Paper Mario Dark Star Edition: Light Partners Fight with CantWin File Code (4.5x)
Lotus_RT
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Paper Mario Dark Star Edition: Light Partners Fight with CantWin File Code (4.5x)
413 просмотров · 1 месяц назад
Lotus_RT
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413 просмотров · 1 месяц назад
The only fight in the game that starts with 8 enemies...
CantWin is a File Code in Dark Star Edition that sets you to level 27, gives you all 128 badges, and the 5 unlockable stones immediately (all but Greed, Badge, and Rainbow). However, in return, it forces all encounters to be at least 4.5x difficulty, the equivalent of Super + Mega Curse. Equipping Curse badges does NOT stack with this multiplier, but if you equip Ultra + Mega Curse or all 3 Curses, you will do a fight on that respective difficulty instead of the innate 4.5x difficulty that CantWin forces.
The Base HP values of each Light Partner is as follows:
Goombario & Bow: 60 (270)
Kooper & Parakerry: 50 (225)
Bombette & Lakilester: 70 (315)
Sushie: 80 (360)
Watt: 40 (180)
Bombette and Parakerry have 1 Defense. Kooper has 2 Defense unflipped, but 0 Defense if he's flipped. All others have 0 Defense. The Aerial Light Partners all take +1 damage from Throw moves, and Watt also takes +1 damage from Water attacks. Watt is also Electric, causing direct contact to hurt for 1 damage if Mario is not Electric himself.
Their attack values are as follows:
Goombario: 4 on Headbonk which hits twice (18), 12 on Megabonk (54). He can also permanently raise his attack by 3 using Charge, but won't charge beyond +6
Kooper: 6 on Shell Toss (27), 8 on Fire Shell (36), and 5 on Dizzy Shell (22). Fire Shell will hit the partner with a base damage value of 3 (13), but only if it can hit Mario.
Bombette: 8 on her Bomb and Power Bomb attacks (36), 5 on Shrink Bomb (22). Her attacks can also hit the partner with damage values of either 3 or 1 (13 or 4), though not sure which one does which.
Sushie: 7 on her Water attacks (31), 5 on Belly Flop (22). The Water attacks inflict Poison if you fail to block, and Belly Flop takes away a random battle command if you fail to block.
Parakerry: 7 on Sky Dive (31), 10 on Shell Shot (45), and 9 on Air Lift (40). Air Lift's damage is unblockable if you fail to break free, but deals 0 damage if you do.
Bow: 2 on Smack which hits up to 6 times (9), 3 on Fan Smack which hits up to 5 times (13), 10 on Spook (45). Spook inflicts Stop if you fail to block, and if Bow misses regular Smack or doesn't do enough damage with it, she'll never use it again.
Watt: 5 on Electro Dash (22), 12 on Mega Bolt (54), and 8 on Power Wave (36). Mega Bolt and Power Wave inflict Paralysis if they're not blocked, and the latter also hits the partner with a base damage value of 2 (9).
Lakilester: 6 on Spiny Flip (27), 7 on Spiny Surge (31), and 6 on Hurricane (27). Spiny Surge and Hurricane can both hit your partner, with base damage values of 2 and 3 respectively (9 and 13 respectively). Hurricane inflicts Freeze if you fail to block, and Watt takes +2 damage from Hurricane since the move is Water element. Spiny Surge also deals +1 damage to your Aerial Partners with it being a Throw move.
This fight. This. Goddamn fight. Honestly speaking, that should really be all there is to say regarding this. There are no 2 ways to say that this fight is absolutely brutal in CantWin, especially when trying to get the earlier Rainbow Stone activated.
To give an idea of how awful this fight is, here's a statement that you'd probably never expect to hear from someone like me. The Dark Replicator was LESS mentally taxing than this fight. That's right; an enemy that effectively has 8100 HP in CantWin was less mentally taxing to deal with than this fight.
This fight has 2 distinct halves to look at when dividing it. The first half is dealing with the Stop immune enemies; these are Bow, Watt, and Sushie. Lakilester is included here as well since we can't hit Sushie with Mega Bounce until he goes down. And these partners all have to be KO'd using as few Mega Bounces as possible. It's just like the Breezee Dayzees and Beestroyer in a way, but also stricter due to the higher number of Mega Bounces needed.
The second half is dealing with the Stop affected enemies thanks to Stellar Nova. Despite the free turns you get, this part of the fight is worse in a way because nerves really start getting to you at this point. Compounding this is the need for Hustle Spells. You absolutely have to be locked in if you want to successfully get through this part.
Spin Smash is used so I can make Mega Bounces slightly easier on the Stop affected Light Partners. Last Chance is used in case I fail a Hustle Spell. Zap Tap ensures that I can make contact with Light Watt, and also prevents Goombario from bypassing Miracle by hitting twice with one Headbonk. The rest of the badges don't need explanation.
You've seen all the items by this point, so no explanation is going to be given for them. Triple Dip is needed here so you can get the benefits of Hustle + Invis & an additional 3rd item at once.
The strategy breakdown, as well as the difference if I had used Flower Coins in the previous fight, will be included in the comment section below.