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Jr. Troopa Sheet (7)
Basics
- Name: Jr. Troopa
- Affinity: Fire
- XP: Always 19
Weapon Levels
- n/a
Support Levels
- n/a
Inventory
- 1)
- 2)
- 3)
- 4)
- 5)
- 6)
- 7)
- 8)
- 9)
- 10)
- Armor: None
- Money: None
Combat Stats
- HP: 60
- VP: 60
- MP: 60
- Attack Power: 9
- Magic Power: 4
- Defense Power: 2
- Brain Power: 3
Field Stats
- Strength: 6
- Hand-Eye: 3
- Platform: 9
- Knowledge: 6
- Clever: 3
- Charisma: 3
- Unique: n/a
- Weight: 3
Attacks
- Basic Attack: Swoops down and kicks the target.
Weapons
- 1) Jr. Wand (E)
- 2)
- 3)
- 4)
Special Attacks
- Spike Dive~ Attack: +1, VP: 1, Target: One
"Closes up his shell, shoots off at an upward angle, and lands on the target head-first."
Psychic Attacks
- None
Magical Attacks
- Shape Shot~ Attack: x2 +2 [/], MP: 2, Target: One
"Fires a burst of magic in the form of brightly colored, swirling shapes. It pierces Defense." - Bolt~ Attack: x2 +4, MP: 3, Target: One, Element: Thunder
"Conjures a magical lightning bolt that strikes the target." - Heal~ Heal: 12HP, MP: 10, Target: Self
"Heals himself up a bit with magic."
Elemental Modifiers
- Earth --
- Ice --
- Water --
- Wind --
- Fire --
- Thunder --
- Poison --
- Plant --
Information
A hypothetical sheet for yet another rematch with Jr. Troopa. Quite simply, I've combined his different forms into one, so he flies, has spikes (more than one, I think, to qualify as Spiky in Arpeggio terms), and uses the magic wand all at the same time. I increased his power and made his magic attack pierce defense, but I left his HP at 60.
Notes
- ~Spiky
- ~Flying
Jr. Troopa (1) | Jr. Troopa (2) | Jr. Troopa (3) | Jr. Troopa (4) | Jr. Troopa (5) | Jr. Troopa (6) | Jr. Troopa (7)