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Kappy321

Final Bowser Rando Peril Loop Strat

Sep 6th, 2022 (edited)
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  1. GOAL: Loop Peril against Final Bowser to quickly KO him while also preventing him from healing.
  2.  
  3. FINAL BOWSER STATS
  4.  
  5. DEF: 2
  6. Fire/Lightning ATK: 10
  7. Claw/Stomp ATK: 8
  8. Star Wave ATK: 6
  9.  
  10. BADGES NEEDED: Defend Plus/Fire Shield, Damage Dodge, Mega Rush, HP Drain, Last Stand
  11. OPTIONAL: D-Down Jump, Power Smash/Jump, Power Rush, All or Nothing, Power Plus, Feeling Fine
  12.  
  13. ITEMS: None. Bring Life Shrooms if you're worried about missing a guard.
  14.  
  15. With normal BP, need 10 BP with Fire Shield, 14 BP with Defend Plus
  16. With Balanced Random, need ~15-21 BP WITHOUT factoring in optional badges
  17.  
  18. Defend Plus is the better badge to get into Peril, but Fire Shield is better to stay in Peril.
  19.  
  20. With Defend Plus...
  21.  
  22. Stomp/Claw Guarded (5) + unguarded Fire (9) = 14 dmg
  23. Fire guarded x2 (7 + 7) = 14 dmg
  24. Claw/Stomp guarded x2 (5 + 5) + unguarded Fire (4) = 14 dmg
  25.  
  26. In peril...
  27.  
  28. Guarded Fire/Lightning = 2
  29. Guarded Stomp/Claw = 1
  30. Unguarded Star Wave = 2
  31.  
  32. With Fire Shield...
  33.  
  34. Fire guarded x2 (7 + 7) = 14 dmg
  35. Stomp/Claw guarded x2 (6 + 6) + Fire/Stomp/Claw guarded (2) = 14 dmg
  36. Fire guarded (7) + Stomp/Claw guard (6) = 13 dmg + Hammer/Power Smash/Power Jump (12 dmg dealt) + Fire/Stomp/Claw guarded (2) = 14 dmg
  37.  
  38. In peril...
  39.  
  40. Guarded Fire = 2
  41. Guarded Stomp/Claw = 2
  42. Unguarded Star Wave = 3
  43. Guarded Lightning = 3*
  44.  
  45. *Lightning has a 10% chance to happen 3-5 turns after the last Star Wave, or 33% chance if he doesn't wave until after 6+ turns, so bring a Life Shroom if you're worried, but you don't NEED to bring any if you're using Fire Shield...just good to have some insurance LOL
  46.  
  47. Mario needs to start with 15 HP!!
  48.  
  49. For Final Bowser, if Mario HP% - Bowser HP% > 25, then Bowser will heal. At 5 HP with a 15 HP max, Mario's % is 33%, which means Bowser's HP has to below 8 to heal, giving you a much larger buffer than if your max was 10. At 3 HP, Mario's HP % is 20, so Bowser CANNOT heal. He also CANNOT heal during the first 3 turns of the final phase, giving you a nice window to get into Peril.
  50.  
  51. As far as FP goes: I say stick with 10-20. You don't really need too much FP, so you don't need to grind for it unless you need more FP for other things during the run before Final Bowser.
  52.  
  53. Bowser usually starts with about 70-79 depending on what you do in Phase 1, so...
  54.  
  55. IDEAL SCENARIO W/NO OPTIONAL BADGES
  56. ULTRA BOOTS, SUPER-RANKED PARTNERS
  57. Bowser starts at 70 HP
  58. DEFEND PLUS EQUIPPED
  59.  
  60. T1: Peach Beam, Electro Dash/Bomb/Shell Shot (66, 8)
  61. T2: Star Storm, Elec/Bomb/Shell (55, 1)
  62. T3: Jump, Elec/Bomb/Shell (43, 1)
  63. T4: Jump, Elec/Bomb/Shell (31, 3) *Star Rod usually happens here
  64. T5: Peach Beam, Elec/Bomb/Shell (27, 1)
  65. T6: Jump, Elec/Bomb/Shell (15, 1)
  66. T7: Jump, Elec/Bomb/Shell (3, doesn't matter)
  67. T8: Elec/Bomb/Shell [KO]
  68.  
  69. So, even with what is probably one of the weakest setups you'll have, you're able to beat Final Bowser in under 10 turns. If you have more ATK & Ultra-Ranked partners, this goes by much faster. Even a couple turns can go a long way.
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