Use caution whenever fighting them, and use fire attacks like Fire Drive one reason to keep it or Fiery Jinx whenever possible on them, since they are highly susceptible to being damage by fire. Oddly enough, Tasty Tonics and Sweet Treat remove ice, so if one person is frozen while the other isn't, and you have one of these available to be used, you can use it to thaw them instantly.
After all this has been done, you will soon reach Floor 60, which contains an Double Dip. Save it, as if it is the only one you have, then it may provide a fair bit of use later on Here we start seeing a few more enemies with rather high HP, but it can only get worse later on Dark Lakitus are quite annoying in the sense that their HP is fairly high, and sometimes they just try and cheaply attack you and immediately pull up a Pipe so you can't jump on them, which is why for here it would be best to have Spike Shield, but also keep it here for the Dark Craws and the Frost Piranhas, as they have pretty high HP and can't be jumped without it.
There are still the Wizzerds that you should be concerned about as well, as they have a fairly large selection of attacks, ranging from a piercing move, a non-piercing move, a hit-all which doesn't pierce , and several self-help attacks, like healing and making duplicates when it's the only enemy on the field.
If that happens, it's usually best to just use a hit-all move you have like Fire Drive or Fiery Jinx to hit him, then hit him with a powerful move like Lip Lock or Piercing Blow to finish the job. Then we have Dry Bones, which, after their HP hits 0, they'll just end up in a pile on the ground, blocking the people behind it from being hammered; just use a powerful move and then an explosion or a fire-based attack to knock them out for good, or you can just hit them with the fiery move if it is powerful enough.
The last enemy I have to mention here is the Frost Piranha, which by now, you should be able to know what they can do They're not indifferent from Pale Piranhas in attack as they don't have the breath attack Putrid Piranhas have , but they can also freeze you with it if you don't guard well, which can easily be an instant game over if not properly done well Just use fire moves and guard if you can't superguard well to prevent freezing, and it'll be over fairly shortly After those 9 floors, you'll meet face to face with yet another treasure, which is the Double Dip badge.
Keep it for now, you might find a use for it sooner or later Blue Spinies will only appear in the battles that have Dark Lakitus in them, and only if a Dark Lakitu throws one; it never appears as an enemy prior to one being thrown by a Dark Lakitu, so unless you don't want the Tattle entry, you'll have to wait for one to be thrown, as they only appear on these floors in he Pit of Trials, and nowhere else Most of these enemies are the "creme de la creme" of the outside word Here, you can find the all-powerful Dark Koopatrol, the rock-solid Chain-Chomp, and the fiery Phantom Embers, all of which are the most powerful of their species.
These enemies should be battled cautiously, and don't underestimate them; a battle on this level can shift tides in a matter of turns if you are unprepared Dark Koopatrols have one of the highest HPs of any normal enemy in the game tied only to Dark Bones, who, fortunately, aren't in this , which is even higher than that of Hooktail the Dragon, and also have high ATK and are equipped with spikes on their head, though jumping on them with Spike Shield does flip them.
Do that, and they shouldn't be too much of a real hassle, especially with Multibounce If you have any POW Blocks at this point, using them may be beneficial, since using them flips them for you, so you can jump on them even if you don't have a Spike Shield yet or at least equipped Hit them with any kind of piercing move that might have like Earth Tremor or Piercing Blow , and they shouldn't be too much of a hassle either.
Phantom Embers, on the other hand, don't really have as many weaknesses as they do, and their ATK is also fairly decent, and only take one more damage from ice attacks and explosions, but can also regenerate and regroup if hit with fire. Their 10 HP is decent for these levels as well, but they aren't too hard if you use moves like Earth Tremor, Ice Smash, or Ultra Hammer, or even any explosives like Bomb Squad or Bob-ombast to clear them all out at once possibly.
Wizzerds, on the other hand, are somewhat different They have 10 HP, just like their Dark breatheren, and share some of the same moves as well, but the similarities stop there; they have more ATK, more DEF, and can use attacks that can alter your condition, but they cannot create clones of themselves their biggest flaw Just hit them with piercing moves or high damaging moves and they shouldn't be much more of a threat than the other Dark Wizzerds previously encountered.
Swoopulas are actually some of the easier enemies in these floors to beat; just use some powerful jump moves and wear Zap Tap and maybe use a Volt Shroom on your ally to help and they should fall victim to getting electricuted when they attack, which could easily lead to a no-hit victory with Zap Tap--easy Star Points in the bag After you've finally accomplished passing through those 9 floors, you'll get to a treasure chest with a Bump Attack badge, a nifty little badge when used outside of the Pit of Trials to automatically destroy weak enemies just by touching them, but is utterly useless inside of it Equipping it now is a waste, but is quite useful outside in defeating foes for you Keep it for now, though equipping it is obviously not recommended In these floors and beyond, most of the enemies you meet you will probably never encounter outside of here, so they're obviously more powerful than you think Arantulas are quite powerful, not just ATK which is high as well , but in its 16 HP, which is just high enough to not be KO'd from Supernova at maximum power Not only that, but they can also hit you with their webs three times, causing up to a total of 12 damage compared to their normal 7 if they normally shoot their webs It's getting obvious that the enemies don't want you here Just try your best to defeat them as fast as you can, like with Fiery Jinx and Multibounce if you can to damage them by quite a bit, or use an item if your moves aren't powerful enough or you don't have the necessary moves.
Not only are they hard to attack, but they're faily hard to damage as well, what with their 4 DEF, and can easily overpower you with their 8 ATK, but they're one weakness is that, if hit with a POW Block or Quake Hammer, they can be flipped upside down, but you'll still need Spike Shield to be able to jump on them, and they can still spear you if you try to hammer them while flipped, but at least their DEF drops to They have the highest base ATK of any enemy other than Amazy Dayzees, who rarely, if at all, attack , which means if you can't beat them quick, the damage starts racking up pretty quick Fortunately, they are fairly easy to put to sleep, so try to put that to your advantage when fighting them as well Use moves that can hit enemies with a lot of ATK power when taking them out, as their fairly high HP could pose some problems for certain people, and its attack is also fairly hard to superuard or guard, for that matter against After these grueling 9 floors, you will be presented with a wonderful badge, the Lucky Day.
It is recommended that, if you have the BP, to equip it almost immediately. This badge can help you dodge many of your opponents' attacks at a much higher rate than Pretty Lucky or Close Call After that, once you go into the pipe, there will be no coming back, for they are the last ten Make sure you are absolutely ready for them before going in, or you may get booted out pretty easily In these 9 floors, you will face the most powerful enemies you will ever face in the game, such as Elite Wizzerds, Poison Puffs, and the dreaded Amazy Dayzees Bob-ulks and Swampires stand out in this because they aren't too difficult, and use the same attack patterns as their other versions use the heal then avoid tactic with Bob-ulks, and wear Zap Tap to prevent Swampires from hitting Mario just like with Swoopulas.
Poison Puffs, in these floors, are fairly more annoying than challenging, as they tend to float up in the air, then on their first or secong turn charge for their breath attack Use whatever it should take to beat them before that happens, as that attack can deal serious damage in a short amunt of time. Elite Wizzerds are some of the fiercest, weirdest, and most vicious foes you'll probably ever meet: they can use all the abilities of the other Wizzerds except the Wizzerd's status-laser , such as healing by 10 HP, dealing large amounts of damage to both of your people with the Lightning attack, and can also make themselves Dodgy or Invisible for three turns which lasts even longer than Boos can do , which can also make them a real pain when you're fighting about five of them at the same time.
Fortunately, the main weakness they have is that their HP is only an above average amount of 12, which is very lucky because it is under the amount that Supernova can deal. They have such a high ATK power and HP, and run away almost immediately or attack for an ungodly 20 damage, as well as putting you to sleep , that they are usually undefeatable without the right equipment.
For them, it would be best to either use an Art Attack if you can, and follow up with either a fully powered Fiery Jinx or just have Goombella use Rally Wink to let Mario attack again, in which it is best to use a Spring Jump or Power Bounce if you have it and can use it well to KO them if the first hit wasn't enough to knock it out If you can't seem to be able to KO them in the first turn, then just hope they don't attack you, or else this could be all over in a matter of turns If you DO manage you to beat one, then you will obtain a massive amount of Star Points, higher than any enemy or any boss, for that matter gives you at any level.
No matter what level you are, they should always give you more than one Star Point unless maybe you are level 99, in which you don't get any or just get one anyways from beating it By the time you reach floor 99, you should have levelled up quite a bit, possibly ranging from about level , depending on what level you were when you came in, what battles you may or may not have used Fright Masks, and how many Movers you used on various levels of floors which I won't be going into full detail about here , and which enemies you fought on each floors, as well as many other variables involved After these 99 floors of the Pit, you will finally be able to get to the bottom of the Pit and be able to get one of the best treasures I would have ever imagined, though your tastes may say differently He is a very deadly opponent, in more than one way: he's got extraordinarily high stats, and he's so old that he has already died and became a moving pile of dragon bones He doesn't only look powerful, what with living after dying, but he really is, being able to use one of the only attacks in the game that is unsuperguardable which, with its wording, means it can't be superguarded and can also inflict a plethora of status ailments with its breath attacks, such as poison, freeze, sleep, and shrink each with their own unique color to tell what status you'll get if you get hit by it.
It would be wise to have Feeling Fine equipped for both Mario and partner, and if you don't have them, then try your best to either guard it, or you could try to superguard it if you are confident enough that you'll succeed, as these status ailments can only make a challenging fight even more challenging in a short amount of time, especially the sleep-inducing one.
He has his breaths, a bite which is the unsuperguardable one , a stomp attack, and a move that he uses only a few times in battle when he has lower than or so HP, in which he uses to heal himself by 20 HP. He is definitely a force to be reckoned with in this game Now, as for what best to use on him, there are several very good ways to beat him fairly easy Normally, if you've gotten every partner and have them all to Ultra Rank, and most or all of the normally obtainable badges with you, then the best normal strategy to use would be to start off on Mario's first turn if no one needs healing to use Power Lift to increase your stats as much as possible with either Yoshi or Goombella out for the best results , and, if you have Quick Change, to swap to Vivian to put a burn status on him with Fiery Jinx or Shade Fist, and preferably constantly try to KEEP that burn on him as long as possible if you don't have Quick Change, then either use Ground Pound with Yoshi or Goombella's Multibonk, and then do the Vivian thing next turn , and then either use Yoshi or Goombella depending on how many ATK increasing badges you have for your partner on to wallop him with the most damage you can, or maybe Bobbery if you aren't too good at timing the commands for Multibonk or whatever, as he can inflict the highest damage with a single hit generally.
You could also use Flurrie and her Lip Lock move, which can deal piercing damage and heal Flurrie by the amount she deals to him. It would also be good to have a Quick Change on for this as well, so that way you don't accidentally keep a partner out too long withot healing and have them either use one of your Life Shrooms or die on you Koops's use is fairly limited in this, but for him, you could use his Shell Shield to protect Mario from Bonetail's powerful attacks, and Ms.
Mowz's uses if you have her are generally outspoken, as the only thing you could do with her is use Love Slap to pierce Bonetail's DEF for damage, but not by any more than Bobbery could do on his own One of the other good methods I've seen would be the "Ticking Time-Bomb" method of using Charge with Mario or partner either Yoshi or Goombella for maximum effect and hit him with a move that hits him multiple times in a row, such as Power Bounce, Multibonk, or Ground Pound when you are charged enough.
Another popular method is the "Danger Mario," which, despite how much I dislike it for making a challenge easy, it is a very effective way to beat him. There are many different working ways to beat him, so try to use your best judgment when making set-ups against him.
If you have any items with you still, don't be afraid to use them, as there won't be any more surprise battles after this one, so you can use all you want and just be able to go and possibly get more after the fight is over. This fight is brutal and intense, and could very easily last about a half an hour even if you were prepared to face him.
Just try your best, use good judgment on what to use when, and heal when necessary, and he should fall to your onslaught assault against his incredibly high amount of HP After finally taking down this powerhouse of a brute, he will spit up the Return Postage badge, a nice little addition that causes direct attackers to take half the damage they deal, which, in my opinion, is a little bit of a letdown Once you have claimed your prize, as well as your victory over one of the toughest challenges in this game, you may leave and continue your game as a changed player Do what you want with your spoils as you see fit, as it is up to you whether or not they are useful to you, though usually selling Return Postage is a bad idea since it costs coins to buy it back if it isn't a special deal Either way, do what you want, you have beaten the Pit, or will soon If you need help on what to equip, or what items to bring in, this is where you should look when doing these kinds of things.
To do so, you must progress through the game until you get the Paper Mode ability from Hooktail Castle, and then go into the room where the Thousand-Year Door is, and slip between the cracks of the bars near the door on the right, using the spring to jump on a flight panel, and using the flight panel to fly to the left, and slip between the bars over there, and go into the room that is to the left of where you landed, which turns out to be the room with the pipe leading to the Pit of Trials.
You can only go into it with Goombella and Koops, and a max of one of them being levelled since only a total of four Shine Sprites are available at that time , and with them, you must traverse the Pit of Trials in one fell swoop, without leaving to restock to get more items after getting the Strange Sack, and here is a great strategy that you will be able to use to accomplish such a feat.
This strategy is mostly designed for those who fully prepare themselves for the run, such as getting all the best badges and items you can before then, but if you don't feel that way, then you can improvise with your file to have whatever you DO have to get through the Pit in any way you can. For all those who are, the first thing you should do is buy a ton of Sleepy Sheeps after fighting Lord Crump, storing some as needed, and then sell them once you go to Petalburg, and then keep doing that as much as possible until you have gotten enough points to get a Jammin' Jelly or Ultra Shroom if FP isn't important, which usually it isn't , and use your spare money to buy the badges in the badge shop available after going to Petalburg.
There's also the getting of all the Star Pieces before going in, all 15 of them. With those, you'll need to get a "Heart Finder" badge and most preferably an "Item Hog", but you can swap that for a "Flower Finder" if you want, but keep in mind that some items you might get from it may help tremendously After you go through the game far enough to get Paper Mode, don't forget to stop by at Petalburg and grab the Mega Rush P by Mayor Kroop's house, but also don't forget to continue through Hooktail's Castle to get the last few badges and Star Pieces, or you'll be out of luck And, if you ever see Luigi in a fight, don't finish the battle right away; kill all but one of the enemies, preferably the one that can be defended against without taking or dealing damage to it by "Defend-Guarding" [using Defend in the Tactics menu and then using an A-guarding on an enemy's attack to negate up to 2 damage at once] , and wait for Luigi to throw you something; it's usually best to want a Shooting Star or Maple Syrup, and possibly an Ultra Shroom or Jammin' Jelly whenever possible, but the one you'll want most is the Shooting Star.
If it doesn't seem likely he'll give it, just do the Sleepy Sheep thing until you get a second one, because it will be highly likely you'll need two near the end You will also need to bring a POW Block, because you'll likely never feel the pain of three Dark Koopatrols' Charged attacks outside of that place, and you'll want to be safe Super Shrooms instead of normal Mushrooms are important, and don't forget to come into the Pit with a bunch of spare change about coins , because you never know when you'll see Charlieton, so you want to be safer by having an amount of coins that can get you any items you might want to buy.
Behind some barrels in Central Rogueport; they're to the right of when you first get there, a little ways south of the giant chest on the pedestal-like structure.
Inside the house of the thief who took half of your money, behind a thing that looks like a mattress to the left; his house can be found by going to the back alleys of Central Rogueport, and then when the screen straightens out, go left and enter the door there.
On the roof of Zess T. If you continue going left, you will eventually pass by the badge shop and jump onto her roof. The Star Piece is all the way to the left and a little ways behind the top part of the roof.
Right behind where Dazzle usually is, behind the broken pillar. Behind the gigantic yellow block that is near the door to the Thousand Year Door, right next to the pipe you get out of when you come into the room. There is also a Pretty Lucky badge if you go as far to the south wall and jump when you are vertically lined up with the hole that Punio runs into earlier on when you had Frankly around.
Behind the staircase to the right of the pipe leading to the Pit of Trials. Hit a tree to the left of when you come out of the pipe from Rogueport to Petal Meadows. After hitting the block that makes the bridge to Petalburg be created, keep going to the right and you'll find one. Shake some grass in the area East of Petalburg to find one. After lowering the small purple moving block in Hooktail Castle, use Koops' ability and hold him in place where he'll hit the block again if you release the X button; get on the purple block, release Koops, and go into the door to the right to find it.
Jump into the broken window in the room to the left of the lower part of the staircase above the giant floating green block; after going into the window, go right to find it. After climbing out of the window you used to get the above piece, fall off the ledge to the right when you come out and you'll be right next to another; it's best to save this piece for later, when you're leaving the castle to do your other preparations.
Next to the Plane Panel you need to go to the upper part of the giant staircase in Hooktail Castle, you go up as far as you can without falling off, then go to the right to get it.
After getting Paper Mode, go to East Rogueport, past Gus whether you beat him or not, it doesn't matter , and slip behind the crack in the wall by the Trouble Center. Go to the right between some houses and a stack of barrels and get one. With all that advice, you'd probably think it ended there with the the help I could offer, huh? Well, if you did think that, well In this part of the section, I will be giving you some solid advice to help you in your Pre-Hooktail run, and to my knowledge, it should be quite effective, but only if you are confident in how it should work.
Just have faith in your run, no matter how the tides have turned, and believe that you'll win no matter what. If you have a partner that is KO'd that was or you would like to have as your attacker, then grab a heart with that partner out, and either avoid all other hearts or grab any for your other partner, so that the partner you want is always at 1 HP! Hope it helps!
If you have a Life Shroom with you, try all attempts you can to superguard if your partner is the one to be attacked, as with 1 HP, damage won't be a real factor in whether they survive or not Dull Bones, Fuzzies, Spinias, and Spanias shouldn't mean too much to you, and are usually taken care of in a few short turns at most You'll be at 10 in no time, but this only just the beginning of a very painful journey It's about to get worse VERY quickly This time around, it may not be bad to equip Mario with Multibounce and have Koops with 1 HP and Mega Rush P, and then do that in order, and they shouldn't be too bad Clefts may seem tough, but they've only got 2 HP, and go down with one Piercing Blow or Power Smash, both of which cost 2 FP and should deal the same damage to it.
Puffs are a little nastier, as they can go up or down, and their 3 HP makes it a pain to kill them in one hit with regular attacks. Just use a Power Jump or Koops's Shell Toss if you find these pesky enemies, and they'll be gone before long Piders also are a threat, having a stronger 5 HP, but are still taken out fairly easily with Power Jump or Koops.
Heck, you can just guard with Mario from the "Tactics" menu, and use Koops to attack, and they can't harm you if you use the A button guard on their attacks. Cheap and effective, plus, if you do this, you may have solved your future problems Well, then there's the Pokies Annoying little creatures, but they still stand no chance against Koops' Mega Rush it'll be a lot more repetitive in the future, so you'll have to bear with him for a while.
Just try your best to superguard their fling attacks to hurt them significantly, and then use Koops or Mario's Power Smash to hurt them or kill them, depending on if you succeeded in the action command which you should by now. After that, you'll soon be on floor 20, awaiting the more challenging foes that await you beyond the pipe Adding in higher ATK Spiky Gloombas, their really not much different than other normal Gloombas, just that they can't be jumped because of that nasty spike on their head Just give 'em the ol' one-two strike and knock them out for good Bandits are somewhat trickier With their stealing of your coins and having a decent HP of 5 which is above average at this point , they can be trouble, but again, they can be "harvested" for experience see [ strat3 ] without the spaces But, because their HP is a little lower than that of Spiky Gloombas, and don't have as much ATK, they should pose too much of a problem Koops with Mega Rush P is still lethal to use, so just spam him with Power Shell and take them out for good Bob-ombs are also strange enemies, but aren't too difficult For easy experience, you can just hit them with Fire Drive and kill them, or you can just attack one and attack the same one again with a partner preferably Koops, who can't be damaged by the resulting explosion to kill them without majorly hurting yourself Boos als have fairly high HP, and have the ability to make themselves invisible at any time, but because they start out near the ground, using Koops should make this kind of fight easier with his Power Shell and Mega Rush P If they go invisible, don't panic; they can still be superguarded, and can also suffer from burn damage if you hit them with Fire Drive Lakitu's are also fairly tricky because they always hover in the air and can't be hit by Koops, and also fling Spinies at you, so it would probably be best to use Goombella with Mega Rush for these fights if you can, or if you levelled her, which was recommended to use Multibonk on their 5 HP Just try to do so before they become a nuisance with their Spiny-throwing, as well as the fact they might hold Spiny Eggs over their head just so you can't jump on them Spinies though are easy if you have Piercing Blow, so just use that to take care of them After that, you should be on floor 30 fairly soon, and be able to continue down into this treacherous place Flower Fuzzies are quite annoying in the sense that they suck FP and HP when FP is 0 , but their attack is easy to superguard, so you can easily take these wimps out You DON'T want to get hit by that magical attack of its, especially not in a place like this Hyper Clefts are also fairly easy enemies to superguard, but make sure you absolutely know it if you can't kill them before they hit you with a charged attack, as 9 damage is quite a lot of damage at once Parabuzzies are a little tricky because of their DEF, and that they also immediately get up after they are flipped, but that doesn't mean you can't just spam Multibounce and knock them all to the ground Another tricky enemy here is the Shady Koopa, who, despite being a Koopa, is able to attack if it is flipped on its back, and that's not good To beat them before they do this, try using Power Bounce with Mario, then hit them with whichever partner has enough ATK to kill them before they attack, or if you want to play it safe, just use Koops and Power Smash, and you'll be able to just attack them without ever having to fear their back- attack After all those guys, you'll meet up with floor 40, in which, if you haven't done so before if you could or have the room or coins would be to buy as many Thunder Rages as you can, as the next lot will get pretty tough without them Okay, let's get all this straight Dark Paratroopas make an appearance, which are just flying Dark Koopas, so just Multibounce to knock them to the ground and use whichever partner is powered up to kill them easily, especially if you Multibounce them twice Again, they're also the bearers of Mega Rush P, so wish with all your might you get one Now, we have Bulky Bob-ombs, which are just giant pink Bob-ombs that, after a set amount of turns they are in battle 4 , they explode with a reckoning force of 8 damage to both you and your partner for piercing damage!
That's a combined 16 if you look at the total amount dealt, and that's no wimpy explosion, no sirree With those moves,Bulky Bob-ombs are a little easier, but their explosion is just one of those things you try to avoid like the plague in this run Lava Bubbles are fairly new to the strategy, so let's see what we can dig up; they can't be jumped on or touched, and heal and multiply if hit with Fire Well, the only real way I can help make them easier would be to tell you to just use Koops with Mega Rush P and slaughter them with Power Shell before they have a chance to attack, and just use Power Smash with Mario if you can't use Koops like that since Goombella is useless against these guys Poison Pokies are here, and stronger than their orange brothers, and have the ability to poison you with their attacks as well, making the a double threat in comparison to Pokies Of course, hitting them with Koops knocks off segments, and superguarding their body-lob attack deals a hefty 4 damage in retaliation to their attack, which is extremely high for this early, especially with it just being a general superguard And now, for the hard part: Spiked Parabuzzies S.
Parabuzzies is its shortened name , the spiked beast in the sky, in which no Hammer can reach without Hammer Throw, which isn't normally available at this time nor no Jump can hit unless with Spike shield, but again, is not available At this point, the best thing to do is to either kill it with any possible Thunder Rage s you may have, or anything along those lines if you have other items, and the only other piece of advice I can give is to learn the timing for their superguard In all honesty, these guys are probably the most challenging enemy in the Pit in this thing, mostly because of the flying- spikedness of it, not because of its low HP or incredible DEF Though it may seem hard to beat them with what you have now, it isn't impossible After those encounters, you'll meet face-to-face with the floor of the Strange Sack.
You must continue on after getting it and hope you don't die before you leave this place, though having 20 Fire Flowers on Hooktail does kinda shift the tables around, not to mention the possibly insanely high level you'll be when you leave this place usually around depending on when you enter Here, we have Badge Bandits, who, like normal Bandits, can steal your stuff which, for them includes Badges and items, so be wary and then make a quick getaway.
Of course, like the normal Bandits, defeating them gets you your stuff back, but the problem here is their whopping 12 HP, not to mention their 5 ATK! Equipping Zap Tap to prevent them from taking your stuff and running along with damaging them if you don't superguard them may be necessary, but just try and be persistent with your attacks, and it wouldn't be too bad of an idea to just focus on these guys if there are other enemies in the battle as well; if there are more than one, focus on the one in front with Koops and Mega Rush P activated, and possibly Goombella if availble to take them out individually when available, which is just having her in front at max HP and getting hit with a normal one of their attacks [or three if you levelled her] and guarding a second [or fourth if she is Super Rank] with the A button to knock her to 1 HP and you should have an easier time fighting them, but probably not enough to where you'll look down upon them as weaklings, though Dark Boos are also a pain, with their 5 ATK as well, and let's not forget the abilities a normal Boo has, like invisibility, floating and its allies , and are usually teamed up with other enemies rather than just fighting Dark Boos.
Just do what you would have done with normal Boos since the only real difference is 1 HP and 2 ATK and you should do well Ice Puffs are also in the "more of annoying than powerful" factor, as freezing can essentially be a game over if you can't guard it or kill it fast enough If you find these guys, try to "arrange" the battle battling and then running instantly if the battle isn't what you want it to be to make them all float to the ground, then use a Fire Drive or something, and have Koops out as well to maximize damage with Power Shell better with Mega Rush P.
Do that, and they shouldn't be too big of a hassle, but you still won't be in the clear yet We also have Moon Clefts, which tie with about 3 or 4 others in having the highest DEF of any enemy in the game most of which live in the Pit, of all places , but they are actually not that hard.
Just use Piercing Blow to deal damage with Mario, and having Koops with Mega Rush P is pretty much a must at this point or any point at all, pretty much. Try to superguard their attack as best you can, as 5 damage each can add up pretty badly for what level you may be And then, the only one of these floors yet to be mentioned is the Red Chomp, which I actually have to admit probably might be one of the weaker enemies of these parts After these obsessively compulsive floors, you'll be on floor 60, which is doing fairly good if this is your first try, but it'll only get worse We have Dark Lakitu, who by far is more annoyance than fighter, with 13 HP and 5 ATK, along with the ability to bring in reinforcements of Sky Blue Spinies, who alone are stronger than half the things in the Pit, and also can pull out Pipes basically blue Spiny Eggs, which leads me to wonder why Nintendo would call them Pipes Not only that, but they obviously can't be hit by Koops either, so using him is useless, and because the the "holding-the-Pipe- above-their-head-spam" thing, they sometimes make it almost impossible for you to even attack them, not to mention not even superguarding them damages them either since they just throw Pipes These guys are just plain nasty, and can cause a great deal of irritation if left battling for a while Next, we have Dark Craw, one of the many newer and to-be-seen-in-the-near-future enemies with exceptional HP, and are no laughing matter in most cases You can't jump on them because of their spear, so don't try it, and they can use an attack that can be superguarded for damage and another that can't deal damage it throwing its spear , which may come into play more often than you'd like Their high ATK also makes them one of the first enemies that you'd like to take out of the battle, which is fairly reasonable Try to survive these fights, and that's about it for them; after a while though, you'll get the hang of these guys since, if you know Gus, they're exactly the same as him, only with double the ATK , and they shouldn't pose as much of a threat as before And now, for a quick change of pace, we have a Wizzerd enemy, Dark Wizzerd to be precise They can use a LOT of different kinds of moves, like healing and piercing damage, as well as stat changing, so these guys may cause trouble to you in the future Though they might seem tough at first, they may not be if you just follow one simple attack pattern: Fire Drive, then Mega Rush P'd Koops with Power Shell It really is a simple strategy, yet it will instantly despose of the first one closest to you in battle, and the burn inflicted on them all will end up killing the second one that got hit enemy, in which you can just pick off the rest, but when combined with other enemies, like Dark Craws, they may be deadly Aside from all that, they can also carry the unthinkable: a Stopwatch Basically, if you see this on a back row enemy, and you know you can't kill it, you've pretty much lost the battle if you can't survive being hit by the enemies while being stopped It's one of those things you'll learn to hate about later on, especially when you're fighting their most powerful brethren across floors , but we'll cover that later Just remember, using Fire Drive and any partner that is in Peril with Mega Rush P pretty much becomes the main attack of your party in this kind of battle, except that Mario uses Fire Drive or heals when necessary Dry Bones are also fairly annoying enemies, but nothing a little Fire Drive couldn't solve Once these guys are defeated, instead of dying, they lay on the ground unless killed by a fire or explosion Your best bet would be to hit with Fire Drive then attack with Koops which would be better if he is in Peril with Mega Rush P, which should be obvious by now.
Do that and you should be fine, just try to persevere through them Each floor has one enemy in the overworld, but when Mario enters battle, there are usually at least 2 enemies in the battle, with the deeper floors having more.
There is no way to get down to the next floor without winning the battle, as the defeat of the enemies causes a Warp Pipe to appear out of the ground, leading to the next room of the pit. However, if a Bandit steals from the player and runs away, the enemy will not be considered defeated and the fight will have to be restarted with the Bandit holding the stolen object.
Since Bandits run away on their turn when holding a stolen object, it can be quite difficult to proceed to the next floor and if certain measures are not taken can potentially leave the player in an unwinnable state. As Mario and his company advance down floor by floor, every floor will always have the same base enemy, but when they go into battle, the combination of enemies for the floor can vary. There are three possible combinations with the exception of the th floor, on which the enemy is always the same.
Below is the list of all the possible combinations of enemies that can be encountered on each floor. Mario and Bobbery on the lowest floor after defeating Bonetail. From the Super Mario Wiki, the Mario encyclopedia. This pipe is the entrance to the Pit of Trials! In other languages Deutsch Italiano.
Contents 1 Enemies in the Pit of Trials 1. On the th floor you must face Bonetail , arguably the hardest boss in the game, with HP. One of the treasure chests contains an item that is very useful in the game, the large sack, allowing Mario to carry more items. See here: Pit of Trials Rogueport. One in Flipside , and one in Flopside.
Every ten rooms except for the boss is a "checkpoint floor". On the checkpoint floor, there is a treasure chest with a Catch Card about a Pixl or a character, and a one way pipe leading back to the top. Occasionally, Flimm will be standing next to the door, enabling you to purchase some extra items.
0コメント