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Dark Shy Guy Sheet
Basics
- Name: Dark Shy Guy
- Affinity: Wind
- XP: 55
Weapon Levels
- All: A
- Items: Dark Balloons, Fright Mask, Pebble, Bullet Bill, Bombshell Bill, Homing Grapes, Orange, Four-Bean Salad, Jelly Ultra, Mix Flower, Black Forest Cake, Dark Boo's Sheet, Cross-Pollinator, Synergy Badge
- Armor: Dark Shell, Dark Dark Shell, Black Shell, Gray Shell
Combat Stats
- HP: 21
- VP: 100
- MP: 50
- Attack Power: 3
- Magic Power: 4
- Defense Power: 0
- Brain Power: 5
Field Stats
- Strength: 6
- Hand-Eye: 9
- Platform: 9
- Knowledge: 9
- Clever: 9
- Charisma: 9
- Unique: Can manifest shadowy objects to help it get past different obstacles.
- Weight: 3
Attacks
- Basic Attack: Rams into the target.
Weapons
- Dark Spy Guy Hammer, Dark Guy Spear, Dark Tome, Witch's Hat, Kard, Slingshot, Origami Shuriken, Frying Pan, Crowbar, Moe-Eye Sunglasses, Sonic Cymbals, Shoulder-Mounted Bill Blaster
Special Attacks
- Acrobat~ Attack: +1, VP: 1, Target: One
"Holds up one arm, then performs an impressive flip, landing on top of the target." - Go~ Attack: x1, VP: 1, Target: All (Successive)
"Produces a shadowy pogo stick and bounces on top of each opponent consecutively, then offscreen. Returns without it." - Power Shell~ Attack: x1, VP: 2, Target: All, Only usable if wearing shell armor
"Ricochets around in its shell, striking all opponents." - Multibounce~ Attack: x1, VP: 2, Target: All (Successive)
"Bounces off of each enemy in a row." - Power Bounce~ Attack: x1, Hits: Platformx1, VP: 3, Target: One
"A repeatedly-bouncing jump attack. The user's Platform stat determines how many times they can bounce." - Gloom Vibe~ Attack: x0.5, Hits: 3, VP: 3, Target: Two, Element: Water
"Stands in between two opponents and lets a fountain of tears fall on each for water damage." - Fat~ Attack: 9, VP: 6, Target: One
"Jumps over the target's head, swells up like a Fat Guy, and falls on them using a full Weight of 9. Then shrinks back." - Dance Dance Revolution~ Ailment: Dizzy, VP: 3, Turns: 5, Target: One, Accuracy: 100%
"Does a spinning dance in front of the target, leaving them dizzy." - Final Act~ VP: 5, Calls in another Dark Shy Guy
"Does an irresistible dance, calling in another Dark Shy Guy." - Pyro~ Attack: +2, VP: 2, Target: One, Element: Fire
"Becomes a shadowy Pyro Guy, ramming the target for fire damage. Then returns to normal." - Fly~ Benefit: Flight, VP: 5, Turns: 5, Target: Self
"Sprouts a shadowy Fly Guy propeller on its head and uses it to fly for five turns." - Bombs Away~ Attack: x2 +4, VP: 4, Target: One
"Makes a bomb swell up out of nowhere and throws it at the target." - Mini Medi~ Heal: 4HP, VP: 1, Target: One
"Heals one target by just 4 HP." - Medical Attention~ Heal: 7HP, VP: 3, Target: One
"Heals one companion by 7 HP—the full amount for a Shy Guy." - Medical Drama~ Heal: 4HP, VP: 3, Target: All
"Heals its entire party by 4 HP." - Tickle~ Ailment: Disarm, VP: 3, Turns: 3, Target: One, Accuracy: 100%
"Tickles the target, causing them to drop their equipped weapon for a few turns." - Reverse Psychology~ Ailment: Psych Out, VP: 3, Turns: 3, Target: One, Accuracy: 100%
"Employs tricky wording to make the target forget how to use psychic attacks for a few turns." - Antimagus~ Ailment: Silence, VP: 3, Turns: 3, Target: One, Accuracy: 100%
"Fires a tricky, rainbow-colored energy burst that disrupts the target's magical aura for a few turns." - Trade Market Collapse~ Ailment: Embargo, VP: 6, Turns: 2, Target: All, Accuracy: 100%
"Wreaks havoc on the local economy, making it impossible for the opposing team to use items for a couple of turns." - Pie~ Attack: +1, VP: 1, Target: One
"Tosses a pie in the target's face. The Pie Guy avoids damage from Electrification, etc." - SurPIEs~ Attack: x4 OR Heal 5HP, VP: 2, Target: One
"Presents an edible pie to the target. Half the time, it contains a bomb." - Accounting Debate~ Ailment: Confusion, VP: 1, Target: One, Accuracy: 100%
"Debates your taxes with you, causing you to become Confused." - Backstab~ Heal: WBAPx2 HP, Damage: WBAPx2 [X], Hits: 2, VP: 5, Target: One, Weapon: Knife, Drains HP
"Heals the target, then deals the healed amount in damage two times, healing itself by damage inflicted." - Embezzle~ VP: 1, Target: One, Accuracy: 100%, Steals all money
"Steals all the money you currently have on hand." - Bake~ Attack: x1 [/], VP: 1, Target: One, Element: Fire, Ailment: Burn, Turns: 3, Chance: 50%
"Cooks the target on the spot, dealing fire damage and possibly burning them." - Baguette Snap~ Attack: x1 [/], VP: 2, Target: All (Including Underground)
"Cracks a dried baguette in half, resulting in a shockwave that even affects foes hiding underground." - Break Bread~ Heal: 3HP, VP: 3, Target: Self and One, Cures all Status Problems
"Shares bread with the target, healing both and removing their Status Problems." - Teatime~ Heal: 3HP 3VP 3MP, VP: 10, Target: All, Cures all Status Problems
"Shares tea with its entire team, slightly healing all stats and curing Status Problems." - Boil~ Attack: x1, VP: 2, Target: One, Element: Water, Ailment: Burn, Turns: 3, Chance: 100%
"Boils the target, dealing Water-type damage and inflicting a Burn." - Rotten Breath~ Ailment: Poison, VP: 2, Turns: 10, Target: One, Accuracy: 100%
"Lifts up its mask to release a burst of toxic fumes onto the target, inflicting poisoning." - Apocalypso~ Attack: x1, Hits: # of Guys, VP: 2, Target: All (Random)
"All Shy Guys of any type present perform a dancing attack on a random target, only using up the one Dark Shy Guy's turn." - Duplicate~ VP: 2, Creates two illusory copies of itself
"Creates two illusory copies of itself, hiding amongst them. They vanish if attacked." - Sigh~ Attack: x2, VP: 2, Target: All, Element: Ice, Ailment: Freeze, Turns: 2, Chance: 50%
"Heaves a melodramatic sigh, expelling subzero breath onto the opposing team. It may freeze them." - Charge~ Charge: 3, VP: 2
"Builds up extra power for the next attack." - Suicide Pack~ Attack: x2, VP: 2, Target: One, Ailment (User): Instant Death, Chance: 100%, Becomes a Dead Guy unless death fails
"Runs at one character and explodes, causing damage and transforming into a Dead Guy."
Psychic Attacks
- Ascend~ VP: 7, Target: Self, Ascends to a higher plane of existence, leaving the battle
"Ascends to a higher plane of existence, leaving the battle."
- PK Fire α~ Attack: x2, VP: 3, Target: All, Element: Fire, Ailment: Burn, Turns: 2, Chance: 25%
- PK Fire β~ Attack: x2 +2, VP: 5, Target: All, Element: Fire, Ailment: Burn, Turns: 3, Chance: 50%
- PK Fire β~ Attack: x2 +2, VP: 5, Target: All, Element: Fire, Ailment: Burn, Turns: 3, Chance: 50%
- PK Freeze α~ Attack: x2, VP: 3, Target: One, Element: Ice, Ailment: Freeze, Turns: 2, Chance: 25%
- PK Freeze β~ Attack: x2 +2, VP: 4, Target: One, Element: Ice, Ailment: Freeze, Turns: 3, Chance: 50%
- PK Freeze γ~ Attack: x2 +4, VP: 6, Target: One, Element: Ice, Ailment: Freeze, Turns: 6, Chance: 1/6
- PK Thunder α~ Attack: x2 [X], VP: 3, Target: Random (Including Nobody), Element: Thunder
- PK Thunder β~ Attack: x2 [X], Hits: 2, VP: 6, Target: Random (Including Nobody), Element: Thunder
- PK Thunder γ~ Attack: x2 [X], Hits: 3, VP: 9, Target: Random (Including Nobody), Element: Thunder
- PK Ground Ω~ Attack: 1 [/], Hits: Brainx4, VP: 19, Target: All, Exempt: Flying, Element: Earth
- PK Flash α~ Ailment: Sleep OR Dizzy OR Paralysis OR Confusion OR High OR Time Freeze, VP: 3, Target: All, Turns (Where Applicable): 3, Accuracy: 50%
- PK Flash β~ Ailment: Sleep OR Dizzy OR Paralysis OR Confusion OR High OR Instant Death, VP: 6, Target: All, Turns (Where Applicable): 3, Accuracy: 50%
- PK Flash γ~ Ailment: Sleep OR Dizzy OR Paralysis OR Confusion OR High OR Instant Death, VP: 9, Target: All, Turns (Where Applicable): 3, Accuracy: 75%
- PK Flash Ω~ Ailment: Sleep OR Dizzy OR Paralysis OR Confusion OR High OR Instant Death, VP: 12, Target: All, Turns (Where Applicable): 3, Accuracy: 100%
- PK LifeUp α~ Heal: Brainx2 HP, VP: 5, Target: One
- PK LifeUp β~ Heal: Brainx4 HP, VP: 10, Target: One
- PK VimUp α~ Heal: 5HP (Revive), VP: 5, Target: One
- PK VimUp β~ Heal: 10HP (Revive), VP: 10, Target: One
- PK Shield α~ Benefit: Shielded, VP: 4, Turns: 3, Target: One
- PK Shield β~ Benefit: Shielded, VP: 9, Turns: 3, Target: All
- PK Shield γ~ Benefit: Shielded AND Reciprocal, VP: 6, Turns: 3, Target: One
- PK Shield Δ~ Benefit: Shielded AND Reciprocal, VP: 15, Turns: 3, Target: All
- PK Shield ε~Benefit: Shielded AND Reflective, VP: 7, Turns: 3, Target: One
- PK Shield ζ~ Benefit: Shielded AND Reflective, VP: 19, Turns: 3, Target: All
- PK Shield η~ Benefit: Shielded AND Reciprocal AND Reflective, VP: 10, Turns: 3, Target: One
- PK Shield Ω~ Benefit: Shielded AND Reciprocal AND Reflective, VP: 25, Turns: 3, Target: All
- PK Magnet α~ Attack: x1 to VP [/], VP: 0, Target: One, Drains VP
- PK Magnet β~ Attack: x1 to VP [/], VP: 1, Target: All, Drains VP
- PK Block~ Ailment: Psych Out, VP: 3, Turns: 3, Target: One, Accuracy: 50%
Magical Attacks
- Pharaoh's Curse~ Ailment: Instant Death, MP: 5, Target: One, Accuracy: 25%
"Prays to the ancient Shy Guy Pharaohs. If successful, their spirits will appear and drag the target to the Underwhere."
- Shine~ Attack: x1 [O], MP: 2, Target: One
- Divine~ Attack: x2 [O], MP: 3, Target: One
- Nosferatu~ Attack: x2 +2 [/], MP: 10, Target: One, Drains half HP
- Rexaura~ Attack: x2 +4 [O], MP: 8, Target: One
- Purge~ Attack: x2 [O], MP: 6, Target: All
Elemental Modifiers
- Earth --
- Ice --
- Water --
- Wind --
- Fire --
- Thunder --
- Poison --
- Plant --
Information
This didn't appear in Super Paper Mario, as no Shy Guys did. However, since some of the Dark enemies combined aspects of all of their weaker variations, I had the idea to combine the powers of every type of Shy Guy, and I couldn't resist. Because this includes a bunch of extra-wacky Shy Guy types that I made up myself, this gets... pretty ridiculous. I've left out the abilities of Fawful Guys, since I made a separate Dark Dark Fawful Guy; the whole Eye Guy thing, since there isn't a Dark Mr. I; same with the Knight Guy, since there's no Dark Ostro; the abilities of Dead Guys, since those can be used by turning into a Dead Guy via the Die Guy's suicide attack; and basically anything relating to General Guy and his army, since that's a boss battle and none of it worked very well here anyway. Also, there's no Dark Medi Pod, and they won't ride in a regular Medi Pod since that would ruin the pure black color scheme. For the same reason, they'll usually only carry a Dark Spy Guy Hammer and a Dark Guy Spear, possibly along with a Dark Tome (which is not completely shadowy but is probably close enough) or maybe a Witch's Hat in order to cast magic spells, but they might sometimes have other weapons on them. When they feel like taking after the Koopa Guy, a Dark Shell is best. Due to the way that they combine all of the Shy Guy abilities, they're also known as Unify Guys.