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Spear Guy Sheet
Basics
- Name: Spear Guy
- Affinity: Wind
- XP: 12
Weapon Levels
- Lance: C
- Other: E
- Items: Maple Syrup, Super Potion, Poison Dart, Grapes, Fire Drive (Lance) Badge
- Armor: None
Combat Stats
- HP: 7
- VP: 10
- MP: 0
- Attack Power: 2 (3)
- Magic Power: 1
- Defense Power: 0
- Brain Power: 2
Field Stats
- Strength: 2
- Hand-Eye: 4
- Platform: 5
- Knowledge: 3
- Clever: 3
- Charisma: 5
- Unique: n/a
- Weight: 3
Attacks
- Basic Attack: Rams into the target.
Weapons
- Guy Spear, Blowgun
Special Attacks
- Tribal Dance~ VP: 2, Weapon: Lance, Calls in another Spear Guy
"Performs a ritual dance that draws another Spear Guy into the battle." - Acrobat~ Attack: +1, VP: 1, Target: One
"Holds up one arm, then performs an impressive flip, landing on top of the target."
Psychic Attacks
- None
Magical Attacks
- None
Elemental Modifiers
- Earth --
- Ice --
- Water --
- Wind --
- Fire --
- Thunder --
- Poison --
- Plant --
Information
Jungle-dwelling Shy Guys who use spears to fight. They wear grass skirts and have face paint on their masks. In Paper Mario, if they threw their spears, they would remove their skirts and become normal Shy Guys, but here I've let them retain the weapon and thus their Spear Guy-ness even after they throw it (mostly since that's how throwing weapons works in Fire Emblem). That being said, if their spear gets stolen or they get Disarmed, they can no longer call in more Spear Guys, leaving them with only the regular Shy Guy's unarmed Acrobat attack, which functionally turns them into regular Shy Guys until they can get their hands back on a lance. Because of this, they generally won't use Acrobat while they still have a weapon available, and if they do, then as per normal rules the weapon is left unequipped until they use it again.