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Fracktail Sheet
Basics
- Name: Fracktail
- Affinity: Earth
- 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: ?
- VP: 0
- MP: 0
- Attack Power: 1
- Magic Power: 1
- Defense Power: 0
- Brain Power: 1
Field Stats
- Strength: 9
- Hand-Eye: 5
- Platform: 9
- Knowledge: 5
- Clever: 1
- Charisma: 3
- Unique: Able to spawn Frackles.
- Weight: 9
Attacks
- Basic Attack: Flies into the target while chomping.
Weapons
- 1)
- 2)
- 3)
- 4)
Special Attacks
- None
Psychic Attacks
- None
Magical Attacks
- None
Elemental Modifiers
- Earth --
- Ice --
- Water --
- Wind --
- Fire --
- Thunder --
- Poison --
- Plant --
Information
A bit of a different kind of dragon than Hooktail and her brothers and the first chapter boss of Super Paper Mario, Fracktail is perhaps the best example of a boss who works in real-time combat in a way that is almost impossible to translate into turn-based combat. I've done the best I can, but it's pretty awkward, requiring the players to spend several turns waiting around with no target to attack as Fracktail flies in the background. Thankfully, not all the SPM bosses are like this.
Notes
- The Fracktail battle will cycle in the following way: first, a turn will pass wherein Fracktail is flying in the background, too far away to be attacked; the players may use this time to heal or buff, or simply Do Nothing to move it along, but even on the Enemy Phase Fracktail will just be flying around. On the Enemy Phase of the next turn, Fracktail will fly through and attack one target, but be gone by the next Player Phase. On the third Enemy Phase, Fracktail will still be untargetable, flying offscreen to the side. Finally, on the fourth Enemy Phase, Fracktail will attack again, this time sideways and targeting everybody. At this point it should be determined how many of the players manage to dodge the attack and end up on Fracktail's back; those hit will be left behind on the ground. How this is determined is up to the Maestro, with ideas being a Platform stat check, possession of the 3D flip ability from earlier in the game, or a simple 50/50 chance. At this point the cycle of Fracktail's behavior starts over, but if any characters have managed to get onto Fracktail's back, then they will spend the first (normally useless) turn of the cycle there, able to potentially attack the antenna on Fracktail's head (its only weak point). During such an on-back turn, along with the antenna, two Frackles will spawn on Fracktail's back at the beginning of each Enemy Phase, able to act that Phase. If the antenna is not attacked, characters on Fracktail's back can remain there through Fracktail's cycle of behavior, but characters still on the ground cannot interact with them, and cannot board Fracktail until the sideways-attacking turn as per usual. However, if the antenna is hit by a total of three damage-dealing attacks (regardless of turn order), after the third, all characters on Fracktail's back (except for Frackles) will immediately be thrown back to the ground (not taking Long Fall damage), and regardless of where in the behavior cycle Fracktail was at that point, the cycle will restart, beginning on the Player Phase as Fracktail flies unreachable in the background. (Characters with an umbrella-type weapon equipped can avoid being thrown off and remain on Fracktail's back after the cycle resets.) Once Fracktail's antenna has been hit a total of nine times (so three cycles at minimum), Fracktail will be defeated. The actual number of damage done to the antenna is irrelevant (except that some damage must be dealt for the hit to count) and Fracktail is immune to all Status Problems. While on Fracktail's back, the antenna requires a Platform stat of 5 to be hit by melee attacks, but does not count as flying.