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You guys saw this kind of thing coming. If you have a Paper Mario boss idea, post it here so we can see it. I'll kick it off with this.
Koopa Krew (formerly the Koopa Bros.)
Story Location: Chapter 7
Description: The Koopa Bros. are back, and they're better than ever! With the addition of a long-lost sister, White Ninjakoopa, they are now the Koopa Krew, and their teamwork hasn't faltered one bit!
Appearance: Black, Yellow, and Green haven't changed in appearance at all. Red now wears Shady Koopa-style sunglasses, and his shell now has spikes. White Ninjakoopa looks exactly like Black, Yellow, and Green, only with white coloring. She also has long eyelashes.
HP: Red - 40, Black & White - 8 apiece, Yellow & Green - 7 apiece
Defense: 1 (All), 0 (All, flipped over)
Battle: The battle against the Koopa Krew is a two-phase battle.
Phase 1: In this phase, Red Koopa hangs out on a ledge above the action, leaving him unable to be targeted. Most of the attacks are performed by his siblings.
Tower Formation - Black, White, Yellow, and Green start in this formation after stacking up (White is under Black and above Yellow, as she is the middle child). Certain moves will stick them back in this form. Two attacks or one explosion will knock them onto their backs. While up, any of them can be knocked over with ease.
Stack Slam - Black, White, Yellow, and Green replicate the Koopa Bros.' Super Spinning Attack from the first game, dealing 4 damage to you and your partner and leaving them in Tower Formation.
Trampoline Cannonball - Black Koopa does three jumps into the air, helped by Green, Yellow, and White, eventually soaring offscreen. Black then falls straight down on his target, causing 6 damage.
Tower Kick - The four Koopas stack up, then Red jumps down and kicks each one at you at a time for 2 damage each. The four Ninjakoopas somehow end up in Tower Formation afterwards, and Red jumps back onto his ledge.
Frisbee Shell - Black grabs Yellow and White grabs Green by their tails, then both formers hurl them and Mario and his partner, both latters retreating into their shells as they fly. Both of them hit both you and your partner for 2 damage each. Yellow and Green curl around and return to their siblings.
Item Counter - Red has an eagle eye from his ledge, and he's looking out for his family. If you try to be cheap and use attacking items against his brothers and sister, he will perform an ultra-quick 2 damage Spin Attack, which knocks your item out of your hand. He will then kick it away, leaving it useless.
Life Shroom Stash - Red's learned from his mistakes since their last beating. If you take out any of his siblings, but fail to take them all out within two turns, Red will fully heal the downed siblings with Life Shrooms.
Phase 2: If you take down all four of Red's siblings within two turns of each other, Red will jump down from his ledge and battle you himself. Having trained, he requires two jumps or Quakes to knock over. An explosion will knock him down instantly.
Red Slammer - Red uses a standard shell attack, dealing 6 damage.
Spike Stance - Red will get on all fours, pointing his spiky shell upwards. You will be hurt if you jump on him like this unless you have Spike Shield equipped.
Shady Slammer - Red's learned a trick from Shady Koopas. If he's flipped over, he can perform his Red Slammer against Mario and his partner, still at 6 damage.
Dizzy Shell - An attack Red picked up from Dark Koopas, Red can do a special spin attack right near you, dealing 3 damage and making you dizzy.
Inferno Shell - Red's new special attack, which he only uses when below half health whether he's flipped or not. He jumps onto his back and spins rapidly (if standing, simply spins if on his back), creating sparks on the ground with his spikes that causes him to be engulfed in flames. He then tears down at you, nailing you and your partner for 8 damage. This attack carries fire properties, so the damage will be reduced if you have Flame Shield equipped.