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Dark Magikoopa Sheet
Basics
- Name: Dark Magikoopa
- Affinity: Poison
- XP: 47
Weapon Levels
- n/a
- Items: Dark Broom, Hyper Potion, Hyper Ultra, Potion Locomotion, Life Super, Slowking Tail, Panacea, Dark Boo's Sheet, Magi-Free Badge
- Armor: Dark Magikoopa Robe
Combat Stats
- HP: 20
- VP: 0
- MP: 75
- Attack Power: 3
- Magic Power: 6
- Defense Power: 0
- Brain Power: 5
Field Stats
- Strength: 3
- Hand-Eye: 5
- Platform: 9
- Knowledge: 9
- Clever: 7
- Charisma: 7
- Unique: n/a
- Weight: 3
Attacks
- Basic Attack: Slaps the target.
Weapons
- Dark Magikoopa Rod
Special Attacks
- None
Psychic Attacks
- None
Magical Attacks
- Dark Shape Shot~ Attack: x1 [X], MP: 1, Target: One
"Fires a burst of magic in the form of pure black, swirling shapes. It pierces armor." - Duplikoopa~ MP: 3, Creates six illusory copies of itself
"Creates six illusory copies of itself, hiding amongst them. They vanish if attacked." - Single Fix~ MP: 1, Target: One, Removes all Status Problems
"Gets rid of the status problems of the target." - Group Fix~ MP: 2, Target: All, Removes all Status Problems
"Gets rid of the status problems of itself and all of its allies." - Unfun~ MP: 2, Target: One, Removes all Status Benefits
"Casts a deplored spell to rid the foe of any helpful conditions, including the Mario power-ups." - Single Heal~ Heal: 10HP (Revive), MP: 5, Target: One
"Heals a single target by 10 HP. It can also revive dead targets." - Group Heal~ Heal: 5HP (Revive), MP: 5, Target: All
"Heals itself and all of its allies by 5 HP. This will even revive any dead allies." - Invigorate~ Heal: 10VP, MP: 5, Target: One
"Restores 10 VP to a single target." - Magic Pass~ Heal: 10MP, MP: 10, Target: One
"Restores 10 MP to an ally—in essence, transfers 10 of its own MP to them." - Tortoise Race~ Benefit: 2 HP Trickle, MP: 5, Turns: 10, Target: One
"Casts a spell that slowly maintains the target's vitality." - Hare Race~ Benefit: 2 VP Trickle, MP: 5, Turns: 10, Target: One
"Casts a spell that slowly maintains the target's energy reserves." - Wacky Race~ Benefit: 2 MP Trickle, MP: 5, Turns: 10, Target: One
"Casts a spell that slowly maintains the target's magical aura." - Attack Rise~ Benefit: Attack +3, MP: 3, Turns: 6, Target: One
"Beefs up a partner, allowing them to inflict more damage." - Magic Rise~ Benefit: Magic +3, MP: 3, Turns: 6, Target: One
"Increases the offensive magical power the target briefly." - Defense Rise~ Benefit: Defense +3, MP: 3, Turns: 6, Target: One
"Increases the target's resistance to damage, aiding survival." - Brain Rise~ Benefit: Brain +3, MP: 3, Turns: 6, Target: One
"Briefly increases the target's psychic prowess, affecting both mental offense and defense." - Zap Tap~ Benefit: Electrified, MP: 3, Turns: 9, Target: One
"Electrifies one ally to protect them from melee attacks." - Luck Chuck~ Benefit: Dodgy, MP: 3, Turns: 6, Target: One
"Increases the target's luck, making roughly half the attacks that target them miss." - Boo Who~ Benefit: Invisible AND Nirvana, MP: 3, Turns: 3, Target: One
"Turns one ally invisible and psychically undetectable to protect them from damage." - Fast Cast~ Benefit: Fast, MP: 3, Turns: 3, Target: One
"Warps time around the target, allowing them to move twice per turn." - Medusa~ Benefit: Stone, MP: 1, Turns: 1, Target: One
"Turns itself or one ally to stone for a turn, allowing damage to be avoided." - Barrier~ Benefit: Shield, MP: 6, Turns: 6, Target: One
"Conjures a protective magical forcefield around itself or one ally." - Return Postage~ Benefit: Reciprocal, MP: 6, Turns: 6, Target: One
"Casts a spell that causes attackers to take half the damage they inflict with melee attacks." - Mirror Mirror~ Benefit: Reflective, MP: 6, Turns: 6, Target: One
"Casts a flashy spell that gives the target a mirrored sheen, causing projectiles to bounce off of them." - Neuter~ Benefit: Neutralized, MP: 3, Turns: 6, Target: One
"Casts a spell that returns status to normal. It may cure a friend of ills, or remove an enemy's Benefits." - Safeguard~ Benefit: Safeguarded, MP: 6, Turns: 6, Target: One
"Casts a protective spell that cures Status Ailments and blocks new ones from being inflicted." - Hypnotism~ Ailment: Sleep, MP: 3, Turns: 9, Target: One, Accuracy: 100%
"Magically lulls one enemy to sleep." - Scary-Go-Round~ Ailment: Dizzy, MP: 3, Turns: 9, Target: One, Accuracy: 100%
"Makes an enemy's inner ear fluid swirl unpredictably, leaving them dizzy." - Confuse Ray~ Ailment: Confusion, MP: 2, Target: One, Accuracy: 100%
"Fires a baffling ray that confounds the target with hallucinatory images of blue, bat-like creatures." - Whoa~ Ailment: Slow, MP: 3, Turns: 6, Target: One, Accuracy: 100%
"A speed-reduction spell that only allows the target to act every other turn." - Slo-Time Bubble~ Ailment: Time Freeze, MP: 6, Turns: 6, Target: One, Accuracy: 75%
"Stops time around the target, immobilizing them for a few turns." - Psych!~ Ailment: Psyched Out, MP: 3, Turns: 6, Target: One, Accuracy: 100%
"Interferes with the target's psychokinetic wavelength, disabling psychic attacks briefly." - Shut Up!~ Ailment: Silence, MP: 3, Turns: 6, Target: One, Accuracy: 100%
"Casts an anti-magic spell on the target, preventing them from using spells as it is doing." - Drop It!~ Ailment: Disarmed, MP: 3, Turns: 6, Target: One, Accuracy: 100%
"Casts a slippery spell on the target's hands that prevents them from using weapons briefly." - Hands Off!~ Ailment: Embargo, MP: 3, Turns: 6, Target: One, Accuracy: 100%
"Casts a slippery spell on the target's hands that prevents them from using items briefly." - Under the Influence~ Alcohol: 0.03, MP: 3, Target: One, Accuracy: 100%
"Causes the water in the target's blood to ferment into alcohol, potentially leaving them drunk." - Dark Roulette~ MP: 2, Randomly conjures one of the following:
~Poison Shroom
~Fire Flower
~Ice Flower
~Super Leaf
~Rainbow Star
~Dark Goomba (separate 50% chance to be a Dark Paragoomba instead)
~Dark Dark Koopa (separate 50% chance to be a Dark Dark Paratroopa instead)
~Dark Spiny (separate 50% chance to be a Dark Paraspiny instead)
~Dark Piranha
~Dark Squiglet
~Dark Tileoid
~Dark Fuzzy
~Dark Sproing-Oing
~Dark Stone Buzzy
~Dark Spike Top
~Dark Dark Boo
~Dark Chomp
~Dark Hammer Bro.
~Dark Fire Bro.
~Dark Ice Bro.
~Dark Striker
~Dark Ninjoe
~Dark Dark Bones
~Dark Dark Koopatrol
~Dark Skellobit (separate 50% chance to be a Dark Spiked Skellobit instead)
~Dark Magikoopa
"Magically conjures a random item or Dark enemy. Items conjured can be grabbed by anyone."
Elemental Modifiers
- Earth -2
- Ice -2
- Water -2
- Wind -2
- Fire -2
- Thunder -2
- Poison -2
- Plant -2
Information
The pure black silhouette of a Magikoopa. This fiendish dark wizard can use almost any spell known by any of the colors of Magikoopas, often in an improved version, and won't run away when alone. What's more, its random roulette spell conjures Dark enemies instead of regular ones, and even has a chance of conjuring another Dark Magikoopa. They've got new equipment too: the Dark Magikoopa Rod does more damage with a melee whack, the Dark Magikoopa Robe absorbs a whole 8 damage from opponents' spells, and when a Dark Magikoopa appears riding a Dark Broom, it can't be knocked to the ground. This is altogether a lot more of a threat than they were in Super Paper Mario, despite the stats technically being the same.