Antasmunchie: Difference between revisions

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'''Antasmunchies''' are support enemies created by [[Antasma]] in ''[[Mario & Luigi: Dream Team]]''. They are black orbs with a red swirl in them that Antasma consumes to give him the POW Up status for several turns.
'''Antasmunchies''' are support enemies created by [[Antasma]] in ''[[Mario & Luigi: Dream Team]]''. They are black orbs with a red swirl in them that Antasma consumes to give him the [[POW-Up]] status for several turns. They are weak to [[Jump]] attacks.  


In battle, Antasma creates Antasmunchies in rings around him. Before attacking, he will consume up to three of these as a means of acquiring or maintaining the POW Up status. At the beginning of the battle, Antasma will start off with ten, but may surround himself with up to twenty. [[Mario]] can destroy these Antasmunchies, but Antasma will spawn more of them on his turn. Antasma may also draw [[Dreamy Luigi]] from Mario's body to throw into any of the remaining Antasmunchies, which he then shuffles around. If Mario fails to destroy the Antasmunchie that Dreamy Luigi is trapped in, Antasma will eventually consume it; increasing his power greatly until he spits Dreamy Luigi out turns after. While Dreamy Luigi is consumed, the player cannot use Luiginary Attacks.
In battle, Antasma creates Antasmunchies in a ring around him. They float, making them immune to normal hammer attacks and assorted shockwaves. Before attacking, he will consume up to three of them to acquire or maintain the POW-Up status. At the beginning of the battle, Antasma will start off with ten, but may surround himself with up to twenty. [[Mario]] can defeat the Antasmunchies, but Antasma always spawns more of them on his turn.


Aside from being consumed to increase power, Antasmunchies can also attack and become sentient. When Antasma's health gets low, he will begin to hibernate much like a bat would. Naturally, he cannot attack in this state, so the Antasmunchies grow appendages (legs) as well as spikes. In this state, they fight for him by charging at Mario from all directions and can deal out the DEF Down status if he gets hit from them. Mario must counter-attack with his hammer to avoid damage. Sometimes, Antasma's eyes shine, causing the screen to turn upside down. If Mario does not defeat all of the Antasmuchies, Antasma will replenish 200 HP per his attack turn. In their normal state, they take critical damage from Jump attacks.  
Antasma may also draw [[Dreamy Luigi]] from Mario's body to throw into any of the remaining Antasmunchies, which he then shuffles around. If Mario fails to destroy the Antasmunchie that Dreamy Luigi is trapped in, Antasma will eventually consume it; increasing his power greatly until he spits Dreamy Luigi out turns after. While Dreamy Luigi is stolen, Mario loses the increase to [[HP]] and [[BP]] that Dreamy Luigi provides, his [[Jump]] and [[Hammer]] attacks revert to normal instead of summoning [[Luiginoid]]s, and the player cannot use [[Luiginary Attack]]s.
 
Aside from providing Antasma with POW-Up, one phase of the battle has the Antasmunchies attack. When Antasma's health gets low, he flips upside down, floats higher, and protects himself with a shield. Antasma does not attack while in this state, but the Antasmunchies drop to the ground and grow legs and spikes. Antasmunchies attack by forming groups of up to four. Each group stands in one of the four cardinal directions. One at a time, they hop as a tell, then charge charge at Mario. The order they attack in is not predetermined in any way. If an Antasmuchie hits, it may inflict [[DEF-Down]] status. Mario must [[counterattack]] with his hammer. Sometimes, Antasma's eyes shine, causing the screen to turn upside down. While the screen is flipped, Circle Pad directions are reversed. (If the player pushes right, Mario aims his hammer to the left side of the screen.) Anatasma will not leave his shielded state until all of the Antasmuchies are defeated, instead replenishing 200 HP on each of his turns.


Antasmunchies also change Antasma's chasing attack depending on how much he eats. If he eats one or two, he will summon smaller orbs, far apart. This gives the player much more room in the middle of the ring, but the player must delay a bit when he closes the ring. If he eats one, he repeats this three times. If he eats two, he repeats this four times. If he eats three orbs, he summons much larger orbs, much closer together. This gives the player much less room to maneuver in the middle, and makes it so that the player must jump immediately when Antasma closes the ring. He repeats this version four times.
Antasmunchies also change Antasma's chasing attack depending on how much he eats. If he eats one or two, he will summon smaller orbs, far apart. This gives the player much more room in the middle of the ring, but the player must delay a bit when he closes the ring. If he eats one, he repeats this three times. If he eats two, he repeats this four times. If he eats three orbs, he summons much larger orbs, much closer together. This gives the player much less room to maneuver in the middle, and makes it so that the player must jump immediately when Antasma closes the ring. He repeats this version four times.

Revision as of 16:03, August 9, 2024

Antasmunchie
Antasmunchie before becoming sentient Antasmunchie spiked form
Sprites from Mario & Luigi: Dream Team
First appearance Mario & Luigi: Dream Team (2013)

Antasmunchies are support enemies created by Antasma in Mario & Luigi: Dream Team. They are black orbs with a red swirl in them that Antasma consumes to give him the POW-Up status for several turns. They are weak to Jump attacks.

In battle, Antasma creates Antasmunchies in a ring around him. They float, making them immune to normal hammer attacks and assorted shockwaves. Before attacking, he will consume up to three of them to acquire or maintain the POW-Up status. At the beginning of the battle, Antasma will start off with ten, but may surround himself with up to twenty. Mario can defeat the Antasmunchies, but Antasma always spawns more of them on his turn.

Antasma may also draw Dreamy Luigi from Mario's body to throw into any of the remaining Antasmunchies, which he then shuffles around. If Mario fails to destroy the Antasmunchie that Dreamy Luigi is trapped in, Antasma will eventually consume it; increasing his power greatly until he spits Dreamy Luigi out turns after. While Dreamy Luigi is stolen, Mario loses the increase to HP and BP that Dreamy Luigi provides, his Jump and Hammer attacks revert to normal instead of summoning Luiginoids, and the player cannot use Luiginary Attacks.

Aside from providing Antasma with POW-Up, one phase of the battle has the Antasmunchies attack. When Antasma's health gets low, he flips upside down, floats higher, and protects himself with a shield. Antasma does not attack while in this state, but the Antasmunchies drop to the ground and grow legs and spikes. Antasmunchies attack by forming groups of up to four. Each group stands in one of the four cardinal directions. One at a time, they hop as a tell, then charge charge at Mario. The order they attack in is not predetermined in any way. If an Antasmuchie hits, it may inflict DEF-Down status. Mario must counterattack with his hammer. Sometimes, Antasma's eyes shine, causing the screen to turn upside down. While the screen is flipped, Circle Pad directions are reversed. (If the player pushes right, Mario aims his hammer to the left side of the screen.) Anatasma will not leave his shielded state until all of the Antasmuchies are defeated, instead replenishing 200 HP on each of his turns.

Antasmunchies also change Antasma's chasing attack depending on how much he eats. If he eats one or two, he will summon smaller orbs, far apart. This gives the player much more room in the middle of the ring, but the player must delay a bit when he closes the ring. If he eats one, he repeats this three times. If he eats two, he repeats this four times. If he eats three orbs, he summons much larger orbs, much closer together. This gives the player much less room to maneuver in the middle, and makes it so that the player must jump immediately when Antasma closes the ring. He repeats this version four times.

Statistics

Mario & Luigi: Dream Team

Mario & Luigi: Dream Team enemy
Antasmunchie
Antasmunchie before becoming sentient Antasmunchie spiked form HP 90 Role Support Level 34 Location(s) Dreamy Neo Bowser Castle
Power 275 Position Normal No Hitter
Defense 344 World Dream Weakness Jump Item drop Max Candy (2%)
None (0%)
Speed 70 Experience 0 (0) Coins 0 (0%)

Gallery

Names in other languages

Language Name Meaning Notes
Japanese アクムキャンディ[?]
Akumu Kyandi
Nightmare Candy;「アクム」is also a variation of「アックーム」(Akkūmu, "Antasma")
French (NOA) Phobonbon[?] Portmanteau of Phobieux ("Antasma") and bonbon ("candy")
French (NOE) Cochonirie[?] Portmanteau of cochonnerie ("junk", commonly used in French to refer to sweets) and onirique ("oneiric")
German Antasnack[?] Portmanteau of "Antasma" and "snack"
Italian Caramella Inkubak[?] Antasma Candy
Portuguese Rebuçantasma[?] ?
Russian Леденец Мракулы[?]
Ledenets Mrakuly
Antasma's candy
Spanish (NOA) Postrespectro[?] Portmanteau of espectro ("ghost") and postre ("treat")
Spanish (NOE) Caramelillo[?] Portmanteau of caramelo ("candy"), the diminutive -illo, and Conde Pesadillo (Antasma's NoE Spanish name)

Trivia