It’s that time again: #KappySpotlight time, where I talk about badges/items/partners/etc… that are generally seen as “bad” and not used very often by challenge runners. I dive deeper into why they’re perceived the way they are with some cool strategies centered around them mixed in! Today, I’ll be covering another badge in TTYD that boasts a lot of power, but little use — CHARGE!
BP Cost: 1
FP Cost: 1
Move: Increases the damage dealt from Mario’s next attack by 2.
Glitz Pit Rank: D+
Charge actually almost barely made the cut into C Tier for the Glitz Pit, and it’s not hard to see why. For only 1 FP, Mario can do quite a bit with +2 ATK. The ability to stack charges can lead to insane damage output, and the fact that it stacks with Spicy Pasta and Hot Sauce means you can get away with some crazy charge-boosted attacks in just a few turns with Double Dip or Triple Dip. The big downside, of course, is that it takes up Mario’s turn, and you can easily achieve the +2 with a Power Punch that a partner can use instead of Mario. For the most part, you don’t need the extra +2 ATK to defeat bosses; Power Punch/Power Lift/Power Rush/Mega Rush is really all you need to take down most bosses in 1-3 turns. Still, there’s definitely some use with Charge, so let’s jump right into the strategies!
RAWK HAWK STRAT
10 HP, 5 FP
BADGES: Charge, Jumpman, Power Plus, Power Plus P x2, Power Bounce (24 BP)
ITEMS: Power Punch
T2: Power Bounce (6 bounces), Ground Pound (KO)
This is a nice 2-turn strategy that doesn’t use any Danger. Turn 1 is all setup. At this point, Mario has the Super Boots, giving Mario a base of 2 ATK for his Jump. With Jumpman and Power Plus, it’s at 4. With Charge and Power Punch, it’s 8. Now, Rawk Hawk has 40 HP and 0 DEF, and his attacks won’t even put Mario & Yoshi in Danger Turn 1, so we’re not really concerned if we guard or not.
Turn 2 is where it all goes down. (8+7+6+5+4+3) = 33 damage. Yoshi at Base rank does four bounces with Ground Pound, so we just increase his ATK by 2 so it starts at 3. (3+2+1+1) = 7, which is just enough to KO Rawk Hawk. Easy, and no Danger abuse needed!
10 HP, 10 FP
BADGES: Charge, Jumpman, Mega Rush, Power Rush, Power Bounce, Feeling Fine (12 BP, 15 with FP Plus)
ITEMS: Point Swap
T2: Power Bounce (5-cap), Rally Wink, Power Bounce (5-cap)
Another two-turn strategy with Charge! It’s Gloomtail (80 HP, 8 ATK, 2 DEF), so we really needed to crank up the power with Peril.
Turn 1, we set up with Charge and a pretty unique way to achieve Peril against Gloomtail on Turn 1 with Point Swap. At this point, we have 9 FP, so Mario will have 9 HP now. Gloomtail always uses Breath first, so we don’t guard to take 8 damage and go down to Peril. We use Feeling Fine to ensure we aren’t poisoned.
Turn 2, we simply Power Bounce twice thanks to Rally Wink. With 10 FP, we have just enough to do this with perfect FP use. We do two 5 bounce Power Bounces for perfect damage. First, Mario starts at 1 ATK with Ultra Boots thanks to Gloomtail’s DEF. Factor in Jumpman, Mega Rush, and Power Rush, and we’re at 9 ATK. With Charge, we’re at 11. So, the first Power Bounce does (11 + 10 + 9 + 8 + 7) = 45 damage. The second Power Bounce deals (9 + 8 + 7 + 6 + 5) = 35 damage. 45 + 35 = 80. Perfect damage!
Charge is an easy substitute for Power Rush and for a quick boost in power. What holds it back is that it’s just so easy to achieve Danger/Peril already, so you can just use a Power Punch or Power Lift to increase your ATK further than a +2. Still, its ability to naturally use 1 FP and increase ATK is something that can be used cleverly. Feel free to use the strategies I’ve made or adapt them to something else!
I’ll putting up another poll for the next spotlight . Look out for it!