Kappy’s Spotlight — HP Drain

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 definitely drains you just for thinking of using it — HP DRAIN!

 

HP_Drain_TTYD
BP Cost: 1
Move: Decreases Mario’s ATK by 1 in exchange for recovering 1 HP after attacking.

Glitz Pit Rank: E-

Yikes, E-. But, after viewing the comparatively broken HP Drain in 64 (where you restore HP for every attack up to 5 max) and coupled with Last Stand being slightly worse than its 64 counterpart, it’s easy to see why HP Drain is ranked so low. It’s really hard to fit onto a strategy. Most of the time, you could just recover more HP, or use a Dried Shroom/Mistake with Double/Triple Dip for more versatility. And when it comes to looping through Peril/Danger with HP, it’s hard to justify it when you can KO most bosses in 2-3 turns anyway, and those 1 or 2 turns are generally spent setting up and not in Peril. The dip in ATK is also really hard to deal with for such a small reward. Once you get to larger HP values, it becomes even worse since you have larger healing in the form of Sweet Treat/Feast & items. Really, this badge doesn’t do a whole lot for Mario. With that said, where there’s a will, there’s a way, and we can definitely still implement a cool Peril loop with the right support. Let’s see what we can do against one of the toughest bosses in the game!

BONETAIL STRAT

10 HP, 5 FP
BADGES: Last Stand x2, Mega Rush, Power Rush, HP Drain, P-Down D-Up, Defend Plus, All or Nothing, Power Plus x3, Flower Saver, Power Bounce, Quick Change (47 BP)
ITEMS: Horsetail, Dried Shroom, Mistake x5, Courage Meal

*Only Guard Breath

T1: Hammer, Bomb (190)
T2: Horsetail Mario, Courage Meal (186)
T3: Spin Jump, Mistake Mario (163)
T4: Spin Jump, Mistake Mario (140)
T5: Power Bounce, Mistake Mario (100/120)
T6: Power Bounce, Mistake Mario (60/80/100)
T7: Power Bounce, Mistake Mario (20/40/60)

IF 20 HP

T8: Jump [KO]

IF 40 HP

T8: Power Bounce [KO]

IF 60 HP

T8: Power Bounce, Dried Shroom Mario (20)
T9: Jump [KO]

And here we are, a nice Peril loop with a ton of support. Check out the crazy item spread that’s being used. Here’s the breakdown: Bonetail has a massive 200 HP, 8 ATK, and 2 DEF. Ouch. We need a lot of ATK to deal good damage, so we get back up to 3 with a Jump and equip an All or Nothing and Power Plus. Now, we’re Peril looping with HP Drain, so let’s see what we can do to achieve that. With two Last Stands, damage is divided by 3 in Danger and it rounds up, not down.

8 divided by 3 rounds up to 3 damage.
7 divided by 3 rounds up to 3 damage.
6 divided by 3 is a flat 2 damage.
5 divided by 3 rounds up to 2 damage.
4 divided by 3 rounds up to 2 damage.
3 divided by 3 is a flat 1 damage.

Looking at those numbers combined with Bonetail being able to use breath, we set a baseline for 6 damage. Unfortunately, without farming P-Down D-Up badges, we can’t reliably get Breath to 1 damage in Danger, so we’ll have to think of something else. So, let’s get to 6 damage. Bonetail has 3 attacks: a Stomp and Bite that don’t pierce and his Breath that pierces. All attacks deal 8, so let’s equip P-Down D-Up to reduce the Breath’s damage to 7. With a Guard, that’s 6, allowing us to take 2 in Danger. Now, the Bite is unguardable, so we equip an extra Defend Plus to make that 6. As shown above, Guarding the Stomp doesn’t matter since it’ll be 2 anyway, but we won’t Guard anything but the Breath since Stomp inflicts no status effects.

Okay, with that out of the way, we need to bring our damage back up to 3. With HP Drain and P-Down D-Up, we’re back at 1 ATK, so we equip two more Power Plus badges. Lots of BP, but it’s necessary to not have this drag on for 10+ turns, although it’s totally possible with 20 items. Okay, we’re at 3 with a Jump, and with a Mega Rush and Power Rush, we’ll be at 10 with a Jump in Peril. That’s 20 damage with a Jump and 40 with a Power Bounce. To loop Peril, we need to get to 3 HP every turn, so our partner will be healing Mario with Mistakes and Dried Shrooms. Nice, love using these items. Okay, we’re set. Let’s get into the fight!

We need to get Mario into Peril first. Right now, Bonetail will deal 6 no matter what, so we Hammer and Bomb for 6 + 4 for 10 damage. Mario’s now at 4 HP. Next turn, we use a Horsetail to heal 3 damage and put Mario at 7, allowing us to get to Peril after Bonetail attacks. We also use a Courage Meal with our partner to deal 4 damage. Turn 3, we Spin Jump to deal 10 + 13 damage. With Flower Saver, Spin Jump is 1 FP, and we’re at 2 HP thanks to HP Drain. We use a Mistake to heal 1 HP and 1 FP, putting Mario at 3 HP and back at 5 FP. We Spin Jump again to deal 23 more damage, which coincidentally is 46 with the previous turns damage, giving us a nice clean 50 damage in 3 turns, and we heal with another Mistake. Bonetail’s now at 140, so we Power Bounce for 2 FP for 40 damage and heal with a Mistake, putting Mario at 4 FP. At 100 HP or less, Bonetail has a chance to heal 20 HP, and he can heal twice for a total of 40 HP healed. This doesn’t really matter besides the very end. We do this two more times, putting Mario at 2 FP. At this point, Bonetail has either not healed, healed once, or healed twice, leaving him with 20 HP, 40 HP, or 60 HP. At 20, we just Jump to end with perfect damage. With 40, we Power Bounce and end the battle with perfect damage and perfect FP use. At 60, we Power Bounce, heal with a Dried Shroom, and Jump for perfect damage and perfect FP use. Not bad, not bad at all! By the way, Quick Change is there for if you need to swap a partner out to take more Breath attacks. Due to RNG, you may not even need it, but it’s there just in case.

I also need to add that this strategy will not just be straight attacks if Bonetail heals. You will need to spend a turn Appealing with Mario & Partner to ensure that you only are attacking when in Peril.

I also need to add that this strategy will not just be straight attacks if Bonetail heals. You will need to spend a turn Appealing with Mario & Partner to ensure that you only are attacking when in Peril.

I won’t show the strategy, but I also highly advise you check out Koop’s Even Turn No Superguards fight against Magnus Von Grapple 2.0 where he utilizes HP Drain. It’s awesome.

HP Drain isn’t great. As you can see, it requires a lot of support to really make it effective. However, I do think this badge is awesome to strategize with and definitely challenges you to get creative. Give it a try if you’re looking for something interesting to use!

 

Just Sayin’