Bosses, Earlygame to Nimbus Land
From Dark Holy Elf
SMRPG has some important mechanics you should know about for bosses.
The first is timed blocking. In general, all physical attacks and some physical techs can be time-blocked. If you're close to the mark, you'll reduce damage by half; if you nail the timing perfectly you take 0 damage. Now, the problem is, every enemy has its own unique timing which the player has to get used to, so just taking 0 from all physicals is not a trivial matter. Anyway, I'll leave it up to the reader to decide how to deal with this. Note that any attack that can be time-blocked, I'll tag its damage with a star. This damage is the full damage. One possible interpretation would be to see timed blocking analogous to evasion, and make SMRPG blockable attacks really struggle with that in the DL. Or you could just assume damage is always halved. Or nulled, if you're mean. I dunno.
Damage bosses take is also based on timed attacking. For simple timed hits, I assume they're done perfectly, since this is really rather easy to get used to. For attacks like Fire Orb and Super Jump, I'm assuming 8 successful button presses. For now, anyway. If you're really good at jumps/fireballs, then I'm underrating Mario's magic damage a bit, but I like the even multipliers. So nyah.
For the stats characters have, I assume "optimum" levels up. See the SMRPG stat thread for details. Seems fairest.
All enemy attacks (there may be one or two exceptions, but I doubt it) can miss. Some seem to miss more often than others, but I haven't confirmed this to myself yet, let alone to put in a stat thread. I may elaborate later. The game probably has some hidden accuracy and evade stats, but fortunately, they don't seem to fluctuate too much, and evasion is always an uncommon event. Enemy status attacks are always 100% if the attack hits.
Some last notes before we dive in:
-For bosses, their best damaging attack to average is bolded. Blockable attacks are only bolded if they are at least 50% better than the boss' best unblockable damage.
-For PCs, bolded attacks are their best to normal enemies. Italicised attacks are striking weaknesses on a boss.
-"Magic" listed in the party average is not a stat, but rather it is derived from a PC's Magic Attack + the spell power of their best spell. Since the magic formula in SMRPG is (MA + SpellPow - TargetMDef), this effectively shows how much of an impact enemy MDef has, analogous to defence's effect on Attack. Hence why it is used.
-SMRPG enemies appear to break speed tiebreaks with your PCs, so they are sliightly faster tha numbers indicate. For what little that's worth.
Croco 1
Weak to Fire. Immune to Sleep.
HP 320
Def 25 (avg 10)
MDef 18 (avg 5)
Speed 16 (slower than Mallow)
Attack: *13 damage
Bomb Throw: 19 physical damage
Weird Mushroom: Croco regains 60 HP, and skips his next turn. OPB.
"Yeouch!": The first time Croco is struck with a Fire elemental attack, he will skip his next turn.
Party averages (Lv 3): 27 HP, 12 Def, 14 MDef, 32 Atk, 37 Magic
Damage done to average/Croco:
Mario's Jump: 55/36
Mario's Fire Orb: 48/56
Mallow's Thunderbolt: 33/17
Mario's physical: 56/26
Mallow's physical: 34/4
Average damage: 44
Comments: You'd expect an early boss to be a total scrub, but Croco's really rather impressive in a duel. He's very physically tanky (reduces all damage by over half), he has a good 2HKO attack, and the general magic durability is solid too. Fire is really all he has to fear... pity it's what he faces in-game, so yeah, he's not too impressive there. The speed also needs work. High Middle. He has another form, though, so I'd wait for that before making any final judgements.
Mack the Knife
Weak to Lightning. Immune to all status.
HP 480
Def 25 (avg 18)
MDef 20 (avg 10)
Speed 8 (slower than Mallow)
Attack: *6 damage
Flame: 10 Fire magic damage
Flame Wall: 6 Fire magic damage MT
Summon Bodyguards: Summons 4 Bodyguards. They're OHKO-bait, and do 6 Fire magic damage with OPB Drain, *3 with physicals. Useable only when alone.
Jump: Mack becomes untargettable until all his support is killed. During this time he can not attack. Useable only with support.
Stunned: The first time Mack is struck with a Lightning elemental attack, he will skip his next turn.
Party averages (Lv 4): 36 HP, 16 Def, 17 MDef, 35 Atk, 39 Magic
Damage done to average/Mack:
Mario's Jump: 51/36
Mallow's Thunderbolt: 30/35[/i]
Mario's physical: 46/32
Mallow's physical: 22/8
Average damage: 40
Comments: Uh, I guess if you allow Bodyguard summoning, Mack + four of them attacking combine for a near-KO to average! Against someone that doesn't resist Fire, and has no MT to mop 'em all up. If you don't, then the offence is just shit. Complete disgrace for a chapter boss, really. That said, he has definite durability, so he's High Light if you don't allow summoning, Light/Middle if you do.
Belome 1
Weak to Lightning. Immune to Sleep.
HP 500
Def 25 (avg 18)
MDef 20 (avg 15)
Speed 4 (slower than Mallow)
Attack: *9 damage
Sleep Sauce: Inflicts Sleep
S'crow Funk: Inflicts Scarecrow
Eat: Devours target, removing him from the battlefield. This effect ends if Belome is struck 2 or 3 times (not sure on the exact trigger, could also be damage). Only targets Mallow, and can not be used if Mallow is alone. I'd throw this out in the DL, obviously.
Party averages (Lv 5): 41 HP, 21 Def, 22 MDef, 37 Atk, 44 Magic
Damage done to average/Belome:
Mario's Jump: 51/43
Mallow's Thunderbolt: 30/47[/i]
Mario's physical: 52/38
Mallow's physical: 26/12
Average damage: 40
Comments: Well, Sleep is pretty useless, but Scarecrow is nice, shutting down fighters entirely unless they're immune to transformation. He's also got the same good HP as Mack, though the defences are less impressive relatively. Still durable enough to get in his status. His damage is pathetic, though; 4HKO, and blockable at that (if you're remotely competent at timed blocking you can beat him without healing in-game, despite the HP). Fail. Still tricksy enough for Middle.
Bowyer
Immune to all status.
HP 720
Def 40 (avg 26)
MDef 35 (avg 15)
Speed 10 (slower than Mallow)
Attack: *19 damage
Bolt: 25 Lightning magic damage
Static E!: 17 Lightning magic damage MT
Lightning Orb: 13 Lightning magic damage
G'nite: Inflicts Sleep
Summon Buttons: Allows button disabling to be used. Next turn Bowyer doubleacts, but always uses the first action to Disable Button. OPB obviously.
Button disable: Randomly seals off one of the A (attack), Y (magic), or X (item) buttons, take this as you will. Lasts two turns.
Notes: If you don't consider Geno (he joins for this fight, with no equips) in the averages, subtract 3 from all of Bowyer's damage.
Party averages (Lv 7, Geno 6): 52 HP, 31 Def, 25 MDef, 61 Atk, 61 Magic
Without Geno: 56 HP, 34 Def, 28 MDef, 61 Atk, 60 Magic
Damage done to average/Bowyer:
Mario's Super Jump: 120/80
Mallow's Thunderbolt: 37/12
Geno's Geno Beam: 100/60
Mario's physical: 76/48
Mallow's physical: 66/38
Geno's physical: 68/40
Average damage: 95
Comments: Real oddball. Anyway, sleep + lightning magic is a good strategy. The damage is high 3HKO; durability... well, damage has spiked massively since Belome, so Bowyer's HP isn't so hot (I'd peg it around average PC). However, the defences are solid, reducing all damage by slightly over a third. Button disabling... depends how you take it, but it's probably a waste of time in most situations. High Middle, defend Sleep/Lightning or die, and he's not a total lost cause without his tricks.
Croco 2
Weak to Fire. Immune to Sleep.
HP 750
Def 50 (avg 40)
MDef 50 (avg 20)
Speed 20 (average)
Attack: *13 damage
Bomb Throw: 19 physical damage
Chomp: *26 physical damage, useable only below half HP
Steal: Counter to the attack that reduces Croco below half HP, Croco steals the foe's entire item stash. (In the DL, this would presumably hurt the likes of Rikku, but is good for little else.)
Party averages (Lv 7): 56 HP, 39 Def, 26 MDef, 83 Atk, 73 Magic
Damage done to average/Croco:
Mario's Super Jump: 130/70
Mallow's Thunderbolt: 43/6
Geno's Geno Beam: 118/58
Mario's physical: 88/68
Mallow's physical: 78/58
Geno's physical: 94/74
Notes: While Croco is weak to Fire, his MDef is so high that the weak Fire Orb is useless against him in-game.
Average damage: 108
Comments: Slightly different take on his first form. Croco loses considerable physical durability (he's the first boss you take down physically in-game) due to only slightly above average def and unimpressive HP. Magical durability is probably similar to before, i.e. solid. And he's the first SMRPG boss with decent speed! Damage has tanked, but on the flipside he does gain a cute spoiler move. I dunno, this form's probably a High Light, he likes the first one better if you allow it.
Punchinello
Immune to Jump and all status.
HP 1200
Def 42 (avg 40)
MDef 40 (avg 20)
Speed 15 (slower than Mallow)
Attack: *18 damage
Sand Storm: 10 Earth magic damage MT, inflicts Fear. Only has enough MP to cast it once.
Summon Micro Bombs: Summons 4 Micro Bombs, OHKO bait losers who can self-destruct for *2 damage. Only useable if no Micro Bombs are alive.
Summon Bob-Ombs: Summons 4 Bob-Ombs, and destroys all Micro Bombs if any. Bob-Ombs can self-destruct for *9 damage. Useable only below 2/3 HP and if no Bob-Ombs are alive, and is also used as a counter for the first attack that lowers him below that amount.
Summon Mezzo Bombs: Summons 3 Mezzo Bombs, and destroys all Bob-Ombs and Micro Bombs if any. Mezzo Bombs can self-destruct for *29 damage. Useable only below 1/3 HP and if no Mezzo Bombs are alive, and is also used as a counter for the first attack that lowers him below that amount.
Notes: Mezzo Bombs have 150 HP, the first two are complete OHKO bait. The bombs will often wait or skip turns, take that as you will.
Party averages (Lv 8, Geno 7): 61 HP, 41 Def, 28 MDef, 85 Atk, 77 Magic
Damage done to average/Punchinello:
Mario's Super Jump: 142/102 (NB: Jump Shoes needed to damage Punchinello)
Mallow's Thunderbolt: 51/26
Geno's Geno Beam: 118/78
Mario's physical: 96/92
Mallow's physical: 84/80
Geno's physical: 94/92
Average damage: 114
Comments: Another odd one, why do the chapter bosses insist on this? Anyhow, for the first third of HP, all he's good for is Sand Storm (and if you wait out that Fear, he's toast). After that he gets some better bombs, but he's always dependent on them, and they're highly unreliable. Also, since in the Mario world, bombs are people too, you might not allow him their help at all, which makes him basically garbage, for all that his physical does 2HKO after Fear if not blocked. Anyway, the HP and MDef are solid. I'll just call him Middle, and hope I never have to think about a match involving him.
Note: From this point on, Geno has Geno Boost and can use it to permanently boost a PC's damage for a battle by 50% (not to mention it adds a damage halving effect). This isn't factored into listed averages, but consider it however you will. Also, I won't be including Bowser in the average for the "Magic" stat for the time being, since his magic isn't used for damage before Crusher.
Booster
Weak to Jump. Immune to Sleep.
HP 800
Def 55 (avg 54)
MDef 40 (avg 20)
Speed 24 (above average)
Attack: *25 damage
Bomb Throw: 37 physical damage
Spritz Bomb: 50 physical damage. Useable only below 500 (62.5%) HP.
Loco Express: 100 physical damage. Useable only below 500 (62.5%) HP.
Party averages (Lv 8): 67 HP, 50 Def, 32 MDef, 96 Atk, 79 Magic
Damage done to average/Booster:
Mario's Super Jump: 142/204[/i]
Mallow's Thunderbolt: 51/26
Geno's Geno Beam: 132/92
Mario's physical: 108/106
Mallow's physical: 56/54
Geno's physical: 76/74
Bowser's physical: 102/100
Average damage: 108
Comments: Ow. Booster hits bloody hard; without the help of Fear or Geno Boost, Loco Express completely splatters anyone but Bowser (hell, Spritz Bomb OHKOs Mario and Mallow). Granted his best damage can't be accessed at high HP, but even then, Bomb Throw is solid. He even manages decent speed, surprising for a SMRPG boss. Obviously this guy is optional for a reason. Anyway, his main weakness is his HP (which is at best PCish), though MDef is a nice consolation. Also note that in-game, you can completely splatter him with Terrorise + Super Jump, which can hit well over 300 easily (not to mention making his damage more sane). Getting run over by a madman on a train isn't fun, apparently. High Heavy
Bundt/Raspberry
Weak to Jump. Immune to Fire, Ice, Lightning, and all status.
HOW THE BATTLE WORKS:
This is a bit complicated. The cake is actually a multi-part boss. In the first stage of the battle (the plot fight), neither acts, and instead you are accosted by Chef Torte and his apprentice. "Killing" Bundt by removing his 900 HP ends the first stage.
In the second stage, both Raspberry and Bundt act, but only Bundt can be targetted. However, Bundt no longer has an HP supply; instead, he has 5 candles lit. Every time he takes damage (hitting him with an element he nulls doesn't count), he loses a lit candle; every time he takes a turn he gains one (although he can't exceed his max of 5). Hitting him when he has zero candles lit kills Bundt.
In the third stage, only Raspberry remains, and you kill him as normal.
Bundt:
HP 900 (... sorta)
Def 10 (avg 54)
MDef 50 (avg 20)
Speed 16 (slower than Mallow)
Raspberry:
HP 600
Def 20 (avg 54)
MDef 30 (avg 20)
Speed 16 (slower than Mallow)
Bundt:
Attack: *11 damage
Light Orb: *22 physical damge
Diamond Saw: 50 Ice magic damage
Blizzard: 12 Ice magic damage MT
Lulla-Bye: Inflicts Sleep
Raspberry:
Attack: *16 damage
Light Orb: *32 physical damage
Drain Beam: 21 magic damage MT
Sand Storm: 11 Earth magic damage MT, inflicts Fear
Party averages (Lv 9, Geno 8): 73 HP, 54 Def, 35 MDef, 106 Atk, 81 Magic
Damage done to average/Bundt/Raspberry:
Mario's Super Jump: 148/176/256[/i]
Mallow's Thunderbolt: 56/0
Geno's Geno Beam: 132/72/112
Mario's physical: 120/208/188
Mallow's physical: 88/176/156
Geno's physical: 100/188/168
Bowser's physical: 112/200/180
Average damage: 120
Comments: Uh. Totally depends how you handle him. The strictest interpretations would see only Raspberry as legal, which... well, isn't good for him. Raspberry alone is slow and very fragile; bad combination. Sure, Sand Storm leads to a high 3HKOing Drain Beam and a potentially mean Light Orb, but it's not going to save him from Light.
If you allow Bundt and Raspberry as a form-chain where Raspberry can't act until Bundt dies, and Bundt having his 900 HP (ignoring candles) you have a solid mage boss with Sleep + Diamond Saw who may be able to clean up with a last gasp from Raspberry. The physical durability STILL fails, but he's very anti-magic, shutting down three elements entirely and having nice MDef in Bundt form. Low Heavy.
If you allow Bundt and Raspberry to act simultaneously until Bundt is killed as in-game... uh. That's a lot of damage. Again, that 10 Defence keeps me from giving him the highest rank. But ow ow ow. As if Sleep isn't enough, Diamond Saw + Drain Beam is borderline OHKO, and Fear will crush Sleep-immune healers. You're in deep trouble if you let Bundt get a turn. High Heavy.
If you keep the battle as presented and allow Bundt his trick with candles? You need to doubleturn him six times to win. While he Diamond Saws your ass. Godlike.
As a note, I'm leaning towards interpretation #2 (I'm tough on multipart bosses, but Raspberry alone doesn't seem a fair translation of this boss to the DL setting). But go with whatever you like.
Johnny
Immune to Sleep.
HP 820
Def 80 (avg 60)
MDef 60 (avg 25)
Speed 13 (slow)
Attack: *20 damage
Skewer: *30 physical damage
Mega Drain: 20 Fire magic damage
Diamond Saw: 40 Ice magic damage
Get Tough: Counter when lowered below half HP: puts Johnny in Defence Up status (damage taken is halved for the remainder of the battle).
Notes: Johnny will sometimes skip turns, though there doesn't seem to be any trigger for this. Johnny can run out of MP, but it takes a rather long time (two dozen spells, maybe more? I didn't count).
Party averages (Lv 10): 82 HP, 65 Def, 45 MDef, 104 Atk, 95 Magic
Damage done to average/Johnny:
Mario's Super Jump: 124/54
Mallow's Shocker: 118/66
Geno's Geno Beam: 138/68
Mario's physical: 96/56
Mallow's physical: 62/22
Geno's physical: 114/74
Bowser's physical: 126/86
Toadstool's physical: 42/2
Average damage: 109
Comments: Kyar. Johnny may not be much for HP, but he's a tank, roughly halving magic and being almost as tough to physicals. And just to drive the point home, for the second half of the battle he'll be in Defence Up status thanks to "Get Tough", meaning he roughly quarters the damage you're used to. Offensively, Johnny lacks any real tricks; he has high 3HKO ice magic, and mediocre fallback plans if that fails, all from a poor speed. He fears long-lasting healers, ice immunity, and Silence, but he's still pretty good at what he does. High Middle.
Yaridovich
Weak to Lightning. Immune to all status.
HP 1500
Def 85 (avg 60)
MDef 75 (avg 25)
Speed 20 (average)
Attack: *58 damage
Pierce: *116 physical damage
Light Orb: *116 physical damage
Willy Wisp: 71 magic damage
Water Blast: 62 Earth? magic damage MT
Flame Stone: 55 magic damage
Mirage Attack: Creates a mirage of himself. For three rounds, both Yaridovich and the mirage can attack on their own accord, but Yaridovich himself can not use magic (perhaps the mental concentration of projecting his own image disrupts his spells, I dunno <_<). On Yaridovich's third round after doing this, the mirage disappears and Yaridovich forfeits his turn. Killing the mirage also stops the effect, but in this case, Yaridovich does not lose any turns. The mirage created will always have full HP (and MP?) even if it is killed in a previous use of this attack.
Note: Always opens with Water Blast. I don't hold him to this.
Yaridovich's Mirage (same element/status stuff as the original):
HP 500
Def 40 (avg 60)
MDef 10 (avg 25)
Speed 16~17 (in practice, he gets his three turns shortly after the original, including on the round he is summoned)
Attack: *33 damage
Meteor Blast: 43 magic damage MT
Bolt: 33 Lightning magic damage
Static E!: 25 Lightning magic damage MT
Party averages (Lv 11, Geno 10): 87 HP, 67 Def, 47 MDef, 107 Atk, 99 Magic
Damage done to average/Yaridovich/Mirage:
Mario's Super Jump: 136/36/166
Mallow's Shocker: 127/104/150[/i]
Geno's Geno Beam: 138/38/168
Mario's physical: 106/56/146
Mallow's physical: 70/20/110
Geno's physical: 114/64/154
Bowser's physical: 134/84/174
Toadstool's physical: 46/1/86
Average damage: 116
Comments: Well, his physical techs are overkill if not blocked, and Willy Wisp is pretty badass damage itself. Mirage Attack probably isn't too useful after scaling (if you do allow it), since the mirage becomes OHKO bait, but it could still disrupt healers. There's rather little more to say about him... except that he's a complete tank, easily the most durable boss up to this point. He laughs off magic (even lightning, his weakness, doesn't really bother him), tanks physicals better than Johnny, and does all this with an actual HP score. Low Godlike. Best boss in the game. Fear the spear.
Belome 2
Immune to Sleep.
HP 1200
Def 80 (avg 62)
MDef 40 (avg 39)
Speed 4 (slow)
Attack: *45 damage
Light Beam: 1!!! magic damage MT, inflicts Sleep
Aurora Flash: 17 magic damage MT, inflicts Sleep
Lulla-Bye: Inflicts Sleep
Taste -> Clone: Belome tastes one of your PCs and creates a "clone" of him or her (with fixed stats and skills depending on the particular SMRPG PC chosen, so it is in no sense a true clone). He can't use this until he has being attacked at least once. Uninterpretable in the DL really.
Party averages (Lv 13, Geno 12): 106 HP, 75 Def, 53 MDef, 124 Atk, 108 Magic
Damage done to average/Belome:
Mario's Super Jump: 124/122
Mallow's Shocker: 121/120
Geno's Geno Beam: 132/130
Mario's physical: 126/90
Mallow's physical: 108/72
Geno's physical: 158/122
Bowser's physical: 150/114
Toadstool's physical: 82/46
Average damage: 127
Comments: Well, his damage is better than before (this says nothing) and the lightning weakness is gone, but most importantly, he now has some magic damage. Spamming Aurora Flash is death to the non-sleep immune. However, he has lost Scarecrow, so the Sleep spam is now his only real trick. Other than that, he's just slow, with not enough durability to make up for his unimpressive damage. To Middle with him, just like his first form.
Megasmilax
Weak to Ice. Immune to all status.
HP 1000
Def 80 (avg 72)
MDef 80 (avg 45)
Speed 2 (irrelevant)
Note: Megasmilax enters the battle when you kill three rounds of Smilaxes, and enters the turn order either at the appropriate place. How quickly he acts is determined by who acted most recently, so his speed is pretty pointless.
Attack: *61 damage
Petal Blast: 53 Wind magic damage MT, inflicts Mushroom
Flame Wall: 21 Fire magic damage MT
S'crow Dust: Inflicts Scarecrow
Party averages (Lv 14, Geno 13): 116 HP, 79 Def, 57 MDef, 131 Atk, 121 Magic
Damage done to average/Megasmilax:
Mario's Ultra Jump: 166/96
Mallow's Shocker: 123/70
Mallow's Snowy: 93/80
Geno's Geno Beam: 128/58
Mario's physical: 116/100
Mallow's physical: 96/80
Geno's physical: 148/132
Bowser's physical: 158/142
Toadstool's physical: 72/56
Average damage: 133
Comments: It's everyone's favourite overgrown plant. Two accurate statuses... sadly they both make the same immunity check, but Mushroom is effectively death if it hits anyway. Other than that, Smilax is about where he has often been pegged in RPGmon before... average speed, PCish HP, and high 3HKO damage. The one pleasant surprise is his magical tankishness, reducing non-ice damage by over 40%. Heavy.
Valentina
Immune to Ice and all status.
HP 2000
Def 80 (avg 75)
MDef 60 (avg 52)
Speed 200 (irrelevant)
Note: Valentina is kinda like Megasmilax in that her fight is joined midway in (after the Dodo duel) so she isn't guaranteed to go first or anything, despite the speed. I'm not sure what to make of this, at the moment. Probably consider her averagish but winning tiebreaks or something...
Attack: *30 damage
Diamond Saw: 75 Ice magic damage
Aurora Flash: 65 magic damage MT, inflicts Sleep
Solidify: 62 Ice magic damage MT
Petal Blast: 55 Wind magic damage MT, inflicts Mushroom
Water Blast: 54 Earth? magic damage MT
Light Beam: 49 magic damage MT, inflicts Sleep
Drain Beam: 41 magic damage MT
Crystal: 40 Ice magic damage
Blizzard: 37 Ice magic damage MT
Party averages (Lv 15, Geno 14): 124 HP, 90 Def, 65 MDef, 146 Atk, 128 Magic
Damage done to average/Valentina:
Mario's Ultra Jump: 160/144
Mallow's Shocker: 120/108
Geno's Geno Blast: 148/132
Bowser's Crusher: 108/92
Mario's physical: 144/134
Mallow's physical: 126/116
Geno's physical: 172/162
Bowser's physical: 164/154
Toadstool's physical: 104/94
Average damage: 145
Comments: Reasonably durable, an elemental immunity, and generally a solid boss. For a skillset, she has 2HKO magic damage and two high-accuracy effectively-fatal statuses... this time guarded in different ways, so she's a huge pain in the ass for PCs. And since she can handle the status immune somewhat... High Heavy.
Dodo
Immune to Sleep and Mute.
HP 1000
Def 100 (avg 75)
MDef 60 (avg 52)
Speed 10 (... but goes first)
Note: I have no fucking clue why he goes first.
Attack: *50 damage
Multistrike: *75 physical damage
Flutter Hush: Inflicts Silence
Counter: ~50% chance of responding to any damage with a normal physical.
Party averages (Lv 15, Geno 14): 124 HP, 90 Def, 65 MDef, 146 Atk, 128 Magic
Damage done to average/Dodo:
Mario's Ultra Jump: 160/144
Mallow's Shocker: 120/108
Geno's Geno Blast: 148/132
Bowser's Crusher: 108/92
Mario's physical: 144/94
Mallow's physical: 126/76
Geno's physical: 172/122
Bowser's physical: 164/114
Toadstool's physical: 104/54
Average damage: 145
Comments: Totally dependent on how generous you are to his timed hits. Regardless... I probably treat him as slow with first strike, but that's all the time he needs to silence pesky mages and then try to pound away as hard as he can, with counters thrown in the mix. His HP is not good, so silence-immune mages will do bad things to him, and my respect for him against good evasion is in the negatives. Tentative High Middle, though I could see him swinging widely.