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Mallow super mario rpg
Mallow super mario rpg










mallow super mario rpg

#MALLOW SUPER MARIO RPG FREE#

Instead, you can give him the Quarts Charm, which is a free Geno Boost all the time. If you want to use Toadstool, you could use items, but again: expensive. His bad Defense requires a Geno Boost to be able to survive comfortably in boss fights. Luckily, there are ways to get around all of this. And Specials in general do not do all that much more than Physical Attacks. By the time you can get the Troopa Pin, you can put it on him and 1 shot nearly every enemy group in the game this way. Especially on the Sunken Ship, which is a very hard area for a physical team. It lets your team kill all common enemies in one round, usually taking no damage. It hits EVERY enemy and is SUPER cheap on FP so you can spam it. If you build him all in on Special, then Thunderbolt is amazing. But he's the strongest Special Attacker in the game. People always think he's useless because he doesn't get a weapon for a long time (even longer if you forget to buy the Cricket Pie to give to his grampa). So then you're left with 3 physical attackers, which means certain enemies with high defense will wall you.Įnter Mallow. But Mario is the best Physical Attacker in the game, especially with the Mario-only-accessory: Attack Scarf. The only advantage he has is the amazing Geno Boost. Thirdly, since the optimal build for Geno is all Attack, he's basically just a less useful version of Peach.

mallow super mario rpg

You'd usually rather spend it on someone else. Not really worth it since FP is shared amongst your party. Which means using a ton of FP for a slight boost in damage. To get the most out of Specials, you need to use the most powerful attack you have. In most scenarios, for everyone, using Attack is just as good if not better than Special. In Geno's case, Geno Beam and Whirl are weaker than his Attack. So Geno is still the best single character. And the 2 toughest bosses have Shredder, which removes boosts, which means you can run out of items. Although, it's not worth it to grind for super rare frog coins to spend on boost items for every boss fight. Items that only require you to waste 2 turns instead of 3 to get all of the same bonuses. He's indispensable, right? Actually, there's some caveats.įirst, Geno Boost can be replaced by items. What Geno has going for him is great Attack, great Special Attack and Geno Boost, which cuts all damage you take in half and boosts all attacks and specials by 50%. You'd think, from what I've said, that The Ideal Team would be Mario, Geno and Toadstool, right? Not exactly. And there's really no need for the Lazy Shell if you give her Geno Boost and the Safety Ring. But if you build her for Attack, her heals are still always going to do more healing than they would if you had her wearing the Lazy Shell and maxing Special. She can get way more HP than him, too (+9 is a ridiculous boost). This is because her final weapon is a good deal stronger than his and her Attack level ups skyrocket later on. Princess Peach (aka Toadstool) is actually ever so slightly stronger than Geno in Physical Attacks at the end of the game. Give him the Lazy Shell and he'll be an immortal tank. The only thing Bowser has going for him is that he has super high HP even without investing into it. Most bosses are immune to his useful special status effects.

mallow super mario rpg

If you build her right, even Princess Toadstool is stronger than Bowser by level 20. For most of the game, the Work Pants that you get from way back in the game are his best armor. Turns out that Bowser - despite being far and above the strongest when you first get him - is effectively useless stat-wise after the Sunken Ship. Psychopath can be thought of as the predecessor of the Tattle ability from the Paper Mario series, which reveals HP and actual tips.Most people use a team of Mario, Bowser, and Peach for the whole game with Peach being a dedicated healer wearing the Lazy Shell. This technique has no Magic Power rating, since it does not actually damage the enemy or heal the party.

mallow super mario rpg

Mallow learns Psychopath when he reaches Level 6. Occasionally, this mind probe reveals a weakness or even more rarely a revelation of further plot points or a point of character development for the enemy in question. If the player can push right before the two lights converge on the enemy, Mallow will also be able to read the enemy's mind, revealing an amusing (and usually nonsensical) quote. The skill allows Mallow to view an enemy's current HP level. Psychopath is a special technique that Mallow learns in Super Mario RPG: Legend of the Seven Stars. Super Mario RPG: Legend of the Seven Stars move












Mallow super mario rpg