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Red Ninjakoopa Sheet (2)
Basics
- Name: Red Ninjakoopa
- Affinity: Poison
- XP: Always 5
Weapon Levels
- Sword: B
- Other: E
Support Levels
- Black Ninjakoopa: A
- Yellow Ninjakoopa: A
- Green Ninjakoopa: A
Inventory
- 1) Elite Shell (200/200)
- 2) 1-Up Mushroom
- 3)
- 4)
- 5)
- 6)
- 7)
- 8)
- 9)
- 10)
- Armor: Elite Shell (200/200)
- Money: Coins (25)
Combat Stats
- HP: 20
- VP: 50
- MP: 0
- Attack Power: 2
- Magic Power: 1
- Defense Power: 0 (2)
- Brain Power: 2
Field Stats
- Strength: 3
- Hand-Eye: 7
- Platform: 7
- Knowledge: 4
- Clever: 4
- Charisma: 6
- Unique: Spins in his shell, preventing damage from some hazards and letting him fit into slightly smaller spaces.
- Weight: 3
Attacks
- Basic Attack: Retreats into his shell, spins, and slides across the ground, colliding with the target. If shell-less, front-flips up to the target, crane kicks them, and backflips back.
Weapons
- 1) Killing Edge (E)
- 2)
- 3)
- 4)
Special Attacks
- Super Spinning Attack Deluxe~ Attack: All Users' WBAP Added Together (Neutral in the Weapon Triangle), VP: 2, Target: One, Forms/renews tower
"An upgraded version of the Koopa Bros.' signature tower attack. They all hold out their weapons while spinning."
Psychic Attacks
- None
Magical Attacks
- None
Elemental Modifiers
- Earth --
- Ice --
- Water --
- Wind --
- Fire --
- Thunder --
- Poison --
- Plant --
Information
A hypothetical sheet for what Red could have been like during the rematch in Bowser's Castle, had he not been taken out by Jr. Troopa. I've used these upgraded sheets to show off Arpeggio's weapon system (which is basically lifted from Fire Emblem), giving each of the Koopa Bros. a different type of weapon to further their TMNT parody. As the leader, Red gets a Killing Edge, which with his Attack Power lets him deal 5 damage, but which also has a 25% chance of landing a critical hit for x3 (after subtracting defenses). The critical hit chance doesn't apply to the combined tower attack, though, which adds together the power of all of the Koopa Bros.' weapons (5 + 4 + 3 + 2 = 14). How I imagine this battle working is that whenever the tower collapses, three of the Bros. will take individual weapon attacking actions before the fourth uses his turn to reform the tower and use the combined attack. I also gave Red the Elite Shell of an Elite Troopea, which is red but gives him 2 defense points instead of just 1.
Notes
- When any one of the Koopa Bros. uses the Super Spinning Attack, despite only using up VP from that one Bro., all four of them stack up into a tower and attack together, and then remain stacked up. At this point, the tower counts as a single target, only getting one action per turn, which must be Super Spinning Attack, so if all of them are out of VP, the tower will collapse of its own accord, reverting them to separate targets. The tower can't receive any Status Problems and won't take any damage, but any would-be damaging attack that hits it will cause it to become unstable, and a second at this point will topple it, reverting the Bros. to separate targets and flipping them all over. If the tower was unstable but not toppled and then uses Super Spinning Attack again, its stability is renewed. In Paper Mario, different attacks were better or worse against the tower (e.g., an explosion from Bombette could topple it in a single action), and the Bros. took a couple of turns to get back up after being flipped; in Arpeggio these are nonstandard but doable. Minor things like Hail probably wouldn't affect the tower, though maybe the lightning bolt from a Thunderstorm would. If a Bro. is Poisoned or such before forming the tower, he should probably continue to take individual damage while inside the tower, but his death shouldn't topple it. If one is Paralyzed or the like, he can't participate in forming the tower, remaining a separate target, but he can join it once he's mobile again.
Red Ninjakoopa | Black Ninjakoopa | Yellow Ninjakoopa | Green Ninjakoopa
Red Ninjakoopa (2) | Black Ninjakoopa (2) | Yellow Ninjakoopa (2) | Green Ninjakoopa (2)