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 (11 BP, 17 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 x4

T1: 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’

Paper Mario Talks — Pro Mode & Hammer

Continuing with gushing about things I like in my last post about Pre-Hooktail Pit Runs, today’s topic covers something I found exceptionally interesting in Paper: Mario Pro Mode, and that’s how you approach The Master.

If you’re unaware, someone by the name of Clover created a mod of Paper Mario that enhances its difficulty. Enemies do double damage, badge costs have changed, FP costs have changed, new enemy layouts, smart AI, new areas to explore… it’s quite a lot of new content. If you’re curious, click here to check out the release trailer that contains a link to download!

Anyway… one boss, in particular, stood out to me in Pro Mode, and that was The Master. His entire gimmick was changed – he now starts at 0 ATK (first form) / 1 ATK (second form) / 2 ATK (final form) for his basic attack (his combo moves have set damage), and with every strike you inflict on him, his ATK for the basic attack increases by 1. This means a Jump increases his ATK by 2, and Hammer by 1. I’m sure you see where this is going, but let me explain: this new gimmick actually makes Hammer a more viable choice than Jump when fighting him.

In 64 and TTYD, Jump is generally vastly superior to Hammer. It has generally better badges (Multibounce, Sleep/Shrink/Dizzy Stomp, Power Bounce) and nets a greater increase in power when you increase your attack because the attack of both Jumps are increased when you perform a successful Action Command. So, essentially, your ATK for Jump is doubled when compared to Hammer. The only thing Hammer has going for it is against high-DEF enemies and challenge runs that restrict your badges…but most of the time, your partners are there to help clean up. It’s much more effective to rely on Jump than Hammer almost every time. I will note that the Hammer is inherently better in 64 than in TTYD thanks to awesome badges like Power Power Quake, which are souped up Quake Hammers that can easily out-damage Multibounce, but for single targets like bosses, Jump still reigns supreme. However, The Master in Pro Mode turns that on its head.

Because of his unique gimmick, the battle is more about maximizing single hit damage so you can better control how much damage he’s inflicting. You can’t attack The Master recklessly. You need to make sure you’re doing the most damage with every strike to maximize your own damage and minimize his. With Mario’s Hammer, you can more smoothly increment The Master’s damage output to manipulate your HP into Danger or Peril, and using Charge makes sure you’re doing 10+ damage per hit with Hammer and Power Smash or Mega Smash. This makes Hammer a much more viable choice. You need seriously beefed up Jump to match what the Hammer can do, and even then, you’ll have a much harder time manipulating his ATK if it’s always increasing by 2. Honestly, I’m impressed with his design, because Mario’s Hammer being superior carries through for all 3 forms of The Master. It’s a strange concept to grasp. Almost every other boss I fought had me using some combination of D-Down Jump, Spike Shield, Ice Power, and ATK-increasing badges. The Master was the only boss to make me choose Hammer over Jump.

And yes, you could use Power Jump or Mega Jump… but the Hammer itself costs no FP, and The Master has DEF as he grows stronger, so D-Down Pound becomes a viable choice in his later forms. Besides, those two specific Jump badges are Hammer-esque in how they work anyway!

That’s my short spiel on The Master in Pro Mode and why I like it so much. I wish more bosses made Hammer a clearly superior choice over Jump.

Just Sayin’