Paper Mario bestiary: Difference between revisions
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m (Fixed Duplighost and Duplighost partner transformation Fright, Air Lift, and Hurricane stats) |
m (Fixed Dry Bones Fright, Air Lift, and Hurricane stats) |
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<onlyinclude>{{#ifeq:{{{transcludesection|Dry Bones}}}|Dry Bones| {{<noinclude>PMbestiary</noinclude><includeonly>PMenemy</includeonly>|name=Dry Bones|align={{{align|right}}}|image={{{image|[[File:PMDryBones.png]]}}}|hp=8|atk=4|def=2|lvl=30|location=[[Bowser's Castle]]|moves=Bone Throw (4), Shake, Reassemble|tattle=This is a Dry Bones. Dry Bones are skeletal remains from Koopa Troopas. Max HP: 8, Attack Power: 4, Defense Power: 2 Just when you think they're beat, these guys rise back up and attack again! You're going to have to beat them all at once. Or you could use fire attacks. If they become ashes, there's no way they'll recover. | <onlyinclude>{{#ifeq:{{{transcludesection|Dry Bones}}}|Dry Bones| {{<noinclude>PMbestiary</noinclude><includeonly>PMenemy</includeonly>|name=Dry Bones|align={{{align|right}}}|image={{{image|[[File:PMDryBones.png]]}}}|hp=8|atk=4|def=2|lvl=30|location=[[Bowser's Castle]]|moves=Bone Throw (4), Shake, Reassemble|tattle=This is a Dry Bones. Dry Bones are skeletal remains from Koopa Troopas. Max HP: 8, Attack Power: 4, Defense Power: 2 Just when you think they're beat, these guys rise back up and attack again! You're going to have to beat them all at once. Or you could use fire attacks. If they become ashes, there's no way they'll recover. | ||
|type=Ground|items=[[Super Shroom]]|run=36|strong=None|weak=Fire (+10), Explosion (+10)|sleep=0%, 0|dizzy=0%, 0|shock=50%, 0 (normal); 0%, 0 (down)|shrink=60%, 0 (normal); 0%, 0 (down)|stop=85%, -1 (normal); 0%, 0 (down)|fright= | |type=Ground|items=[[Super Shroom]]|run=36|strong=None|weak=Fire (+10), Explosion (+10)|sleep=0%, 0|dizzy=0%, 0|shock=50%, 0 (normal); 0%, 0 (down)|shrink=60%, 0 (normal); 0%, 0 (down)|stop=85%, -1 (normal); 0%, 0 (down)|fright=10%|airlift=75%|hurricane=70%|upandaway=95%|coins=0 + 0-5|#=137}}}}</onlyinclude> | ||
<onlyinclude>{{#ifeq:{{{transcludesection|Jr. Troopa (6)}}}|Jr. Troopa (6)| {{<noinclude>PMbestiary</noinclude><includeonly>PMenemy</includeonly>|name=Jr. Troopa|role=boss|altname=Jr. Troopa (6)|align={{{align|right}}}|image={{{image|[[File:JrTroopaPM.png]]}}}|hp=60|atk=8|def=2|lvl=74|location=[[Bowser's Castle]]|moves=Hop (8), Swoop Attack (8), Spike Dive (9), Magic Blast (8), Lightning Blast (9), Recover (10 HP)|tattle=It's Jr. Troopa again! My man! The little guy still has some egg shell left on his body! Aww! Max HP: 60, Attack Power: 8, Defense Power: 2 Whoa! He's been working out! He looks as though he may be able to change his shape, too. You've got to love this guy's effort, Mario. To follow us all the way here? What dedication! Come to think of it, how do you think he got here, anyway? | <onlyinclude>{{#ifeq:{{{transcludesection|Jr. Troopa (6)}}}|Jr. Troopa (6)| {{<noinclude>PMbestiary</noinclude><includeonly>PMenemy</includeonly>|name=Jr. Troopa|role=boss|altname=Jr. Troopa (6)|align={{{align|right}}}|image={{{image|[[File:JrTroopaPM.png]]}}}|hp=60|atk=8|def=2|lvl=74|location=[[Bowser's Castle]]|moves=Hop (8), Swoop Attack (8), Spike Dive (9), Magic Blast (8), Lightning Blast (9), Recover (10 HP)|tattle=It's Jr. Troopa again! My man! The little guy still has some egg shell left on his body! Aww! Max HP: 60, Attack Power: 8, Defense Power: 2 Whoa! He's been working out! He looks as though he may be able to change his shape, too. You've got to love this guy's effort, Mario. To follow us all the way here? What dedication! Come to think of it, how do you think he got here, anyway? |
Revision as of 01:08, March 13, 2018
Comprehensive lists of enemy stats from the game Paper Mario.
Legend
- Name: The name of the enemy.
- Normal: Enemy. (Ex: Goomba)
- Bold: Boss. (Ex: Bowser)
- Underline: Support enemy/object/part. (Ex: Crystal Bit)
- HP: The enemy's HP at the start of the battle.
- Attack: The enemy's general attack power, as listed in Goombario's Tattle. Some enemies have several attacks that inflict different attack powers.
- Defense: The enemy's defense.
- Type: The type of enemy.
- Ground - Can be hit by any attack.
- Hover - Cannot be hit with Quake Hammer attacks, but POW Blocks can still work against it.
- Elevated - Cannot be hit by ground attacks, but POW Blocks can still work against it.
- Flying - Cannot be hit by ground or Quake Hammer attacks, but can still be hit with a POW Block.
- Ceiling - Cannot by hit by ground or jump attacks.
- Top-Spiky - Contact with the top cancels the attack and deals 1 HP damage to Mario (or his partner). He can safely jump on these enemies if he's equipped with the Spike Shield badge.
- Spiky - Contact cancels the attack and deals 1 HP damage to Mario (or his partner). He can safely jump on these enemies if he's equipped with the Spike Shield badge.
- Fiery - Contact cancels the attack and deals 1 HP damage to Mario (or his partner). He can safely jump on these enemies if he's equipped with the Ice Power and/or Fire Shield badges.
- Level: The enemy's level. If Mario's level matches or exceeds theirs, he will not earn any Star Points from it.
- Strong: The enemy's immunity to certain attacks. (Fire, Ice, Electric, Explosion, Star)
- Fire: The enemy's immunity to fire-based attacks: Fire Flower and Kooper's Fire Shell.
- Ice: The enemy's weakness to ice-based attacks: Snowman Doll and Ice Power badge.
- Electric: The enemy's immunity to electric-based attacks: Thunder Bolt, Thunder Rage, and Watt's Electro Dash.
- Explosion: The enemy's immunity to explosive attacks: Egg Missile and Bombette's Bomb, Power and Mega Bomb moves.
- Star: The enemy's immunity to star-based attacks: Shooting Star, and Skolar's Star Storm. Applies only to Monstar.
- Water: The enemy's weakness to water-based attacks: Sushie's Squirt and Tidal Wave moves.
- Weak: The enemy's weakness to certain attacks; additional damage dealt from certain attacks. Uses the same terms as listed above.
- Moves: The enemy's attacks -- listed by attack power -- and other techniques.
- Status Ailments: The chances of the enemy being afflicted with a status effect successfully, with the duration modifier in turns. For example, if a move inflicted Sleep for 3 turns and the enemy had a duration modifier of 1, the enemy would be put asleep for 4 turns.
- Sleep?: The chances of the enemy falling asleep with Mamar's Lullaby, Sleepy Sheep or Sleep Stomp.
- Dizzy?: The chances of the enemy becoming dizzy with the Dizzy Dial, Dizzy Stomp or Kooper's Dizzy Shell.
- Shock?: The chances of the enemy becoming paralyzed with Watt's Power and Mega Shock attacks.
- Shrink?: The chances of the enemy becoming shrunk with Shrink Stomp.
- Stop?: The chances of the enemy becoming immobilized with Stop Watch or Klevar's Time Out. Time Out will immobilize enemies for an additional turn.
- Fright?: The chances of the enemy running away with the Fright Jar.
- Air Lift?: The chances of the enemy being carried away from the battlefield with Parakarry's Air Lift. If the the type of enemy is Top-Spiky, Spiky or Fiery, it will not work.
- Hurricane?: The chances of the enemy being blown away from the battlefield with Lakilester's Hurricane. If the player fills the bar to 100%, any enemies not immune to Hurricane are guaranteed to blow away.
- Coins: The amount of coins dropped from the enemy in battle plus extra coins that may be dropped in the field. Enemies that were defeated in the field without a fight only drop field coins.
- Items: Items (rarely) dropped from the enemy. The list may not be complete.
- Only enemies on the field will drop items; the player can use the First, Spin and Bump Attack badges to automatically defeat them and still get items from them.
- If the enemy only appears in special battles that cannot yield coins or items (such as bosses), or it is never present outside of battle, then this category will be listed as "N/A". If the enemy doesn't give items, but still appears in battles that can yield coins, then "None" will be listed.
- Run: The number of button presses required with to get a guaranteed run from the enemy.
- If an enemy is asleep, dizzy, paralyzed or immobilized, the player does not need to press and will always flee from them successfully.
- With multiple enemies on the field, the amount of button presses for a guaranteed flee is the average of all enemies' run rates.
Note: Some of these enemies are variations of a single enemy, were fought in a grouped battle, or had several battles where the enemy had a different stat-spread or form. For convenience, these variations are listed as separate enemies.