Bonus Flower: Difference between revisions

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*'''Defense Up''': Increases 50% character's defense power for the remainder of the battle.
*'''Defense Up''': Increases 50% character's defense power for the remainder of the battle.
*'''Once Again''': Gives a character a free turn.
*'''Once Again''': Gives a character a free turn.
*'''Lucky''': After winning the battle, the player can play a [[Where's Yoshi?|bonus game]] that lets the player double their [[coins]] or [[experience]] points. Also, there is a chance that it will greatly boost a character's (anyone who caught the LUCKY! flower) defense when counter-blocking (damage ranging only from 0-4, mostly).
*'''Lucky''': After winning the battle, the player can play a [[Where's Yoshi?|bonus game]] that lets the player double their [[coin]]s or [[Experience Point|experience point]]s. Also, there is a chance that it will greatly boost a character's (anyone who caught the LUCKY! flower) defense when counter-blocking (damage ranging only from 0-4, mostly).
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Revision as of 19:57, October 23, 2012

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Super Mario RPG: Legend of the Seven Stars promotional artwork: A generic Bonus Flower that gives one of the five effects.
A Bonus Flower.

A Bonus Flower is one of the general items that can be obtained in the game Super Mario RPG: Legend of the Seven Stars. These items are generally obtained and used instantly when the player defeats an enemy during an in-game battle. Bonus Flowers cause one of the five following effects to the party member that defeats the enemy:

  • HP Max: The character's HP is restored completely.
  • Attack Up: Increases 50% character's attack power for the remainder of the battle.
  • Defense Up: Increases 50% character's defense power for the remainder of the battle.
  • Once Again: Gives a character a free turn.
  • Lucky: After winning the battle, the player can play a bonus game that lets the player double their coins or experience points. Also, there is a chance that it will greatly boost a character's (anyone who caught the LUCKY! flower) defense when counter-blocking (damage ranging only from 0-4, mostly).

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