A Master’s Strategy Guide (Master Quest pre-final release strategies)

A few months ago, a difficulty mod for Paper Mario 64 came out titled “Paper Mario Master Quest”. This mod is made for the best of the best players (basically, elite-level challenge runners and higher). As a way to see how I approach strategizing and show off the mod, I streamed my entire playthrough live, including parts where I strategized. As I progressed, I posted other strategies I found for bosses and mini-bosses along with refined versions of the ones I used on stream. I’ve decided to keep them all here for a general reference on strategizing in Master Quest. These strategies, for the most part, will be obsolete in the final version of Master Quest. However, I do hope you find these useful if you’re looking for some inspiration if you’re stuck on a boss in Master Quest.

I do not have every boss and mini-boss. Many of them I did not need to perform turn-by-turn strategies. However, for the ones I do show, there will also be a video link so you can see some of the strategies in action. Not all of the fights have videos — some of them I created after beating them. If you’re interested in seeing more, I highly encourage you to check out my play through of the mod, which is all up on YouTube.

This will be a long post, so use these quick search terms to find a particular boss or mini-boss.

[KB] — Koopa Bros.
[BZ] — Buzzar
[TK] — Tutankoopa
[TB] — Tubba Blubba
[AG] – Anti Guy
[BLG] — Big Lantern Ghost
[GG] — General Guy
[RR] — Raphael the Raven
[LP] — Lava Piranha
[LL] — Lakilulu
[HP] — Huff N. Puff
[M1] — Master 1st Form
[LEE] — Lee

***
[KB] — KOOPA BROS.
[Classic Double Dip Variation]
STATS
10 HP, 20 FP
Badges: Power Jump, Double Dip (3 BP, 6 with FP Plus)
Items: POW Block, Fire Flower, Thunder Bolt*One of Dennis Hopper’s attacks needs to be guarded.

T1: Power Jump, Bomb [Hopper: 8, Mario: 6, FP used: 5]
T2: Power Jump, Body Slam [Hopper: 4, Mario: 1/2, FP used: 7]
T3: Bomb [Hopper destroyed], Thunder Bolt [Tower knocked down, Mario: 1/2, FP used: 10]
T4: Swap to Kooper, Power Shell [G: 6, Y: 5, B: 6, R: 5, FP used: 12]
T5: Shell Toss, Double Dip (POW Block, Fire Flower) [All KO’d except Black]
T6: Hammer [Black KO’d]

[Mushrooms Galore]
STATS
10 HP, 10 FP
Badges: Power Jump (1 BP, 4 with FP Plus)
Items: POW Block, Fire Flower, Thunder Bolt, Mushroom x2

*One of Dennis Hopper’s attacks needs to be guarded.

T1: Power Jump, Bomb [Hopper: 8, Mario: 6, FP used: 5]
T2: Hammer, Body Slam [Hopper: 6, Mario: 1/2, FP used: 5]
T3: Mushroom, Body Slam [Hopper: 5, Mario: 1/2, FP used: 5]
T4: Mushroom, Body Slam [Hopper: 4, Mario: 1/2, FP used: 5]
T5: Bomb [Hopper destroyed], Thunder Bolt [Tower knocked down, Mario: 1/2, FP used: 8]
T6: Fire Flower, Swap to Kooper [G: 5, Y: 4, B: 4, R: 4, FP used: 8]
T7: POW Block, Power Shell [All KO’d except Green/Black, FP used: 10]
T8: Hammer [Green KO’d], Shell Toss [Black KO’d]
***

***
[BZ] — BUZZAR
[Pro Mode Dizzy Dial Variation] —— Click here to see this strategy in action
STATS
10 HP, 20 FP
BADGES: Power Jump, Double Dip, Damage Dodge (6 BP, 9 with FP Plus)
ITEMS: Dizzy Dial x2, Fried Shroom x2, Cake, Fire Flower

T1: Power Jump, Shell Shot (B: 46, M: 9, FP: 14)
T2: Buzzar uses Grapple Drop (M: 5/9)
T3: Double Dip (Fried Shroom, Fire Flower), Shell Shot (B: 38, M: 4, FP: 10)
T4: Refresh, Shell Shot (B: 33, M: 6/10, FP: 13)
T5: Power Jump, Shell Shot (B: 24, M: 2/6, FP: 7)
T6: Double Dip (Fried Shroom, Cake), Shell Shot (B: 19, M: 2/4/8/10, FP: 16)
T7: Double Dip (Dizzy Dial x2), Shell Shot (B: 14, M: 2/4/8/10, FP: 8)
T8: Power Jump, Shell Shot (B: 5, M: 2/4/8/10, FP: 2)
T9: Power Jump (miss AC), Sky Dive [KO]

[Double Dip Stall]
STATS
10 HP, 30 FP
BADGES: Power Jump, Double Dip, Damage Dodge (6 BP, 9 with FP Plus)
ITEMS: Spicy Soup x2, Fire Flower x7, Fried Shroom x1

*Grapple Drop needs to be dodged T4 or T6

T1: Double Dip (Fire Flower x2), Shell Shot (B: 44, M: 9, FP: 22)
T2: Buzzar uses Grapple Drop (M: 5/9)
T3: Double Dip (Spicy Soup, Fire Flower), Shell Shot (B: 36, M: 3/4: FP: 20)
T4: Double Dip (Spicy Soup, Fire Flower), Shell Shot (B: 28, M: 1/2/7/8, FP: 18)

IF GRAPPLE DROP MISS
T5: Double Dip (Fire Flower x2), Shell Shot (B: 17, M: 3/4, FP: 10)
T6: Double Dip (Fried Shroom, Fire Flower), Shell Shot (B: 9, M: 1/2/7/8, FP: 6)
T7: Power Jump, Shell Shot [KO]

T5: Double Dip (Fried Shroom, Fire Flower), Shell Shot (B: 20, M: 3/4, FP: 14)
T6: Double Dip (Fire Flower x2), Shell Shot (B: 9, M: 3/4, FP: 6)
T7: Power Jump, Shell Shot [KO]

[Gamblers Double Dip?!]
STATS
10 HP, 25 FP
BADGES: Gambler’s Jump, Double Dip, Damage Dodge, Power Jump (7 BP, 10 with FP Plus)
ITEMS: Spicy Soup x2, Fire Flower x4, Fried Shroom x2

*Gambler’s Jump must deal 5+5

T1: Gambler’s Jump, Shell Shot (B: 40, M: 9, FP: 18)
T2: Buzzar uses Grapple Drop (M: 5/9)
T3: Double Dip (Fried Shroom, Fire Flower), Shell Shot (B: 32, M: 4, FP: 14)
T4: Double Dip (Spicy Soup, Fire Flower), Shell Shot (B: 24, M: 2/8, FP: 12)
T5: Double Dip (Spicy Soup, Fire Flower), Shell Shot (B: 16, M: 2/6, FP: 10)
T6: Double Dip (Fried Shroom, Fire Flower), Shell Shot (B: 8, M: 2/4/10, FP: 6)
T7: Power Jump (miss AC), Shell Shot [KO]
***

***
[TK] — TUTANKOOPA
[Dizzy Chomp] —— Click here to see this strategy in action
STATS
10 HP, 20 FP
BADGES: Smash Charge, Quake Hammer, Double Dip, Hammer Throw (6 BP, 9 with FP Plus)
ITEMS: Dizzy Dial, Dusty Hammer x2, Cake

*Chomp needs to be inflicted with Dizzy T2

T1: Smash Charge, Shell Shot (T: 40, C: 7, M: 10, FP: 15) +2
T2: Double Dip (Dizzy Dial, Dusty Hammer Chomp), Shell Shot (T: 35, C: 4, M:  9, FP: 7)
T3: Quake Hammer, Shell Shot (T: 26, M: 9, FP: 0) [Chomp KO’d]
T4: Cake, Shell Shot (T: 21, M: 8, FP: 11)
T5: Smash Charge, Sky Dive (T: 19, C: 7, M: 8, FP: 10) +2
T6: Quake Hammer, Sky Dive (T: 13, C: 3, M: 2, FP: 7)
T7: Dusty Hammer Chomp, Shell Shot (T: 6, M: 2, FP: 3) [Chomp KO’d]
T8: Hammer Throw, Sky Dive [KO]

[Double Dipped Offense]
STATS
10 HP, 20 FP
BADGES: Double Dip, Flower Saver (7 BP, 10 with FP Plus)
ITEMS: Dusty Hammer x5, POW Block x3

T1: Double Dip (Dusty Hammer x2), Shell Shot (T: 34, C: 7, M: 10, FP: 14)
T2: Double Dip (Dusty Hammer Chomp, POW Block), Shell Shot (T: 27, C: 2, M: 4, FP: 8)
T3: Double Dip (POW Block, Dusty Hammer), Shell Shot (T: 17, M: 4, FP: 2) [Chomp KO’d]
T4: Refresh, Sky Dive (T: 15, M: 10, FP: 9)
T5: Double Dip (Dusty Hammer, POW Block), Shell Shot (T: 5, C: 7, M: 10, FP: 3)
T6: Shell Shot [Tutankoopa KO’d, KO’ing Chomp]
***

***
[TB] — TUBBA BLUBBA
[Charge Attack -> Peril] HEART —— Click here to see the strategy in action
STATS
10 HP, 20 FP
BADGES: Double Dip, Mega Rush, Power Jump, Flower Saver (9 BP, 15 with 2 FP Plus)
ITEMS: Shooting Star, Repel Gel, Thunderbolt, Snowman Doll x2

*Tubba Blubba’s Heart must be Shrunk T4

T1: Double Dip (Shooting Star, Repel Gel), Power Bomb (T: 34, Both RC: 8, M: 10, FP: 10)
T2: Swap to Bow, Outta Sight (T: 34, Both RC: 8, M: 10, FP: 7)
T3: Double Dip (Snowman Doll x2) (T: 26, M: 10, FP: 4) [Both Red Clubbas KO’d]
T4: Thunder Bolt, Smack (T: 20, M: 1, FP: 4) Don’t Guard Charge Attack
T5: Power Jump, Smack [T: 5; Heart Flees]

BODY
STATS
10 HP, 20 FP
BADGES: Mega Rush, Power Rush, Power Jump, Double Dip, Hammer Throw (6 BP, 12 with 2 FP Plus)
ITEMS: Thunderbolt x2, Snowman Doll x2, Mushroom

T1: Double Dip (Thunderbolt, Snowman Doll), Smack (T: 30, M: 6/7, FP: 16) T+1
T2: Double Dip (Thunderbolt, Snowman Doll), Smack (T: 20, M: 1/2/3/4, FP: 12) T+2 Don’t Guard if Body Slam
T3: Mushroom, Smack (T: 15, M: 1/2/3/4/5, FP: 12) Don’t Guard if Body Slam if at 7 HP after Mushroom

IF 1 HP
T4: Power Jump, Smack [KO]

IF IN DANGER
T4: Hammer Throw, Outta Sight (T: 8, M: 2/3/4/5, FP: 5)
T5: Power Jump [KO]

[Red Clubba -> Peril] HEART
STATS
15 HP, 15 FP
BADGES: Double Dip, Mega Rush, Multibounce, Power Jump (5 BP, 14 with 2 FP Plus and HP Plus)
ITEMS: Snowman Doll x2

T1: Double Dip (Snowman Doll x2), Smack (T: 27, Both RC: 12, M: 1, FP: 11) Guard last 3 attacks of multi-attack and/or normal attack from both Red Clubbas
T2: Multibounce, Outta Sight (T: 21, Both RC: 6, M: 1, FP: 5)
T3: Multibounce (T: 15, M: 1, FP: 3) [Both Red Clubbas KO’d]
T4: Power Jump [T: 5; Heart Flees]

BODY
STATS
15 HP, 10 FP
BADGES: Power Jump, Double Dip, Damage Dodge (7 BP, 13 with FP Plus and HP Plus)
ITEMS: Thunderbolt x2, Snowman Doll x3

T1: Double Dip (Thunderbolt, Snowman Doll), Smack (T: 30, M: 12/13, FP: 6) T+1
T2: Power Jump, Smack (T: 19, M: 9/10/11, FP: 4) T+2
T3: Double Dip (Thunderbolt, Snowman Doll), Smack (T: 9, M: 5/6/7/8, FP: 0) T+3
T4: Snowman Doll, Smack [KO]

[Kappy’s Precarious Situation] BODY
STATS
1/10 HP, 25/30 FP, 18 BP
BADGES: Power Jump, Damage Dodge, FP Plus x2, Mega Rush, Power Rush, Power Jump, Double Dip (15 BP)
ITEMS: Snowman Doll x2, Thunder Rage, Cake

*Mario cannot be shrunk T2
**Tubba Blubba must use Body Slam T3

T1: Refresh, Outta Sight (T: 40, M: 8, FP: 30) T+1
T2: Double Dip (Thunder Rage, Snowman Doll) (T: 35, M: 5, FP: 26) T+2 Don’t guard if Hand Slam
T3: Hammer, Smack (T: 24, M: 1, FP: 26) T+3
T4: Jump, Outta Sight (T: 12, M: 1, FP: 22) T+4
T5: Jump [KO]
***

***
[AG] — ANTI GUY
[Bombette First Strike] Click here to see the strategy in action
STATS
10 HP, 15 FP
BADGES: Power Jump, Mega Rush, Flower Saver, Zap Tap, Quick Change (14 BP, 20 with two FP Plus)
ITEMS: Mushroom

*Anti Guy needs to be Shrunk T1 or T2

T0: First Strike with Bombette (AG: 44, M: 10, FP: 15)
T1: Power Bomb, Power Jump (AG: 31, M: 3, FP: 7)
T2: Mushroom, Bomb (AG: 24, M: 1, FP: 5)
T3: Jump, Outta Sight (AG: 12, M: 1, FP: 2)
T4: Jump [KO]

[Hammer First Strike]
STATS
15 HP, 10 FP
BADGES: Mega Rush, Damage Dodge, Zap Tap, Power Jump, Flower Saver, Hammer Throw (15 BP, 18 with FP Plus)
ITEMS: Hot Shroom

T0: Hammer First Strike (AG: 46, M: 15, FP: 10)
T1: Power Jump, Smack (AG: 34, M: 1: FP: 9)
T2: Jump, Outta Sight (AG: 22, M: 1, FP: 6)
T3: Hot Shroom (AG: 21, M: 1, FP: 6)
T4: Jump, Outta Sight (AG: 9, M: 1, FP: 3)
T5: Hammer Throw [KO]
***

***
[BLG] — BIG LANTERN GHOST
[Mushrooms Are Good] —— Click here to see the strategy in action
STATS
10 HP, 15 FP
BADGES: Defend Plus, Damage Dodge, Double Dip, Flower Saver, Quick Change, Mega Rush, Jump Charge, Power Jump (20 BP, 26 with two FP Plus)
ITEMS: Egg Missile x4, Mushroom

T1: Headbonk, Double Dip (Egg Missile x2) (BLG: 34, M: 10, FP: 12)
T2: Jump, Headbonk (miss AC) (BLG: 32, M: 8, FP: 12) [Goombario out for 2 turns]
T3: Jump Charge (BLG: 32, M: 1, FP: 11) +2
T4: Jump Charge (BLG: 32, M: 1, FP: 10) +4 [Goombario can move]
T5: Jump Charge, Outta Sight (BLG: 32, M: 1, FP: 6) +6
T6: Mushroom (BLG: 32, M: 1, FP: 46 +6
T7: Headbonk, Power Jump (BLG: 16, M: 1, FP: 5)
T8: Headbonk, Double Dip (Egg Missile x2) [KO]

[Spicy Spicy Soup]
STATS
10 HP, 15 FP
BADGES: Damage Dodge, Double Dip, Quick Change, Mega Rush, Jump Charge, Power Jump (11 BP, 17 with two FP Plus)
ITEMS: Egg Missile x4, Dried Shroom, Spicy Soup

T1: Headbonk, Double Dip (Egg Missile x2) (BLG: 34, M: 10, FP: 11)
T2: Jump, Headbonk (miss AC) (BLG: 32, M: 7, FP: 11) [Goombario out for 2 turns]
T3: Jump Charge (BLG: 32, M: 1, FP: 10) +2
T4: Jump Charge (BLG: 32, M: 1, FP: 9) +4 [Goombario can move]
T5: Jump Charge, Outta Sight (BLG: 32, M: 1, FP: 4) +6
T6: Double Dip (Dried Shroom, Spicy Soup) (BLG: 32, M: 1, FP: 6) +6
T7: Headbonk, Double Dip (Egg Missile x2) (BLG: 16, M: 1, FP: 2) +6
T8: Headbonk, Power Jump [KO]

[Double Attacked Peril]
STATS
15 HP, 10 FP
BADGES: Damage Dodge, Double Dip, Flower Saver, Mega Rush, Power Jump (12 BP, 18 with FP Plus and HP Plus)
ITEMS: Egg Missile x5, Dried Shroom

T1: Headbonk, Double Dip (Egg Missile x2) (BLG: 34, M: 15, FP: 7)
T2: Headbonk, Double Dip (Egg Missile x2) (BLG: 18, M: 9, FP: 4) [Goombario out for 2 turns]
T3: Double Dip (Dried Shroom, Egg Missile) (BLG: 10, M: 1, FP: 1)
T4: Power Jump [KO]
***

***
[GG] — GENERAL GUY —— This is a really complicated strategy and can be hard to follow; this link has it in (hopefully) better formatting: https://pastebin.com/E6Pw5Wim
[Shy Stack Peril]
STATS
10 HP, 25 FP
BADGES: Multibounce, Mega Rush, Flower Saver, Double Dip, Hammer Charge, Quake Hammer, Quick Change, Damage Dodge, Power Smash (22 BP, 28 w/two FP Plus)
ITEMS: Koopasta, Egg Missile x7, Shooting Star x2

T1: Hammer Charge, Smack (SGS: 10, M: 1, FP: 24) +2 *Guard one of the Shy Squad’s attacks
T2: Turbo Charge, Jump [SGS KO] (M: 1, FP: 20)
T3: Quake Hammer [SG KO] (M: 1, FP: 18)
T4: Multibounce, Outta Sight (SS: 6, M: 1, FP: 14)
T5: Multibounce [SS KO] (M: 1, FP: 13)
T6: Double Dip (Egg Missile, Koopasta), Electro Dash (GG: 49, M: 6, FP: 22) Guard only if Bulb

IF PYRO GUY SUMMONED
T7: Double Dip (Egg Missile x2), Electro Dash [Pyro KO’d] (GG: 38, M: 2, FP: 19) Guard only if Bulb

    IF PYRO GUY SUMMONED

T8: Dizzy Shell, {swap to Watt} Refresh (GG: 38, M: 5, FP: 22) Guard only if Bulb

IF 2ND PYRO GUY SUMMONED

T9: Dizzy Shell, {swap to Watt} Double Dip (Egg Missile x2) (GG: 22, M: 1, FP: 15) Guard only if Bulb
T10: Dizzy Shell, {swap to Watt} Refresh (GG: 22, M: 2, FP: 16) Guard only if Bulb
T11: Double Dip (Egg Missile x2), Outta Sight (GG: 6, M: 2, FP: 10)
T12: Double Dip (Shooting Star x2) [All KO]

IF SPY GUY SUMMONED

T9: Double Dip (Shooting Star, Egg Missile), Outta Sight (GG: 24, M: 5, FP: 16)
T10: {swap to Watt} Double Dip (Shooting Star, Egg Missile) [Pyro + Spy KO]  (GG: 10, M: 1, FP: 13) Guard only if Bulb

IF PYRO GUY SUMMONED

T11: Double Dip (Egg Missile x2), Electro Dash [All KO]

IF SPY GUY SUMMONED

T11: Air Lift, Double Dip (Egg Missile x2) [All KO]

    IF NO SUMMON

T11: Egg Missile, Electro Dash [KO]

IF NO SUMMON

T9: Dizzy Shell, {swap to Watt} Double Dip (Egg Missile x2) (GG: 22, M: 1, FP: 15) Guard only if Bulb

IF 2ND PYRO GUY SUMMONED OR NO SUMMON

T10: Dizzy Shell, {swap to Watt} Refresh (GG: 22, M: 2, FP: 16) Guard only if Bulb
T11: Double Dip (Egg Missile x2), Outta Sight (GG: 6, M: 2, FP: 10)
T12: Double Dip (Shooting Star x2) [All KO]

IF SPY GUY SUMMONED

T10: Double Dip (Shooting Star, Egg Missile), Outta Sight (GG: 10, M: 1, FP: 9)
T11: Double Dip (Shooting Star, Egg Missile) [All KO]

IF SPY GUY SUMMONED

T7: Air Lift, {swap to Watt} Double Dip (Egg Missile x2) (GG: 33, M: 2, FP: 15) Guard only if Bulb

IF SPY GUY SUMMONED

T8: Air Lift, {swap to Watt} Refresh (GG: 33, M: 5, FP: 18) Guard only if Bulb

  IF SPY GUY SUMMONED

T9: Air Lift, Double Dip (Egg Missile x2) (GG: 17, M: 1, FP: 11) Guard only if Bulb
T10: Egg Missile, Outta Sight (GG: 9, M: 1: FP: 8)
T11: Double Dip (Shooting Star x2) [All KO]

  IF PYRO GUY SUMMONED

T9: Double Dip (Egg Missile x2), Electro Dash (GG: 22, M: 1, FP: 15) Guard only if Bulb
T10: Double Dip (Egg Missile x2), Outta Sight (GG: 6, M: 1, FP: 9)
T11: Double Dip (Shooting Star x2) [All KO]

  IF NO SUMMON

T9: Double Dip (Egg Missile x2) Electro Dash (GG: 14, M: 1, FP: 15) Guard only if Bulb
T10: Double Dip (Egg Missile, Shooting Star), Outta Sight [GG KO]
T11: Power Smash [KO]

    IF PYRO GUY SUMMONED

T8: Dizzy Shell, {swap to Watt} Refresh (GG: 33, M: 5, FP: 18) Guard only if Bulb

IF 2ND PYRO GUY SUMMONED

T9: Dizzy Shell, {swap to Watt} Double Dip (Egg Missile x2) (GG: 17, M: 1, FP: 11) Guard only if Bulb
T10: Dizzy Shell, {swap to Watt} Refresh (GG: 17, M: 2, FP: 12) Guard only if Bulb
T11: Double Dip (Egg Missile x2), Electro Dash [miss AC] [GG KO] (M: 2, FP: 9)
T12: Double Dip (Shooting Star x2) [All KO]

IF SPY GUY SUMMONED

T9: Double Dip (Shooting Star, Egg Missile), Outta Sight (GG: 19, M: 5, FP: 12)
T10: {swap to Watt} Double Dip (Shooting Star, Egg Missile) [Pyro + Spy KO]  (GG: 5, M: 1, FP: 9) Guard only if Bulb

  IF PYRO GUY SUMMONED

T11: Double Dip (Egg Missile x2) [All KO]

IF SPY GUY SUMMONED

T11: Air Lift, Egg Missile [All KO]

IF NO SUMMON

T11: Egg Missile [KO]

  IF NO SUMMON

T9: Dizzy Shell, {swap to Watt} Double Dip (Egg Missile x2) (GG: 17, M: 1, FP: 11) Guard only if Bulb

IF 2ND PYRO GUY SUMMONED OR NO SUMMON

T10: Dizzy Shell, {swap to Watt} Refresh (GG: 17, M: 2, FP: 12) Guard only if Bulb
T11: Double Dip (Egg Missile x2), Electro Dash [miss AC] [GG KO] (M: 2, FP: 9)
T12: Double Dip (Shooting Star x2) [All KO]

     IF SPY GUY SUMMONED

T10: Double Dip (Shooting Star, Egg Missile), Outta Sight (GG: 3, M: 1, FP: 9)
T11: Shooting Star [All KO]

  IF NO SUMMON

T8: Refresh, Electro Dash (GG: 30, M: 5, FP: 22) Guard only if Bulb

IF PYRO GUY SUMMONED

T9: Dizzy Shell, {swap to Watt} Double Dip (Egg Missile x2) (GG: 14, M: 1, FP: 15) Guard only if Bulb
T10: Double Dip (Shooting Star x2), Electro Dash [All KO]

    IF SPY GUY SUMMONED

T9: Air Lift, {swap to Watt} Double Dip (Egg Missile x2) (GG: 14, M: 1, FP: 15) Guard only if Bulb
T10: Double Dip (Shooting Star x2), Electro Dash [All KO]

  IF NO SUMMON

T9: Double Dip (Egg Missile x2), Electro Dash (GG: 11, M: 1, FP: 19) Guard only if Bulb
T10: Double Dip (Shooting Star x2) [All KO]

IF NO SUMMON

T7: Double Dip (Egg Missile x2), Electro Dash (GG: 30, M: 2, FP: 19) Guard only if Bulb

  IF PYRO GUY SUMMONED

T8: Dizzy Shell, {swap to Watt} Refresh (GG: 30, M: 5, FP: 22) Guard only if Bulb

  IF 2ND PYRO GUY SUMMONED

T9: Dizzy Shell, Double Dip (Egg Missile x2) (GG: 14, M: 1, FP: 15) Guard only if Bulb
T10: Double Dip (Shooting Star x2), Electro Dash [All KO]

  IF SPY GUY SUMMONED

T9: Double Dip (Shooting Star, Egg Missile), Outta Sight (GG: 16, M: 5, FP: 9)
T10: Double Dip (Shooting Star, Egg Missile) [Pyro + Spy KO] (GG: 2, M: 1, FP: 6) Guard only if Bulb

  IF PYRO GUY SUMMONED

T11: Egg Missile, Electro Dash [All KO]

IF SPY GUY SUMMONED

T11: Air Lift, Egg Missile [All KO]

IF NO SUMMON

T11: Electro Dash [KO]

    IF SPY GUY SUMMONED

T8: Air Lift, {swap to Watt} Refresh (GG: 30, M: 5, FP: 22) Guard only if Bulb

IF PYRO GUY SUMMONED

T9: Dizzy Shell, Double Dip (Egg Missile x2) (GG: 14, M: 1, FP: 15) Guard only if Bulb
T10: Double Dip (Shooting Star x2), Electro Dash [All KO]

IF SPY GUY SUMMONED

T9: Air Lift, Double Dip (Egg Missile x2) (GG: 14, M: 1, FP: 15) Guard only if Bulb
T10: Double Dip (Shooting Star x2), Electro Dash [All KO]

IF NO SUMMON

T9: Double Dip (Egg Missile x2), Electro Dash (GG: 11, M: 1, FP: 19) Guard only if Bulb
T10: Double Dip (Shooting Star x2) [All KO]

IF NO SUMMON

T8: Refresh, Electro Dash (GG: 27, M: 5, FP: 25) Guard only if Bulb
T9: Double Dip (Egg Missile x2), Outta Sight (GG: 11, M: 5, FP: 19)
T10: Double Dip (Shooting Star x2) [All KO]
***

***
[RR] — RAPHAEL THE RAVEN
[Hustle Drink -> Power Bounce]
STATS
10 HP, 25 FP
BADGES: Power Bounce, All or Nothing, Dodge Master, Mega Rush, Flower Fanatic, Quick Change, Double Dip, Power Jump (24 BP, 30 w/two FP Plus)
ITEMS: Egg Missile x2, Hustle Drink, Repel Gel

Raphael must use Double Stomp T1

T1: Double Dip (Egg Missile, Hustle Drink), Water Block (R: 72, M: 1, FP: 20) *Guard one of the stomps
T2: Power Bounce x2 (both 3-cap), Outta Sight (R: 36, M: 1, FP: 10)
T3: Double Dip (Egg Missile, Repel Gel) (R: 28, M: 1, FP: 8)
T4: Power Bounce, Outta Sight (R: 10, M: 1, FP: 2)
T5: Power Jump [KO]

[Repel Gel -> Outta Sight Loop]
STATS
10 HP, 15 FP
BADGES: All or Nothing, Mega Rush, Flower Fanatic, Defend Plus, Quick Change, Double Dip (23 BP, 29 w/two FP Plus)
ITEMS: Egg Missile x4, Repel Gel x2

Raphael must use Double Stomp T1

T1: Double Dip (Egg Missile x2), Shell Shot (R: 58, M: 1, FP: 11) *Guard one of the stomps
T2: Jump, Outta Sight (R: 44, M: 1, FP: 9)
T3: Double Dip (Egg Missile, Repel Gel) (R: 36, M: 1, FP: 7)
T4: Jump, Outta Sight (R: 22, M: 1, FP: 5)
T5: Double Dip (Egg Missile, Repel Gel) (R: 14, M: 1, FP: 3)
T6: Jump [KO]
***

***
[LP] — LAVA PIRANHA
[Hustle Drink -> Power Bounce] —— Click here to see the strategy in action
STATS
10 HP, 15 FP
BADGES: All or Nothing, Ice Power, Quake Hammer, Fire Shield, Mega Rush, Double Dip, Flower Saver, Power Bounce, Quick Change (26 BP, 29 with FP Plus)
ITEMS: Hustle Drink, Super Shroom, Shroom Cake x2, Snowman Doll x2, Shooting Star

T1: Chill Out, Water Block (LP: 50, B1: 14, B2: 14, M: 4, FP: 11)
T2: Double Dip (Super Shroom, Snowman Doll), Electro Dash (LP: 43, B1: 10, B2: 10, M: 4, FP: 8)
T3: Double Dip (Shooting Star, Snowman Doll) [Both Buds KO], Electro Dash (LP: 30, M: 1, FP: 5) *Don’t guard
T4: Jump, Outta Sight (LP: 16, M: 1, FP: 2)
T5: Shroom Cake (LP: 16, M: 2, FP: 12) *Don’t guard
T6: Turbo Charge, Refresh (LP: 16, M: 1, FP: 15) *Don’t guard
T7: Water Block, Jump [Phase 1 End] (FP: 11)

— PHASE 2 —

T8: Double Dip (Shroom Cake, Hustle Drink), Tidal Wave (7 buttons) (LP: 45, B1: 7, B2: 7, M: 1, FP: 6) *Don’t guard for Mario
T9: Power Bounce (3-cap), Jump [KO]

[Charged UP!]
STATS
10 HP, 15 FP
BADGES: Damage Dodge, Hammer Throw, Ice Power, Fire Shield, Mega Rush, Double Dip, Flower Fanatic, Power Bounce, Quick Change, Jump Charge, Dodge Master (28 BP)
ITEMS: Snowman Doll x3, Spaghetti x2, Koopasta, Dusty Hammer, Fried Shroom

T1: Double Dip (Snowman Doll x2), Air Raid [Both Buds KO] (LP: 39, B1: 14, B2: 14, M: 4, FP: 7)
T2: Double Dip (Spaghetti, Dusty Hammer) Water Block (LP: 36, M: 6, FP: 7)
T3: Chill Out, Shell Shot (LP: 29, M: 5, FP: 5)
T4: Jump Charge, Smack (LP: 24, M: 4, FP: 4)
T5: Jump Charge, Smack (LP: 19, M: 3, FP: 3)
T6: Jump Charge, Outta Sight (LP: 19, M: 3, FP: 0)
T7: Koopasta (LP: 19, M: 4, FP: 15)
T8: Shell Shot, Fried Shroom (LP: 12, M: 2, FP; 15) *Don’t guard
T9: Turbo Charge, Refresh (LP: 11, M: 1, FP: 15) *Don’t guard
T10: Water Block, Hammer Throw [Phase 1 End] (FP: 11)

— PHASE 2 —

T11: Double Dip (Spaghetti, Snowman Doll), Tidal Wave (5 buttons) (LP: 43, B1: 1, B2: 1, M: 1, FP: 6) *Don’t guard for Mario
T12: Power Bounce (4-cap) [KO]
***

***
[LL] — LAKILULU
[HP Drain (Heavy FP ver)] —— Click here to see the strategy in action
STATS
10 HP, 45 FP
BADGES: Mega Rush, HP Drain, Power Bounce, Last Stand, Quick Change, Damage Dodge x2, Super Jump Charge, Jump Charge, Flower Fanatic (29 BP)
ITEMS: None

T1: Super Jump Charge, Fan Smack (Lu: 70, M: 3, FP: 38)
T2: Super Jump Charge, Fan Smack (Lu: 60, La: 50, M: 1, FP: 31) *Lakilester enters
T3: Turbo Charge, Power Bounce [4 bounces] (Lu: 28, La: 50, M: 3, FP: 24)
T4: Super Jump Charge, Fan Smack (Lu: 28, La: 40, M: 1, FP: 17)
T5: Power Bounce [4 bounces], Fan Smack (Lu: 28, La: 5, M: 3, FP: 9)
T6: Jump Charge, Smack [Lakilester KO] (Lu: 28, M: 1, FP: 8)
T7: Power Bounce [3 bounces], Fan Smack [KO]

[HP Drain (Low FP ver)]
STATS
10 HP, 5 FP
BADGES: Mega Rush, HP Drain, Last Stand, Damage Dodge x2, All or Nothing, Super Jump Charge (19 BP)
ITEMS: None

T1: Super Jump Charge, Smack (Lu: 74, M: 3, FP: 0)
T2: Star Storm, Smack (Lu: 61, M: 1, FP: 0) *Lakilester enters
T3: Jump, Smack (Lu: 37, La: 50, M: 1, FP: 0)
T4: Jump, Smack (Lu: 37, La: 32, M: 1, FP: 0)
T5: Jump, Smack (Lu: 37, La: 14, M: 1: FP: 0)
T6: Jump, Smack [Lakilester KO] (Lu: 37, M: 1, FP: 0)
T7: Jump, Smack (Lu: 19, M: 1, FP: 0)
T8: Jump, Smack (Lu: 1, M: 1, FP: 0)
T9: Smack [KO]
***

***
[HP] — HUFF N. PUFF
[Super Boots] —— Click here to see the strategy in action
STATS
10 HP, 40 FP
BADGES: All or Nothing, Mega Rush, Power Bounce, Dodge Master, Last Stand, Defend Plus, Double Dip, Quick Change, Jump Charge, Super Jump Charge, Flower Saver (29 BP)
ITEMS: Stone Cap x2, Yoshi Cookie, Maple Syrup

T1: Jump Charge (H: 120, M: 2, FP: 38)
T2: Jump Charge, Comfy Cloud (H: 120, M: 4, FP: 28) *Guard on 3
T3: Super Jump Charge, Turbo Charge (H: 120, M: 1, FP: 20)
T4: Power Bounce, Outta Sight (H: 77, M: 1, FP: 12)
T5: Double Dip (Maple Syrup, Stone Cap) (H: 77, M: 1, FP: 19)
T6: Air Raid (H: 71 -> 91, M: 1, FP: 12)
T7: Chill Out, Fan Smack (H: 81, M: 1: FP: 7) *Guard on 3
T8: Jump, Smack (H: 56, M: 1, FP: 7)
T9: Double Dip (Yoshi Cookie, Stone Cap), Fan Smack (H: 46, M: 10, FP: 29)
T10: Air Raid (H: 40 -> 46, M: 10, FP: 22)
T11: Jump Charge (H: 46, M: 10, FP: 20)
T12: Jump Charge, Outta Sight (H: 46, M: 10, FP: 15)
T13: Super Jump Charge (H: 46, M: 4, FP: 11)
T14: Refresh, Water Block (H: 46, M: 7, FP: 14) *Guard on 3
T15: Turbo Charge (H: 46, M: 1, FP: 10)
T16: Fan Smack, Power Bounce [KO]

[Ultra Boots]
STATS
10 HP, 25 FP
BADGES: Mega Rush, Power Bounce, Dodge Master, Last Stand, Defend Plus, Double Dip, Quick Change, Jump Charge, Super Jump Charge, Flower Fanatic (27 BP, 30 w/FP Plus)
ITEMS: Stone Cap x2, Yoshi Cookie, Cake, Spicy Soup

T1: Jump Charge (H: 120, M: 2, FP: 24)
T2: Jump Charge, Comfy Cloud (H: 120, M: 4, FP: 16) *Guard on 3
T3: Super Jump Charge, Turbo Charge (H: 120, M: 1, FP: 10)
T4: Power Bounce, Outta Sight (H: 77, M: 1, FP: 4)
T5: Double Dip (Cake, Stone Cap) (H: 77, M: 1, FP: 15)
T6: Air Raid (H: 71 -> 91, M: 1, FP: 9)
T7: Chill Out, Fan Smack (H: 81, M: 1: FP: 5) *Guard on 3
T8: Jump, Smack (H: 56, M: 1, FP: 6)
T9: Double Dip (Yoshi Cookie, Stone Cap), Fan Smack (H: 46, M: 10, FP: 21)
T10: Air Raid (H: 40 -> 46, M: 10, FP: 15)
T11: Jump Charge (H: 46, M: 10, FP: 14)
T12: Jump Charge, Outta Sight (H: 46, M: 10, FP: 11)
T13: Super Jump Charge (H: 46, M: 4, FP: 8)
T14: Spicy Soup, Turbo Charge (H: 46, M: 4, FP: 11) *Guard on 3
T15: Water Block (H: 46, M: 1, FP: 8)
T16: Fan Smack, Power Bounce [KO]
***

***
[M1] — MASTER 1ST FORM
[Egg Missile]
STATS
10 HP, 5 FP
BADGES: Mega Rush, Damage Dodge, Flower Fanatic, Quick Change, Defend Plus (19 BP)
ITEMS: Egg Missile x4T1: Egg Missile, Charge (Mt: 72, M: 10, FP: 4) +2 [Master @ 1 ATK]
T2: Egg Missile, Charge (Mt: 64, M: 10, FP: 3) +4 [Master @ 2 ATK]
T3: Egg Missile, Charge (Mt: 56, M: 10, FP: 2) +6 [Master @ 3 ATK]
T4: Egg Missile, Headbonk (Mt: 32, M: 7, FP: 2) [Master @ 6 ATK]
T5: Hammer, Headbonk (Mt: 24, M: 1, FP: 2) [Master @ 9 ATK]
T6: Jump, Outta Sight (Mt: 12, M: 1, FP: 0) [Master @ 11 ATK]
T7: Jump [KO]

[Jump Charge]
STATS
10 HP, 10 FP
BADGES; Jump Charge, Mega Rush, Power Rush, Flower Fanatic, Flower Finder, All or Nothing, Quick Change (26 BP, 29 w/FP Plus)
ITEMS: None

T1: Jump Charge, Shell Shot (Mt: 74, M: 9, FP: 8) +2 [Master @ 1 ATK] *Don’t guard
T2: Jump Charge, Shell Shot (Mt: 68, M: 7, FP: 6) +4 [Master @ 2 ATK] *Don’t guard
T3: Jump Charge, Shell Shot (Mt: 62, M: 5, FP: 4) +6 [Master @ 3 ATK]
T4: Power Smash, Shell Shot (Mt: 46, M: 1, FP: 2) +6 [Master @ 5 ATK]
T5: Mushroom, Shell Shot (Mt: 40, M: 1, FP: 1) +6 [Master @ 6 ATK]
T6: Jump, Outta Sight (Mt: 14, M: 1, FP: 0) [Master @ 8 ATK]
T7: Jump [KO]
***

***
[LEE] — LEE
[Sushie] —— Click here to see the strategy in action
STATS
10 HP, 15 FP
BADGES: Super Jump Charge, Power Bounce, Damage Dodge, All or Nothing, Mega Rush, Zap Tap, Flower Fanatic (26 BP, 29 w/FP Plus)
ITEMS: None*Lee must transform into Sushie

T1: Fan Smack, Super Jump Charge (L: 39, M: 1, FP: 8)
T2: Fan Smack, Power Bounce (4 bounces) [KO]
***

Thanks to Emperor_Thamz and the rest of the team for Master Quest for making this mod.

Just Sayin’

Advertisement

Kappy’s Spotlight — Fire Pop

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 a really unique item in 64 that has an effect most items don’t: FIRE POP!

Before we jump in, I want to relay some sad news — this will be the last Kappy Spotlight…for now. I feel I’ve covered many of the lower-tiered things when it comes to Paper Mario combat and I think it’s time to retire the series for now to focus on other things. I’ve also been busier than ever and finding time to write has been increasingly more difficult. If I’m ever inspired to cover something else, I will, and I’ll still be trying to write a few more things for Paper Mario Talks as well, so do look forward to those! Anyway, enough of that — let’s look at Fire Pop!

firepop

Move: Restores 20 FP and reduces HP by 1.

The “reducing HP by 1” part is what’s interesting. 20 FP is a pretty nice FP heal, but what’s more interesting is being able to finely tune Mario’s HP with an item that can also restore a good amount of FP. When you look at the item, it’s really not amazing by any means. It’s cool, and the effect is unique, but more often than not you can just get to Danger or Peril through being attacked and knowing which attacks to guard and not guard, and it doesn’t have the fine-tuning that, say, a Dried Shroom or Mistake might have when it comes to taking damage over a large number of turns. However, this item could lead to some interesting badge setups. Let’s check out a couple strategies involving Fire Pop!

LAVA PIRANHA STRAT

This is a little bit of a special case, but I wanted to include this because it shows off Fire Pop. Over the past couple of years, the Glitz Pit has done Community Challenges. These were challenges hosted by the server that everyone could participate in. The gist was that every month, we’d proceed through a Chapter and set restrictions for the bosses & mini-bosses (including all optional ones) that came from community members. The restrictions for Chapter 5 for Lava Piranha were:

– Only items with “candy” or “pop” in their name could be used (attacking items excluded)
– Sushie cannot be used
– You cannot equip Ice Power or Fire Shield

– You cannot use multi-target attacks/items

NOTE: We did Chapter 5 in October of 2018, hence the “Halloween Candy” restriction.

Okay, so now that you’ve seen the restrictions, you can probably see why Fire Pop is used. Let’s take a look at the strategy!

10 HP, 10 FP
BADGES: Power Bounce, Hammer Throw, Double Dip, Quick Change, Dodge Master, Power Plus x2, Defend Plus, Mega Rush (30 BP)
ITEMS: Fire Pop, Lemon Candy, Thunder Bolt

T1: Turbo Charge, Fire Pop *Guard only Bud attacks
T2: Power Bounce (4 bounces), Fan Smack [Phase 1 Ends]
T3: Fan Smack, Double Dip (Lemon Candy, Thunder Bolt)
T4: Hammer Throw, Outta Sight
T5: Hammer Throw [KO]

Because of the candy restriction, perfect FP use wasn’t too much of a worry because basically, all the items with “pop” and “candy” in their names restore a good portion of FP. I knew I wanted to use Peril, but I needed a way to get into Peril Turn 1 and in the second Phase since Lava Piranha was guaranteed to attack then. Enter Fire Pop. Because of my restriction on items, I was basically chained to 3 or 5 HP heals. Damage Dodge wouldn’t allow me to get back into Peril off of a Phase 2 attack, so I turned to Defend Plus. I had more than a few ways to get into Peril but decided to make use of Fire Pop. I do want to note that while this is a strategy showing off Fire Pop, it didn’t help me in saving turns or BP — it was more for flash here. Anyway, I added Power Bounce for a quick KO Phase 1 and Hammer Throw for Phase 2 and I was set. Let’s begin the battle!

Turn 1 is setup. We Turbo Charge and Fire Pop to restore the FP lost from Turbo Charge, then get into Peril through specific guarding. Then, we Power Bounce for 30 damage and Fan Smack, ending Phase 1 quickly. Now Phase 2 starts. We Fan Smack and Double Dip Turn 3 with a Lemon Candy to restore 5 HP and our FP once more, along with a Thunder Bolt. I want to note that had we note recovered with the Fire Pop Turn 1, we wouldn’t’ve had enough FP for that Double Dip. Turn 4, we Hammer Throw for 13 damage as Turbo Charge goes away. And guess how much HP Lava Piranha has left? That’s right: 12 HP. We Hammer Throw for now 12 damage to end the fight with perfect damage!

Like I said before, Fire Pop wasn’t the crux of my strategy, but I wanted to show this off because it used Fire Pop to eliminate a guard I needed to pull off to get into Peril and is an actual unique strategy that I used during an actual challenge featuring today’s spotlight, which is, well, rare!

Okay, let’s look at another strategy with Fire Pop!

CRYSTAL KING STRAT

10 HP, 5 FP
BADGES: Super Jump Charge, Power Plus x2, All or Nothing, Power Bounce, Flower Saver, Mega Rush, Damage Dodge (30 BP)
ITEMS: Fire Pop

T1: Super Jump Charge, Turbo Charge *Guard two bits
T2: Fire Pop, Electro Dash (65)
T3: Chill Out, Electro Dash (60)
T4: Hammer, Electro Dash (43)
T5: Star Storm, Electro Dash (miss AC) (35)
T6: Power Bounce (3 bounces), Electro Dash [KO]

This strat is a little complicated and requires a little RNG, so let’s dive in! As I’ve mentioned before in my Mega Jump spotlight, Crystal King has 70 HP, 6 ATK, and 2 DEF. The goal of this strat was to get into Peril using a Fire Pop and then KO him with a Power Bounce once he was low enough. Because of the 2 DEF, we equip all ATK-increasing badges and Super Jump Charge and lean on Flower Saver and Damage Dodge for support. With this setup and a Fire Pop’s FP healing, we can get away with 10 HP 5 FP against Crystal King!

So, let’s jump in. We set up Turn 1 with Turbo Charge and Super Jump Charge and guard two of the bits. Each bit does 4 damage, so we take one and guard twice (it’s 2 damage with Damage Dodge) to get to 2 HP. Next turn, we restore our FP with Fire Pop and simultaneously put ourselves in Peril! We Electro Dash because Watt has nothing else to do and we don’t have the luxury of Quick Change with this badge setup. This turn, Crystal King summons more ice bits. Next turn, to prevent ourselves from being KO’d, we Chill Out and guard all of the bits. We once again Electro Dash.

Turn 4, we Hammer to pile on some extra damage and set us up for the Power Bounce finisher. This is also the turn that Turbo Charge will end, so we should attack to make sure it wasn’t wasted. Currently, Mario’s base ATK with the Ultra Hammer is 6. With two Power Plus badges and All or Nothing, that’s 9. With Turbo Charge, that’s 10, and with Mega Rush, that’s 14. Factor in Crystal King’s 2 DEF, and we’re at 12 damage. We Electro Dash as well, leaving Crystal King at 43 HP. At this point, Crystal King will summon ice bits again — he doesn’t change phases until he’s at or below 35 HP.

Next turn, we Star Storm for 7 damage, leaving Crystal King at 36, and then miss Electro Dash’s Action Command to put him at 35, just enough to activate the next trigger. At this point, there is some slight RNG which we will not be accounting for — I call these “RNG Chokepoints” in a strategy. Normally, I try to make these at the beginning of a fight and only have one or two maximum, if possible. Sometimes, a strategy needs a little RNG to work, and it’d be too difficult to work around it or working around it defeats the whole purpose of the strategy. Here, Crystal King has a chance to heal since his HP is under 38. It’s not a strong chance since he’s entering Phase 2 and will likely use bit spit this turn, but it’s something to consider.

Anyway, assuming he uses bit spit Turn 5, Turn 6 we KO him. Currently, Mario’s base ATK with Ultra Boots is 3. With the ATK-increasing badges, it’s 6, and with one Super Jump Charge, it’s at 9. With Mega Rush, it’s 13. Subtract Crystal King’s 2 DEF, and we’re at 11 ATK. Crystal King actually has a chance to cap at 3 for Power Bounce without Dodge Master equipped, so that’s the cap we’re going to use. 11 + 10 + 9 = 30 damage exactly, and leaves him with just enough HP for Watt to finish him off with Electro Dash for perfect damage!

Fire Pop is unique and cool and it is fun to build a strategy around/with, so give it a try if you’re looking to manipulate Mario’s HP in a different way!

And that’s it for my spotlights (for now). I hope you all have enjoyed them and maybe learned something while reading them. If you’re wanting to ask me questions directly, Twitter and Discord are the two best ways to reach me, and I’m always happy to help strategize or just talk about combat in Paper Mario!

Just Sayin’