Glitz Pit Strategy Contest - Final Bowser (#18)

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  • čas přidán 8. 09. 2024
  • Final Bowser
    25HP/15FP/18BP (Level 11)
    Badges: Mega Rush, D-Down Jump, Damage Dodge, Zap Tap, Feeling Fine, Double Dip, Quick Change
    Items: Shooting Star (x6), Life Shroom
    Partners: Goombario, Kooper (Ultra), Bombette (Ultra), Parakarry (Ultra), Watt (Ultra), Bow, Sushie (Ultra), Lakilester (Ultra)
    T1: Tidal Wave** (88), Double Dip (Shooting Star, Shooting Star) (76) (Attack, M=17)
    T2: Shell Shot (71), Double Dip (Shooting Star, Shooting Star) (59) (Star Rod)
    T3: Tattle, Star Beam
    T4: Peach Beam, Fire Shell (55) (Attack, M=17)
    T5: Spiny Flip (52), Star Storm (45***) (Attack, M=9)
    T6: Electro Dash (40), Double Dip (Shooting Star, Shooting Star) (28)
    85%: Attack, M=1
    T7A: D-Down Jump (8), Outta Sight
    75%: Star Rod
    T8A.1: Peach Beam (Life Shroom used)
    T9A.1: Bomb (3), Jump (1)
    25%: Attack
    T8A.2: Hammer (0)
    15%: Star Rod
    T7B: Peach Beam, Bomb (23)
    80%: Non-Shockwave
    T8B.1: D-Down Jump (3) (Life Shroom used if necessary)
    T9B.1: Jump (1)
    20%: Shockwave (M=5)
    T8B.2: Spicy Soup (M=9) (M=1)
    T9B.2: D-Down Jump (3) (Life Shroom used if necessary)
    T10B.2: Jump (1)
    Everyone is Here!
    ---
    **I used a 12 damage tidal wave in the video, but the exact damage varies a bit by the amount of Zap-dependent attacks used (0-4 used; a 50/50 chance if one has not been used yet), and the damage can be standardized by the use of Bomb. A 13 damage tidal wave should give you a 31/32 chance to succeed exactly (though you can also just use Hammer to guarantee a win without changing anything else). The damage math written in the strat assumes no zap hits, which is rare (1/32), and again can just be replaced by Hammer.
    Three Defensive badges:
    -Damage Dodge: Makes Bowser's Fire do 8 base, guarded for 9. (Fire Shield also works, but is inconsistent for making Lightning deal 8, which matters in the 15% B routes)
    -Feeling Fine: Makes Bowser's Claw not inflict Poison, unguarded for 8
    -Zap Tap: Makes Bowser's Jump not inflict Command Loss, unguarded for 8 (This gives Bowser's HP a variance of 4 depending on what moves are used)
    These badges ensure a consistent 8 damage to Mario to get into Peril in the first 3 turns of the second phase.
    ***Healing ranges, as relevant to this strategy:
    17/25: Bowser's HP less than 43 -- this is why Bowser must have 43 HP or greater at T5 (if Bowser gets hit by Zap twice, this is the most damage you can deal by this point in the fight without introducing a 75% chance to heal)
    9/25: Bowser's HP less than 11
    1/25: Bowser cannot heal
    AI (First Phase)
    -Attack (Fire, Stomp, Claw)
    -Star Rod
    -Fight ends after using Star Beam
    AI (Second Phase)
    -Guaranteed to attack T1
    -Can heal, otherwise guaranteed to attack T2
    -Can attack or use the Star Rod T3
    -Can attack, use the Star Rod if not powered up, or use Lightning (same as Fire) or Shockwave (does less damage; matters in one case)

Komentáře • 1

  • @PhantomAarantula
    @PhantomAarantula Před 4 měsíci

    Man, Superstar Saga on the 3DS be looking kinda weird