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Prince Mush Sheet
Basics
- Name: Prince Mush
- Affinity: Fire
- XP: 0
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: 96
- VP: 96
- MP: 96
- Attack Power: 6
- Magic Power: 1
- Defense Power: 6
- Brain Power: 6
Field Stats
- Strength: 9
- Hand-Eye: 9
- Platform: 9
- Knowledge: 9
- Clever: 9
- Charisma: 9
- Unique: n/a
- Weight: 3
Attacks
- Basic Attack: Walks in front of the target, pulls his arms in, then rushes forward with a punch.
Weapons
- 1)
- 2)
- 3)
- 4)
Special Attacks
- Split Strike~ Attack: x0.5, x0.5 [/] to VP, Hits: 2, VP: 1, Target: One
"A falling kick that deals half of its damage to the target's VP instead of HP." - Charge~ Charge: 3, VP: 2
"Strikes a Dragon Ball powering-up pose, building up power for his next attack." - Supercharge~ Charge: 3, VP: 2, Doesn't use up his turn, but can only be used at or below half max HP
"Charges without using up his turn. Typically used one or three times, but possibly more." - Mush Rush~ Attack: +2 [/], Hits: 5, VP: 7, Target: One
"Appears near the target, strikes, and repeats five times in quick succession, with stylistic variation." - Mushroom Ring~ VP: 3, Creates two illusory copies of himself that each get their own action per turn
"Moves quickly back and forth to create two illusory copies of himself. They vanish if attacked, but can attack independently."
Psychic Attacks
- None
Magical Attacks
- None
Elemental Modifiers
- Earth x0
- Ice x0
- Water x0
- Wind x0
- Fire x0
- Thunder x0
- Poison x0
- Plant x0
Information
A pink-spotted Toad with a long lock of blonde hair. He's the brother of Jolene and the first-ever champion of the Glitz Pit. In the original release of The Thousand-Year Door, he was merely an NPC whose combat prowess was never directly witnessed, but in the remake he challenged Mario to a friendly battle, and it was a doozy. Unfortunately, it's one of those that was rather difficult to translate into Arpeggio, but I did my best.
Notes
- ~Immune to all Status Problems, and damage from Reciprocity
- ~When Mush's HP is above half of its max (more than 48), he will switch between two different stances, which he can do at the beginning of his turn before taking an action, or in the middle of somebody else's turn as a response to being hit by an attack. In one stance, he hops up and down and will always automatically dodge any "ground" attacks, which include everything from normal punches to the majority of melee and projectile weapons, but notably not things like earthquakes. In the second stance, he hops from side to side and will always automatically dodge any "aerial" attacks, which include jumps, dives, swoops, etc. For Mush's purposes, all attacks are classified as either ground or aerial, and so will be dodged by one or the other stance, with the main exceptions being [O] attacks and fieldwide multitarget attacks, and other exceptions being arguable with the Maestro. All that being said, if Mush attacks a target who is Spiky, is Defending while wearing the Superguard Badge, or has a similar countering ability that is not canceled out by his Elemental or Reciprocity immunities, Mush will take damage from these conditions as normal and fall into a "defeated" stance until the beginning of his next turn. In this stance he will not dodge anything and his Defense Power drops to zero.
- ~When Mush's HP is at half of its max or below (48 or less), he enters a "burning fighting spirit" stance in which he will take no damage from anything whatsoever except for the same kinds of counters that put him into his defeated stance, which will still do so. Thus, such counters are the only way to fully defeat him short of emptying his HP from above 48 in one blow. Due to this, Mush may be used as an impassable obstacle for the players, or else a special system may be created to allow the players a chance to "Superguard" without needing the Badge. I would structure this as follows: if Mush attacks a target who is currently Defending, then Mush's Hand-Eye stat is compared to the target's, and if the target's is greater, they always pull off a Superguard, while if the two are equal, there is a 50% chance that they pull one off. Since Mush's Hand-Eye stat is 9, players with less than this could gain a chance to Superguard by using items or other abilities to temporarily boost their Hand-Eye stats, or by fusing. An alternative to the Superguard strategy would be to allow attacks from an Invincible character to damage Mush in his fighting spirit stance, but without dealing their extra +10.
- ~While Mush is in his fighting spirit stance, if he successfully lands any attack without being countered, he will automatically gain the two clones from his Mushroom Ring attack without using any VP. He can only have two clones at a time, so no more will manifest if two already exist. Countering a clone will not put Mush into his defeated stance, but will cause that clone to vanish.