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Superstepper Sheet
Basics
- Name: Superstepper
- Affinity: Fire
- XP: 30
Weapon Levels
- n/a
- Items: Freezie, Water Bottle, TNT Drumstick, Super Leaf, Metal Cap, Water Composition Badge
- Armor: None
Combat Stats
- HP: 8
- VP: 0
- MP: 0
- Attack Power: 4 [/] (Black: 8 [/])
- Magic Power: 1
- Defense Power: 3
- Brain Power: 2
Field Stats
- Strength: 6
- Hand-Eye: 6
- Platform: 2
- Knowledge: 6
- Clever: 2
- Charisma: 4
- Unique: Able to breathe underwater (but not swim).
- Weight: 6
Attacks
- Basic Attack: Pinches the target with its claw. [/]
Weapons
- None
Special Attacks
- None
Psychic Attacks
- None
Magical Attacks
- None
Elemental Modifiers
- Earth --
- Ice --
- Water x0
- Wind --
- Fire --
- Thunder --
- Poison --
- Plant --
Information
A green, stronger Sidestepper whose claws pierce Defense. It's no bigger than a normal one, but its shell incorporates metals, hence the larger Weight. This is not a real thing from any real Mario game, and even though it's a stronger version of a preexisting enemy, the regular Sidestepper has never appeared in RPG form (despite the Fighter Fly appearing in the Mario & Luigi series and getting a stronger version), so this is perhaps the ultimate example of my Paper Mario obsession.
Notes
- When a Superstepper takes damage, it turns orange, and in orange form, it is considered perpetually Fast, getting two actions per turn (although it becomes immune to the regular Fast status; Slowness causes it to act once per turn at this point). If a Superstepper is orange and a full turn passes without it taking damage, it will then turn black; while black, it retains the perpetual Fastness, and its Attack also doubles. If a Superstepper is the only enemy in battle (whether to start with or after others are defeated), it will instantly turn black right away. Once black, it will remain so until defeated, but if killed and revived, it will start the cycle over again.