AVERAGE: 191

Notes: The optional superboss (who isn't really a superboss anymore) is mostly unchanged from vanilla outside of his expanded moveset when crystals are dead, somewhat lower HP, and some added offense. The last is actually enough to ensure that he's still pretty Godlike, as Culex kills on average; with the Crystals he's just completely insane, utterly destroying anyone who doesn't immune magic or lots of elements, the latter of which is generally your best tactic in-game.



Smithy 1
"Why don't YOU give me YOUR stars."
HP: 2000 (1.37 PCHP)
FP: 255
Attack: 255
Defense: 145 (avg 128, effective 0.86 physical)
Mg.Attack: 155
Mg.Defense: 85 (avg 83, effective 0.99 magical)
Speed: 70 (faster than everything except Super Suit Signal Ring Geno)
Evade: 0%
Immune to all status

- Physical: *110 damage
- Sand Storm (6 FP): 70 damage, inflicts Fear, MT
- Meteor Blast (6 FP): 88 damage, MT
- Sledge (6 FP): 165 damage, ITD, MT
- Meteor Swarm (10 FP): 144 damage, MT
- Willy Wisp (8 FP): 179 damage, ITD. Usable only below 700 (35%) HP.
- Electroshock (10 FP): 126 lightning damage. Usable only below 700 (35%) HP.
- Diamond Saw (9 FP): 114 damage. Usable only below 700 (35%) HP.
- Water Blast (7 FP): 93 damage, MT. Usable only below 700 (35%) HP.

Smithy can tripleact when opening with two physicals and ending with Meteor Blast or Sand Storm.

If below 700 (35%) HP, Smithy can tripleact with Sledge when opening with two physicals, or with any two spells (other than Sledge and Meteor Swarm) and a physical.


Smelter
HP: 1000 (0.68 PCHP)
FP: 100
Attack: 0
Defense: 160 (avg 128, effective 0.74 physical)
Mg.Attack: 0
Mg.Defense: 125 (avg 83, effective 0.74 magical)
Speed: 0 (goes last)
Evade: 0%
Immune to all status
Weak to Lightning and Fire

- Forge Shyper: Spawns a Shyper, who have 333 HP, 125 Def, and 85 MDef. They can tripleact, using their physical twice for *60 each and then use Blast for 82 damage. If killed, they will use Sword Rain for 74 MT damage as a final attack. Usable only with at most two Shypers active. 1-turn charge time.

Party Averages
HP: 175  Def: 145  MDef: 101  Spd: 24
FP: 99

Party Damage
Listed against the average of current randoms, figures in parentheses is against the boss.
(L22 Mario - Atk 251, MAtk 86)
(L22 Mallow - Atk 180, MAtk 147)
(L22 Geno - Atk 206, MAtk 99)
(L22 Bowser - Atk 228, MAtk 99)
(L22 Toadstool - Atk 204, MAtk 95)
Mario's Ultra Flame: 195 (190)
Mallow's Star Rain: 287 (283)
Geno's Geno Flash: 159 (155)
Bowser's Bowser Crush: 220
Toadstool's Psych Bomb: 108 (105)
Mario's physical: 184 (159)
Mallow's physical: 78 (52)
Geno's physical: 117 (91)
Bowser's physical: 150 (124)
Toadstool's physical: 114 (88)
AVERAGE: 195

Notes: Ramped up damage, great speed, and no real weaknesses makes Smithy pretty good even in his first form. Fear can set up for a lot more potential damage, and he has a nice limit. Even ignoring Smelter, evil Santa is probably Heavy/Godlike.



Smithy 2
"Guooooooo!!!!! Come on, you puny ants!"

Head (initial)
HP: 6000 (4.10 PCHP)
FP: 50
Attack: 180
Defense: 255 (avg 128, takes 1 from all physicals)
Mg.Attack: 60
Mg.Defense: 255 (avg 83, takes 1 from all magic)
Speed: 40 (irrelevant)
Evade: 0%
Immune to all status

- Transform: Smithy transforms into another Head form. This actually happens on the Body's turn, regardless of whether the Body is alive or not, and is available on all Head forms. The initial Head always transforms into Tank Head.

Because this fight occurs right after the initial Smithy fight, turn orders are preserved and thus listed speeds are entirely arbitrary.

Defeating the Head ends the battle.

Body
HP: 1000 (0.68 PCHP)
FP: 255
Attack: 255
Defense: 100 (avg 128, effective 1.23 physical)
Mg.Attack: 255
Mg.Defense: 100 (avg 83, effective 0.90 magical)
Speed: 30 (irrelevant)
Evade: 0%
Immune to all status

- Physical: *110 damage
- Finger Gun: *220 damage
- Mega Recover (9 FP): 510 healing. Only usable when the Head's HP is lower than 2000 (33%) HP.

The Body can doubleact when the Head's HP is lower than 2000 (33%) HP, always opening with a physical or Finger Gun and ending with Mega Recover.

If killed, the Body automatically revives after two turns.


Tank Head
Attack: 250
Defense: 150 (avg 128, effective 0.82 physical)
Mg.Attack: 10
Mg.Defense: 80 (avg 83, effective 1.04 magical)
Immune to all status
Weak to Lightning

- Physical: 105 damage
- Magnum: Inflicts ID, 90% hit rate
- Transform: Transforms into Mage Head.

Tank Head can doubleact.

If below 2000 (33%) HP, Tank Head can tripleact, and has a 2/3 chance of countering any attack with its physical.


Mage Head
Attack: 135
Defense: 95 (avg 128, effective 1.27 physical)
Mg.Attack: 120
Mg.Defense: 150 (avg 83, effective 0.59 magical)
Immune to all status
Immune to Ice, Lightning, and Fire

- Dark Star (10 FP): 179 damage
- Ice Rock (7 FP): 149 ice damage
- Willy Wisp (8 FP): 144 damage, ITD
- Sand Storm (6 FP): 35 damage, inflicts Fear, MT
- Meteor Swarm (10 FP): 109 damage, MT
- Corona (10 FP): 107 fire damage, MT
- Sword Rain (8 FP): 99 damage, MT
- Boulder (9 FP): 91 damage, MT
- Arrow Rain (2 FP): 83 damage, MT
- Spear Rain (5 FP): 79 damage, MT
- Disjunction (6 FP): 127 damage, dispels
- Transform: Transforms into Safe Head or Chest Head.

Mage Head can doubleact.

If below 2000 (33%) HP, Mage Head counters physicals with Dark Star.


Safe Head
Attack: 40
Defense: 160 (avg 128, effective 0.74 physical)
Mg.Attack: 150
Mg.Defense: 100 (avg 83, effective 0.90 magical)
Immune to all status
Immune to Lightning, Fire, and Jump
Weak to Ice

- Diamond Saw (9 FP): 109 damage
- Solidify (7 FP): 96 ice damage, MT
- Blizzard (4 FP): 81 ice damage, MT
- Static E! (4 FP): 61 lightning damage, MT
- Flame Wall (2 FP): 57 fire damage, MT
- Dispelling Orb (2 FP): 69 lightning damage, dispels
- Shredder (1 FP): Dispel, MT
- Water Blast (7 FP): 88 damage, MT. Usable only below 2000 (33%) HP.
- Light Beam (7 FP): 73 damage, inflicts Sleep, MT. Usable only below 2000 (33%) HP.
- Transform: Transforms into any other head.

Safe Head can doubleact.


Chest Head
Attack: 150
Defense: 130 (avg 128, effective 0.98 physical)
Mg.Attack: 130
Mg.Defense: 120 (avg 83, effective 0.77 magical)
Immune to all status
Immune to Lightning
Weak to Fire

- Grand Cross: Inflicts choice of Scarecrow, Mute, Fear, or Sleep, MT
- Mega Drain (7 FP): 142 fire damage, ITD
- Bolt (4 FP): 131 lightning damage, ITD
- Flame Stone (6 FP): 61 fire damage
- Electroshock (10 FP): 52 lightning damage
- Drain Beam (5 FP): 55 damage, MT
- Blast (6 FP): 118 damage. Usable only below 2000 (33%) HP.
- Meteor Swarm (10 FP): 119 damage, MT. Usable only below 2000 (33%) HP.
- Transform: Transforms into any other head.

Chest Head can doubleact, always opening with Grand Cross.

Party Averages
HP: 175  Def: 145  MDef: 101  Spd: 24
FP: 99

Party Damage
Listed against the average of current randoms.
(L22 Mario - Atk 251, MAtk 86)
(L22 Mallow - Atk 180, MAtk 147)
(L22 Geno - Atk 206, MAtk 99)
(L22 Bowser - Atk 213, MAtk 99)
(L22 Toadstool - Atk 204, MAtk 95)
Mario's Ultra Flame: 195
Mallow's Star Rain: 287
Geno's Geno Flash: 159
Bowser's Bowser Crush: 220
Toadstool's Psych Bomb: 108
Mario's physical: 184
Mallow's physical: 78
Geno's physical: 117
Bowser's physical: 150
Toadstool's physical: 114
AVERAGE: 195

Notes: The final boss is not without his flaws - lots of previous entries have had better raw offense than him and transforming slows him down. However, he does have access to an awful lot of options and his durability towers far beyond everyone else. Tank Head is a solid enough first form with its damage and ID, Mage Head lets him spoil mages and gives him a bigger offense boost... the other two admittedly not so useful in most fights, but thankfully Tank and Mage are easiest to access. Still, with over 4x PCHP (better durability on average too) and OHKO damage all over the place Smithy almost assuredly belongs in High Godlike.
« Last Edit: April 27, 2015, 03:46:22 PM by Laggy »
<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.

Laggy

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Re: SLRPG Bosses
« Reply #4 on: February 10, 2012, 08:21:19 AM »
VICTORY LAP DANCE GOES HERE
<Eph> When Laggy was there to fuel my desire to open crates, my life was happy.  Now I'm stuck playing a shitty moba and playing Anime RPGs.