Kappy321

MQ LC BP Only GIGA BOWSER

Sep 15th, 2020 (edited)
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  1. 200 HP (with 3 80 HP heals), 4 DEF
  2. 16 ATK Flame Breath
  3. 15 ATK Slam
  4. (8 * 3) ATK Claw
  5. 10 ATK Lightning
  6. 8 ATK Star Wave
  7.  
  8. - Bowser will use Flame Breath after Claw and Stomp.
  9. - He will not use Flame Breath on its own
  10. - Lightning and Star Wave do not have a follow-up Flame Breath attack
  11. - Every 4th turn, Giga Bowser will use the Star Rod. At 150 or below HP, he will attack the same turn he uses the Star Rod
  12.  
  13. STATS
  14. 10 HP 5 FP
  15. BADGES: Defend Plus x2, P-Down D-Up, Hold Fast, Last Stand, Damage Dodge x2, Flower Saver x2, Flower Fanatic, Happy Flower, D-Down Pound, Mega HP Drain, Fire Shield, Quick Change, Power Rush
  16. ITEMS: **
  17.  
  18. T1: Star Beam, Tattle (GB: 200, M: 1, FP: 5)*
  19.  
  20. *Bowser must use Claw x3 -> Flame Breath
  21.  
  22. From this point onward, maintain Water Block to take at most 4 damage. Every turn has to end with Mario at 5 HP. Jump at 1 HP, Hammer at 3, Star Storm/Focus at 5. Outta Sight on Star Rod turns below 150 HP and Mario should be at 5 when he uses Star Beam to not die from Stomp + Fire. Attack with Watt any turn you’re not using Water Block/Outta Sight. If you’re full on FP and need to use Hammer, you can use D-Down Pound to deal a little extra damage.
  23.  
  24. **Itemless has more RNG associated with it due to a couple of factors:
  25.  
  26. - Star Wave
  27. - Healing
  28.  
  29. Now, Bowser is guaranteed to heal all 3 times because the goal is to be at 5 HP at the end of your turn, meaning you % of HP is always at 50% when Bowser's AI checks whether or not to heal. And, healing can out-prioritize Star Rod, meaning he will 100% Star Rod the next turn and likely KO you. Star Wave is an interesting thing. His AI has him use it every 6 or so turns, but that's not a guarantee (although the chance does rise with every passing turn once he hits the threshold he needs to start using it) and most of the time it won't be an issue...unless he Star Waves the turn before he'll Star Rod, meaning if he uses Stomp + Fire on the turn you Star Beam, you're KO'd. Obviously, this can be played around, and you can take some risks or play safe to try and get past it, but ultimately some of it may boil down to RNG, especially since you're relying on Happy Flower for your FP regen, although that's really not a big issue.
  30.  
  31. If you want to use items, I highly suggest bringing some Repel Gels and Honey Syrups. Maybe 5 of each (or more syrups if you decide to not use Happy Flower). Repel Gels would be your best way of getting around bad Star Wave/heal turns. 5 is probably more than enough to offset any bad turns you might get, but if you really wanted, you could bring 9 and 1 Syrup for the chance you're at 0 FP by making a bad call on using D-Down Pound or something. That should offset almost any bad turn RNG you might get and give you a good chance of success.
  32.  
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