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SMRPG Stat Info | ||||||||||
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You may have seen websites lay out SMRPG stat and equipment info like so much wet winter clothing after making a snowman. But have you ever seen smartasscastic SMRPG info? I think not! Hehe, smartasscastic, I crack me up.... | ||||||||||
Mario: Everybody's favourite hero has to be on the battle team at all times, so he's pretty well-rounded as a result; he doesn't have any major strengths or weaknesses. That's our Mario, bland as ever! He's got pretty average attack power and gets loads of great weapons, however his magic attack power is also average and his magic moves tend to be a little bit expensive to bother with. His defenses are about average, his HP is average, and his speed is a happy little average of 20. The plumber's complete and utter averageness is sort of his weakness, since it means that he's not super-talented at anything. Special Attacks: Jump Level learned: Basic MP (Magic Power): 25 FP used: 3 Mario stomps on a single enemy. This move normally doesn't affect spiny enemies, but if you're a whiner and you want to jump on stuff then you can equip Mario with the Jump Shoes and skip that condition. Press Y just before Mario lands on the enemy for a Timed Hit and extra damage. Fire Orb Level learned: 3 MP: 20 FP used: 5 Mario shoots a single enemy with fireballs from his armpit...I'm not gonna ask....The faster you tap Y during the attack, the more fireballs Mario throws and the more damage gets dealt. Super Jump Level learned: 6 MP: 45 FP used: 7 This is exactly like Jump, except that getting a Timed Hit allows Mario to bounce off the enemy and strike again. Keep getting Timed Hits for lots of jumps and similar damage. Super Flame Level learned: 10 MP: 40 FP used: 9 FP Exactly like Fire Orb, but with bigger balls of B.O. Ultra Jump Level learned: 14 MP: 65 FP used: 11 This is the upgraded Super Jump. As you keep getting Timed Hits, Mario will bounce off a random enemy each time. This means that every enemy takes an unpredictable amount of damage. Ultra Flame Level learned: 18 MP: 60 FP used: 14 Goodness gracious, great balls of fire! Hehe! *gets pelted with vegetables* Like Ultra Jump, it's a randomized group attack. Equipment: Mario gets new weapons almost as often as Bowser is kewl, so the little guy's always got the latest implement of whoopage. Just make sure that you get the hidden Lazy Shell, since that's his strongest weapon. Weapons: -Punch. Includes Mario's basic unarmed attack, Punch Glove and Mega Glove. Press A before his first punch connects for a Timed Hit, which is an extra blow or two depending on the weapon. -Hammers. Includes the Hammer, Super Hammer, Masher, and Ultra Hammer. Press A before the first hammer hit connects, the Timed Hit is just a second whack. -Shells. Includes the NokNok Shell, Troopa Shell and Lazy Shell. Mario kicks the shell up, then kicks it again to launch the attack, press A on that second kick for extra damage. Mario updates his defense wardrobe with a new Shirt at each town and royal Koopa dwelling. The Hero Shirt is a stylish anf flattering choice, as well as his best armour. Mario can work with just about any accessory, but he's best used to round things out, so you should pick an accessory that reflects the rest of your team. For instance, if neither of your other team members are protected against OHKOs, you could give Mario an anti-OHKO accessory. Mallow: This cute fluffo's got all the attack power of a pretzel, but he makes up for it with his magical talents. He's worth his weight in Cricket Pie in the early game. Mallow's special attacks are element-based, and that means that some enemies will take no damage from them while others take lots of damage. His defenses and HP are a tad low, and so is his speed rating of 18. Because of his stat combo, a lot of people think Mallow's weak. I guess they're a little bit right, but that's not going to stop me from smacking them. Don't you be dissing Mallow! Special Attacks: Thunderbolt Level learned: Basic MP: 15 FP used: 2 Hits all enemies with lightning. This attack is VERY useful, especially in the early game. Its low FP use makes it ideal for toasting large numbers of weak baddies. However, it's electric, and some things resist electricity. HP Rain Level learned: 3 MP: 10 FP used: 2 This heals one ally, press Y just before that cutie rain cloud disappears to gain more health. Psychopath Level learned: 6 MP: None FP used: 1 Mallow uses some kinda scary mind-reading spell to see how much HP one enemy has left. If the reading is 0, a condition may need to be met to beat the enemy (ie. using a magic attack on a Dry Bones). Press Y just before the spotlights land on the enemy to see what they're thinking. It's usually pointless gibberish, but you might find the odd entertaining quip or bit of useful info. Shocker Level learned: 10 MP: 60 FP used: 7 Drops a huge-ass lightning bolt on one enemy. Remember, it's electricity and often resisted, so you might want to see if Thunderbolt works before you blow 7 FP on a Shocker. Press Y just before the bolt appears, when you hear the slight rumbling sound effect, for maximum shock value. Pun intended. Snowy Level learned: 14 MP: 40 FP used: 12 Mallow summons the wrath of the elements to create a huge and terrifying...snowman. A really cute snowman. Who disintegrates after blinking a few times. Fortunately, it hits all opponents in the process. Rotate the Control Pad (in either direction) while this attack plays out and try not to screw up your rhythm, fast rotation means more damage. Star Rain Level learned: 18 MP: 55 FP used: 14 A great big star flies down and stomps on all enemies. Press Y as the star is squashing downwards for a Timed Hit, it'll pull a Mario and continue bouncing just like a Super Jump attack. Except that each extra bounce doesn't add very much damage...Well, it's the thought that counts. Equipment: Mallow's low attack power isn't much helped by weapons until later game. Stupid freaking Frogfucius and his stupid freaking Froggie stupid Stick....Just be sure to get the Sonic Cymbals and make the best of a bad situation. Weapons: -Punch. Includes Mallow's basic unarmed attack, Whomp Glove and Sticky Glove. Press A before the first hit connects, Mallow will put his floppy little arms to use for a Timed Hit encore blow. -Stick. Inludes the Froggie Stick and Ribbit Stick. Press A before the hit connects and Mallow will clobber the opponent again. -Cymbals. Includes the Cymbals and Sonic Cymbals. Press A just before Mallow claps these together, he'll hold them open and let them vibrate as a Timed Hit. Don't ask why this would hurt, it just does, okay? Mallow gets a nice new set of Pants at every new town for armour, finishing up with the Prince Pants in Bowser's Keep. Make sure you pick an accessory that protects him against Mute, lest fluff-boy get his strong point crippled. Geno: The funky haunted action figure has something far better than a button-activated karate chop; great attack and special attack power. Let the whoopage begin. Just be careful, because Geno's got terrible defenses, especially until you get some good armour on him in later game. Geno's weapons are passable and his magic moves are as powerful as they are purdy and sparkly and full of explosions. His HP is fair and his speed is a kickin' rating of 30. All this, plus the guts to go pantsless! Impressive! Special Attacks: Geno Beam Level learned: Basic MP: 30 FP used: 3 For some reason, all of Geno's attacks have his name in them. And I can't think of a witty and sarcastic theory for that, sorry folks. For this attack, Star Boy fires a beam of white light at one enemy. You need to store up power by holding Y and then releasing at the right time for maximum effect, so release the button as the third star is sliding into place at the corner of the screen. Geno Boost Level learned: 8 MP: None FP used: 4 One ally gets their attack power cranked up. Press Y just before the arrows disappear to boost defenses as well. This move's effects end when the battle ends, and can be cancelled out by a Shredder attack. Geno Whirl Level learned: 11 MP: 45 FP used: 8 Geno pitches a nifty magical Frisbee at one enemy. If you nail your Timed Hit, it'll be an OHKO. Needless to say, this attack won't work on boss opponents (except Exor). Press Y as soon as the Frisbee has left the screen, and Geno will do 9999 HP of damage if you're successful. Geno Blast Level learned: 14 MP: 50 FP used: 12 This is a really nifty disco-esque barrage of coloured light beams that hits all enemies. I use this move lots just beause it's pretty. Press Y as Geno crouches and before the lights appear for extra damage. Geno Flash Level learned: 17 MP: 60 FP used: This attack is officially the Coolest Thing Ever; Geno morphs into a cannon and fires a sun-shaped blast at all enemies. Who cares about the attack part, Geno turns into a cannon! A CANNON! A really cute one! Press Y as cannon-Geno fires for a damage boost. CANNON! Equipment: Geno's weapons are pretty good, if not the most varied moveset in the world. His Star Gun is the ultimate in other-worldly battle gear. -Punch. Includes Geno's basic unarmed attack and Double Punch. He shoots one or both fists like missiles at the enemy. Err, how would he get them back in the heat of battle...? No matter, press A before the fist(s) are launched for extra damage. -Gun. Includes Finger Shot, Hand Cannon and Star Gun. What, did you think this was a kids' game? You silly goose! Geno blasts the living snot out of his opponent with stuff like pellets, small cannonballs and...uh...little star-shaped rocks...or something. Press A before he fires for extra oomph. At each new town or Smithy-infested castle, Geno walks right past the pants display and goes for the Capes, the best of which being the Star Cape. Or you could stifle his nudist spirit and stick some Work Pants on him, if that floats your boat. Geno has great magic and you should probably give him an anti-Mute accessory. Bowser: Everybody's favourite adorable whoopass reptile, along with bringing a heaping dose of kewlness to the party, has decent attack and good defense power. And his HP is great, really great. Unfortunately, Bowser's got pretty bad magic stats, as well as expensive magic attacks, and he's slow as usual, with a speed rating of 15. But the high HP sorta makes up for the low magic defense, and you have to admit that it's cool beyond all reason to have Mario and Bowser fight side by side. Special Attacks: Terrorize Level learned: Basic MP: 10 FP used: 6 With a snap of his fingers, Bowser summons a gigantic Boo to scare the crap out of all enemies. If successful, some or all of the baddies will take a bit of damage and become frightened, and they'll take more damage than usual from attacks. Hope you're good at rotating the Control Pad; fast rotation means a higher success rate. Poison Gas Level learned: 12 MP: 20 FP used: 10 A happy little toxic cloud (which looks remarkably like a Mokura) dashes over on Bowser's command to vent some fumes. Yecch....Depending on how fast you rotate the Control Pad, the noxious gas will do some damage and inflict a Poison condition on some or all baddies. Crusher Level learned: 15 MP: 60 FP used: Bowser's only magic move that doesn't involve a minion of some sort, Crusher causes a great big spike of rock to burst out of the ground and hit one enemy. Dude, how come the B-man never used that on Mario, huh? The Timed Hit timing is tough on this one, since the rock appears suddenly and without warning sound effects, but the timing is much like Mallow's Shocker. Press Y after Bowser's orange magical charge disappears. Bowser Crush Level learned: 18 MP: 58 FP used: 16 No mere finger snap will do for this move. Bowser gives the signal and a huge Mechakoopa stomps on all enemies. Why's it called the Bowser Crush then, I hear you cry? Because Bowser has to go to all that effort to flag down the mechanical minion! Geez people, have a little respect for the Koopa king's hard work! Equipment: Not that a pointy fire-breathing turtle creature like Bowser NEEDS weapons or armour, but this is an RPG and everybody likes a good excuse to go on a shopping spree. Interestingly enough, Bowser's weapons give the lowest attack boosts of anyone on Mario's team. His strongest weapon, the Drill Claw, only boosts attack by 40 points as compared to the 90-point boost from Mario's Lazy Shell. -Claw. Includes Bowser's basic unarmed attack and Drill Claw. Press A before Bowser's first swipe connects and he'll follow up by gouging with the other hand. Owchie. -Ball and chain. Includes the Chomp, Chomp Shell and Spiked Link. Bowser swings these chain weapons over his head and throws, press A when he releases for a Timed Hit. The Chomps will gnaw on the enemy, whereas the Spiked Link will grow big nasty spikes. -Mario. Just the Hurly Gloves. Easily the most amusing attack in the game, Bowser grabs poor unsuspecting Mario and uses him as a projectile weapon. Press A just before Mario hits the enemy and he'll bounce off, only to get caught by Bowser and thrown again. And thanks to the miracle of RPG gaming, you can buy nice new shells for Bowser, finishing up with the Heal Shell in the Keep. They're not as commonly stocked as the clothing armour, but shells are still eerily easy to find if you consider that Bowser seems to be the only one in the world who fits them. Don't make the mistake of giving Bowser the Lazy Shell; he may be the only Koopa here, but his moves are ill suited to the Lazy Shell's stat effects. The accessory slot can be used to boost his bad magic defense, maybe with the Amulet, Feather or a status protection Pin. Toadstool: Yep, the pretty pink princess has decided to risk breaking a nail and help save the world! But don't think for a second that she's weak and only good for healing (unless you want to get mauled by PT). Once you get a decent weapon on her, Toadstool's attack power can be very impressive. Her healing magic abilities make recovery items all but useless, her magic defense is fairly good and her speed is a healthy rating of 24. However, Peachie's got low HP and defense, and she can't really attack until later game. And the world wants to know; when bludgeoning her opponent with an open palm, does Toadstool ever say "Who's your daddy?!"? Special Attacks: Therapy Level learned: Basic MP: 40 FP used: 2 Toadstool's a psychiatrist, who knew? This move heals one ally and cures any status effect they may have. Press Y before the blue light fades away for extra health. Group Hug Level learned: Basic MP: 30 FP used: 4 A move like this makes KeroKeroCola look like some kind of lame sports drink. Toadstool heals the whole party's HP and status. Sleepy Time Level learned: 11 MP: None FP used: 4 Calling upon the power of adorable sheep, Toadstool puts one opponent to sleep. You can make it work on multiple opponents, but you must have to be the World Champion Control Pad Rotater to do it. This move can be useful on bosses with lots of flunkies, however, they'll wake up as soon as you hit them. Come Back Level learned: 13 MP: None FP used: 2 Yet another very useful spell to have around, Peachie revives a fainted ally and heals them to half of their max HP. Press Y as soon as the sparkly star touches the teammate to heal all their HP. Talk about more bang for your buck! Mute Level learned: 15 MP: None FP used: 3 Using an adorable magic balloon, Toadstool makes one enemy...wait for it...Mute. This move and Sleepy Time don't work very often and you have to be really talented at Control Pad rotating, I personally save the FP for moves that, like, DO stuff. Psych Bomb Level learned: 18 MP: 60 FP used: 15 Finally, a move that does damage! Known to FFF webmasters and other lunatics as the PMS Bomb, this attack lets Peachie throw lots and lots of small bombs at all opponents, tap Y as fast as you can for more damage. Equipment: Toadstool's weapons range from utterly sissy to high-octane whoopage. Her Frying Pan is the pinnacle of femininely violence, and it was even kewl enough to get carried over to Super Smash Brothers Melee. -Slap. Includes Toadstool's basic unarmed attack, Slap Glove and Super Slap. The first blow is two delicate little smacks, but a Timed Hit causes Peachie to triple her arm's size and wallop that baddie good. I'm just gonna back away now.... -Painful object. Includes the Parasol, War Fan and Frying Pan. Press A before the hit connects for a follow-up blow. Surely you're used to that type of attack by now. When she's not busy trying to save the world, Toadstool unwinds by going to the latest town or ally's funky fortress to buy a nice new Dress. And for some reason, Bowser's house supplies her with the best possible one, the Royal Dress. The king of Koopas has dresses fit for royalty, just lying around...? ACK, how dare I suggest such a thing?! Peachie definately needs an anti-Mute accessory. If no one else on the team is protected from Mute and Mushroom, she needs to be, since she can heal everyone else. An RPG female without healing abilities is like a party without those little cocktail wieners. Group armour: The Work Pants, Super Suit and Lazy Shell can be worn by any team member. The Work Pants are basically for Bowser's benefit until you can get him a Fire Shell. The Super Suit is a fool's dream unless you're gifted at Super Jumping, but it'll boost speed by 30 and everything else by 50 if you're lucky enough to get it. The Lazy Shell adds a whopping 127 points to each defense stat, but drops the attack stats and speed by 50. The only allies who should use it are Toadstool and MAYBE Mallow depending on the circumstances. |
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