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Red Ninjakoopa Sheet
Basics
- Name: Red Ninjakoopa
- Affinity: Poison
- XP: Always 5
Weapon Levels
- n/a
Support Levels
- n/a
Inventory
- 1)
- 2)
- 3)
- 4)
- 5)
- 6)
- 7)
- 8)
- 9)
- 10)
- Armor: Red Shell (100/100)
- Money: Coins (10)
Combat Stats
- HP: 5
- VP: 20
- MP: 0
- Attack Power: 1
- Magic Power: 1
- Defense Power: 0 (1)
- Brain Power: 1
Field Stats
- Strength: 2
- Hand-Eye: 6
- Platform: 6
- Knowledge: 3
- Clever: 3
- Charisma: 5
- 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)
- 2)
- 3)
- 4)
Special Attacks
- Super Spinning Attack~ Attack: # of Users, VP: 1, Target: One, Forms/renews tower
"The famous tower attack. If separated or losing balance, they'll form or restabilize the tower first, all in one turn."
Psychic Attacks
- None
Magical Attacks
- None
Elemental Modifiers
- Earth --
- Ice --
- Water --
- Wind --
- Fire --
- Thunder --
- Poison --
- Plant --
Information
The leader of the Koopa Bros. who typically stands at the top of their four-turtle tower. He's not actually any stronger than the rest of them, though. If you're staying true to form, remember to have them hide inside the Fake Bowser before fighting directly, and to make the Bros. themselves flippable. As such, merely leaving out the flipping mechanic is one way to effectively power them up without having to change their stats.
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.