Editing Spiny R

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'''Spinies R''' are more powerful versions of [[Spiny|Spinies]]. They can be found in the [[Dreamy Neo Bowser Castle]] in ''[[Mario & Luigi: Dream Team]]''. They can also be summoned by a [[Lakitu R]].
'''Spinies R''' are enemies that can be found in the [[Dreamy Neo Bowser Castle]] in ''[[Mario & Luigi: Dream Team]]''. They can also be summoned by a [[Lakitu R]].


In the field, Spiny R can spin back and forth in their shell.
Spinies R can sometimes cause the [[DEF Down]] status ailment if they harm Mario. One of their attacks involves a group of them jumping before attacking while the others remain stationary. [[Mario]] must move around and jump over the Spinies R that were stationary before the attack. Otherwise, the jumping Spiny R will damage Mario. An alternative attack involves a Spiny R marching towards Mario, with some others following. Mario must hit the lead Spiny R with his hammer and hit it again when all of the following Spinies R line up with each other. If the player does not hit one or more Spinies R, they will hide in their shell and damage Mario with their spikes. This process can be repeated one or more times depending on the number of Spinies R on the battlefield. Using a hammer causes the Spinies R to flip over, allowing Mario to jump on them to deal critical damage.
 
In battle, Spinies R only appear in groups, and can only attack as a group. If there is only one Spiny R available to attack, it passes the turn. Spinies R can sometimes cause the [[DEF Down]] status ailment if they harm Mario. They have two attacks.
 
One of their attacks has them line up in columns of four. Three Spinies R per column will jump in place. (It is possible for only two to jump, but three is more likely and a difference between Spiny R and Spiny.) Then the group approaches Mario column by column. Mario must move around and jump over the Spinies R that were stationary before the attack. The ones that jumped while preparing to attack will curl into their [[Spiny Eggs]] and jump as they approach, colliding with Mario even if he jumps. If there are not enough Spinies R, the last column will not have a full set, allowing Mario to stand in the empty space. Spinies R do not use this attack when they have lower numbers.
 
Their second attack is marching toward Mario in multiple groups, each coming in a straight line formation. One Spiny R per group arrives noticeably earlier, while the rest trail behind. The other Spinies may move into and out of the line formation. Mario must hit the Spiny R who is leading the group with his [[Hammer]], causing it to spin in place. Then, hitting it again knocks it back into the line, ideally when all of the following Spinies R are lined up with each other. (The first Spiny R takes no damage from the Hammer.) Spinies R reach Mario faster than Spinies during this attack, and have more complex patterns of movement involving faster shifts. If Mario does not hit every Spiny R in a group, the remainder go into their shells and slide into Mario from above and below. Mario can still stop them with Hammer attacks, but the rate at which they approach and their potential numbers makes countering all Spinies R difficult. Once one group's attack has concluded, the next group attacks.
 
Using a normal hammer attack on Spinies R flips them over. Flipped Spinies R are excluded from the Spinies R's attacks. Spinies R are capable of flipping themselves back up after a certain number of turns, and using hammers a second time will flip them back to normal. Spinies R have a weakness to jump attacks, taking critical damage from them. While the spikes normally block jump attacks, a flipped over Spiny R can be jumped on.  


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