Micro Bomb |
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GAMES: SMRPG. |
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TYPE: Mechanical. | |
TURF: Caves. | |
AFFILIATIONS: Smithy Gang. | |
CLOSE RELATIVES: Bob-omb, Mezzo Bomb. | |
HP: 30 FP: 10 | |
OFFENSE:
42 (Physical) 6 (Magic) | |
DEFENSE:
30 (Physical) 10 (Magic) | |
SPEED: A little bit above average. | |
INTELLIGENCE: Very low. | |
SPECIAL/MAGIC ATTACKS: Explode. | |
STRENGTHS: They're resistant to sleep spells. | |
WEAKNESSES: They're weak against fire and jump attacks. | |
ITEMS: None. | |
EXP. POINTS: 0. | |
POINTS: None. | |
BACKGROUND:
Microbombs are small Bob-ombs. They were originally manufactured by
Punchinello after he figured out how to duplicate them. The Koopa Troop
could probably manufacture them as well, but it doesn't. The advantage to Microbombs is that they are very portable, and can be used in small areas. As with regular Bob-ombs, they can be used as weapons if you know how. Microbombs are somewhat dangerous, and should not be handled unless you have some idea of what you are doing. | |
QUOTES:
"Small is as small does." - SMRPG | |
BATTLE PLAN: Attack Pattern: They are called in by Punchinello. He will call in more every time they run out, until you cause enough damage to him to move on to Bob-ombs. They just attack, and self-destruct. Basic Fighting Strategies: Mallow's Thunder attack should be able to beat an entire group, if it's timed properly. So have Mallow use this attack, unless one of the other characters needs healing. Mario and Geno should definitely concentrate on Punchinello. Advanced Strategies: Fire and jump attacks are supposed to work well, but with these guys they are a waste of FP. You can block by pressing A after they rebound off your character. For more details on fighting these guys, see Punchinello. | |
MEDIA:![]() | |
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