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- GOAL: Loop Peril against Final Bowser to quickly KO him while also preventing him from healing.
- FINAL BOWSER STATS
- DEF: 2
- Fire/Lightning ATK: 10
- Claw/Stomp ATK: 8
- Star Wave ATK: 6
- BADGES NEEDED: Defend Plus/Fire Shield, Damage Dodge, Mega Rush, HP Drain, Last Stand
- OPTIONAL: D-Down Jump, Power Smash/Jump, Power Rush, All or Nothing, Power Plus, Feeling Fine
- ITEMS: None. Bring Life Shrooms if you're worried about missing a guard.
- With normal BP, need 10 BP with Fire Shield, 14 BP with Defend Plus
- With Balanced Random, need ~15-21 BP WITHOUT factoring in optional badges
- Defend Plus is the better badge to get into Peril, but Fire Shield is better to stay in Peril.
- With Defend Plus...
- Stomp/Claw Guarded (5) + unguarded Fire (9) = 14 dmg
- Fire guarded x2 (7 + 7) = 14 dmg
- Claw/Stomp guarded x2 (5 + 5) + unguarded Fire (4) = 14 dmg
- In peril...
- Guarded Fire/Lightning = 2
- Guarded Stomp/Claw = 1
- Unguarded Star Wave = 2
- With Fire Shield...
- Fire guarded x2 (7 + 7) = 14 dmg
- Stomp/Claw guarded x2 (6 + 6) + Fire/Stomp/Claw guarded (2) = 14 dmg
- Fire guarded (7) + Stomp/Claw guard (6) = 13 dmg + Hammer/Power Smash/Power Jump (12 dmg dealt) + Fire/Stomp/Claw guarded (2) = 14 dmg
- In peril...
- Guarded Fire = 2
- Guarded Stomp/Claw = 2
- Unguarded Star Wave = 3
- Guarded Lightning = 3*
- *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
- Mario needs to start with 15 HP!!
- 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.
- 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.
- Bowser usually starts with about 70-79 depending on what you do in Phase 1, so...
- IDEAL SCENARIO W/NO OPTIONAL BADGES
- ULTRA BOOTS, SUPER-RANKED PARTNERS
- Bowser starts at 70 HP
- DEFEND PLUS EQUIPPED
- T1: Peach Beam, Electro Dash/Bomb/Shell Shot (66, 8)
- T2: Star Storm, Elec/Bomb/Shell (55, 1)
- T3: Jump, Elec/Bomb/Shell (43, 1)
- T4: Jump, Elec/Bomb/Shell (31, 3) *Star Rod usually happens here
- T5: Peach Beam, Elec/Bomb/Shell (27, 1)
- T6: Jump, Elec/Bomb/Shell (15, 1)
- T7: Jump, Elec/Bomb/Shell (3, doesn't matter)
- T8: Elec/Bomb/Shell [KO]
- 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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