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Darkester Slakitu-Broid Para-Magikoopatrol Bones Sheet
Basics
- Name: Darkester Slakitu-Broid Para-Magikoopatrol Bones
- Fusers: Dark Lakitu, Sledge Bro., Dark Paratroopa, Magikoopa, Dark Koopatrol, Dark Bones
- Affinity: Poison » Poison | Thunder | Poison | Poison | Thunder | Poison
- XP: 134 » 18 + 16 + 12 + 23 + 32 + 33
Weapon Levels
- Axe: A » E + B + D + E + B + C
- Knife: C » E + E + E + E + E + C
- Other: E
- Items: Thunder Rage, Volt Shroom, 1-Up Mushroom, Hot Sauce, Hammer Suit, 1-Up Super, Lay's Baked, Super Shroom, Maple Syrup, Super Potion, Witch's Broom, Super Super, Potion Lotion, Life Shroom, Slowking Tail, Panacea, Maple Super, Lay's Baked, Woohoo Blend, Hoohoo Blend, Bombshell Bill, Whacka Bump, Earth Quake, Fire Burst, Charcoal, Tornado Jump (Traditional) Badge, Earthquake Badge, Power Bounce Badge, MP Plus Badge, P-Up, D-Down Badge, Secure Pouch Badge
- Armor: Magikoopa-Robed Dark Brown Shell (Defense: 6 [+3 against Magic], HP: 630)
- Vehicle: Dark Lakitu Cloud
Combat Stats
- HP: 90 » 13 + 12 + 8 + 12 + 25 + 20
- VP: 130 » 50 + 25 + 10 + 0 + 25 + 20
- MP: 50 » 0 + 0 + 0 + 50 + 0 + 0
- Attack Power: 25 » 5 + 5 + 3 + 2 + 5 + 5
- Magic Power: 8 » 1 + 1 + 1 + 3 + 1 + 1
- Defense Power: 2 (6) » 0 + 0 + 0 + 0 + 0 + 2 (1 + 2 + 3)
- Brain Power: 12 » 2 + 1 + 1 + 3 + 3 + 2
Field Stats
- Strength: 23 » 2 + 6 + 3 + 2 + 5 + 5
- Hand-Eye: 27 » 6 + 6 + 3 + 4 + 4 + 4
- Platform: 37 (45) » 1 + 6 + 9 + 9 + 7 + 5 (9 + 6 + 9 + 9 + 7 + 5)
- Knowledge: 21 » 3 + 3 + 3 + 7 + 4 + 1
- Clever: 20 » 3 + 3 + 3 + 6 + 4 + 1
- Charisma: 23 » 4 + 2 + 4 + 6 + 6 + 1
- Unique: Can produce an infinite supply of Bro. Hammers and Sky-Blue Spiny Eggs. If it still has its shell, can also shell-spin like most Koopas.
- Weight: 22 » 2 + 6 + 3 + 3 + 4 + 4
Attacks
- Basic Attack: Throws either a blue bone or a Sky-Blue Spiny Egg at the target. If not currently Disarmed, it can instead throw a Bro. Hammer for Axe-type damage.
Weapons
- Bro. Hammer, Magikoopa Rod, Fishing Pole, Water Tome, Flashlight, Shoulder-Mounted Bill Blaster, Short Axe, Super Hammer, Stiletto, Dagger
Special Attacks
- Charge~ Charge: 5, VP: 2
"Builds up extra power for the next attack." - Sky-Blue Spiny Hatch~ VP: 2, Tosses a Sky-Blue Spiny into battle
"Tosses a Sky-Blue Spiny Egg onto the ground, where it hatches into a Sky-Blue Spiny and joins the battle." - Sky-Blue Spiny Flip~ Attack: x1, VP: 3, Target: One, Adds a Spiny into battle
"Tosses a Sky-Blue Spiny Egg at the target, which bounces off and hatches into a Sky-Blue Spiny, who joins the battle." - Hammertime~ Attack: WBAPx0.5, Hits: 5, VP: 2, Target: One to Five, Weapon: Axe
"Quickly tosses five hammers in a row. They can be at the same target or different ones." - Shock Quake~ Ailment: Paralysis, VP: 3, Turns: 1, Target: All, Exempt: Flying, Accuracy: 100%
"Executes a ground pound, shaking the floor and briefly paralyzing earthbound opponents." - Dizzy Shell~ Ailment: Dizzy, VP: 1, Target: One, Turns: 3, Accuracy: 100%
"Spins in its shell in front of the target, rendering them dizzy." - Power Shell~ Attack: x1, VP: 2, Target: All
"Ricochets around in its shell, striking all opponents." - Reinforce~ VP: 2, Calls a regular Koopatrol into battle
"Whistles and waves in a regular Koopatrol to assist it." - Construction Project~ VP: 4, Builds a Dry Bones, which joins the battle
"Tosses bones into a pile until a Dry Bones is created." - Zombie Revival~ Heal: Full HP, VP: 0, Target: Self (Dead), 1st Turn: Shake, 2nd Turn: Revive
"Shakes ominously one turn, then rises from the grave next turn, ready to fight some more." - Rain Dance~ Weather: Rain, VP: 5, Turns: 5
Psychic Attacks
- None
Magical Attacks
- Shape Shot~ Attack: x2 [/], MP: 1, Target: One
"Fires a burst of magic in the form of brightly colored, swirling shapes. It pierces Defense." - Duplikoopa~ MP: 3, Creates three illusory copies of itself
"Creates three illusory copies of itself, hiding amongst them. They vanish if attacked." - 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." - Whoa~ Ailment: Slow, MP: 3, Turns: 3, Target: One, Accuracy: 100%
"A speed-reduction spell that only allows the target to act every other turn." - Heal~ Heal: 5HP, MP: 5, Target: One
"Heals itself or one ally by 5 HP." - Barrier~ Benefit: Shield, MP: 4, Turns: 3, Target: One
"Conjures a protective magical forcefield around itself or one ally." - Return Postage~ Benefit: Reciprocal, MP: 3, Turns: 3, Target: One
"Casts a spell that causes attackers to take half the damage they inflict with melee attacks." - Mirror Mirror~ Benefit: Reflective, MP: 3, Turns: 3, Target: One
"Casts a flashy spell that gives the target a mirrored sheen, causing projectiles to bounce off of them." - Safeguard~ Benefit: Safeguarded, MP: 5, Turns: 5, Target: One
"Casts a protective spell that cures Status Ailments and blocks new ones from being inflicted." - Roulette~ MP: 1, Randomly conjures one of the following:
~Mushroom
~Fire Flower
~Ice Flower
~Super Leaf
~Super Star
~Goomba (separate 50% chance to be a Paragoomba instead)
~Green Koopa Troopa (separate 50% chance to be a Green Koopa Paratroopa instead)
~Red Koopa Troopa (separate 50% chance to be a Red Koopa Paratroopa instead)
~Yellow Koopa Troopa (separate 50% chance to be a Yellow Koopa Paratroopa instead)
~Blue Koopa Troopa (separate 50% chance to be a Blue Koopa Paratroopa instead)
~Buzzy Beetle (separate 50% chance to be a Parabuzzy instead)
~Spiny (separate 50% chance to be a Paraspiny instead)
~Piranha Plant
~Cheep Cheep
~Blooper
~Bob-Omb
~Boo
~Chain Chomp
~Hammer Bro.
~Dry Bones
~Koopatrol
"Magically conjures a random item or enemy from the Mario series. Items conjured can be grabbed by anyone."
Elemental Modifiers
- Earth -2 » -- | -- | -- | -2 | -- | --
- Ice -2 » -- | -- | -- | -2 | -- | --
- Water x0 » -2 | -- | -- | -2 | -- | --
- Wind -- » -- | -- | +2 | -2 | -- | --
- Fire -- » -- | -- | -- | -2 | -- | +2
- Thunder HP » -2 | -- | -- | -2 | -- | x0
- Poison HP » -- | -- | -- | -2 | -- | x0
- Plant -2 » -- | -- | -- | -2 | -- | --
Information
A fusion of (deep breath) a Dark Lakitu, Sledge Bro., Dark Paratroopa, Magikoopa, Dark Koopatrol, and Dark Bones. This is therefore an upgrade to the Darker Dry Lakitammer-Broid Para-Magikoopatrol, via replacing the Hammer Bro. with a Sledge Bro., the Koopatrol with a Dark Koopatrol, and the Dry Bones with a Dark Bones. This means that the abilities of the two are largely the same, but this one's stats are significantly higher. I was going to call this something like "Ultimate Koopa Fusion" to simplify the name, but there are still plenty of ways to make it even stronger while still limiting additions to the Koopa family, such as adding a Chargin' Chuck or a Boom Boom. Do remember, though, that the more fusers there are, the harder it is, statistically speaking, for them all to remain in mental harmony in order to maintain the physical fusion. For minions like these, their shared motivation could simply be serving their king, but it's easy to imagine resentments forming and disrupting the fusion.
Notes
- ~Flying
- ~No matter how many Bro. Hammers are stolen from it, it will always have one remaining for use, but will only drop one when killed (it can be temporarily Disarmed)
- ~Despite wearing shell armor, it can't be flipped
- ~Upon death, it collapses into a pile of body parts that can still be targeted by attacks, but further damage to the pile has no practical effect. As a pile, it can only use its Zombie Revival attack, which it can't use when it's still alive. If the pile is hit by a Fire-type attack, or if the living fusion is killed by one, then it dissolves into ash and can no longer be revived by any means. XP is only awarded for fully killing it like this, but if only still-collapsed piles remain on the enemy team, then the players can choose to end the battle and receive XP from anything else they had killed. The fusion will shortly revive in the field and attempt to reengage them in battle.