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Super Sidehopper Sheet
Basics
- Name: Super Sidehopper
- Fusers: Superstepper, Super Fly
- Affinity: Thunder » Fire | Earth
- XP: 40 » 30 + 10
Weapon Levels
- n/a
- Items: Freezie, Water Bottle, TNT Drumstick, Super Leaf, Metal Cap, Super Mushroom, Super Potion, Dizzy Dial, Water Composition Badge, Wind Healer Badge
- Armor: None
Combat Stats
- HP: 17 » 8 + 9
- VP: 9 » 0 + 9
- MP: 0 » 0 + 0
- Attack Power: 7 [/] (Black: 14 [/]) » 4 + 3 (Black: (4 + 3) x2)
- Magic Power: 2 » 1 + 1
- Defense Power: 3 » 3 + 0
- Brain Power: 3 » 2 + 1
Field Stats
- Strength: 9 » 6 + 3
- Hand-Eye: 10 » 6 + 4
- Platform: 9 » 2 + 7
- Knowledge: 8 » 6 + 2
- Clever: 5 » 2 + 3
- Charisma: 7 » 4 + 3
- Unique: Able to breathe underwater (but not swim).
- Weight: 8 » 6 + 2
Attacks
- Basic Attack: Hops toward the target and pinches them with its claw. [/]
Weapons
- None
Special Attacks
- Multihop~ Attack: x1 [/], VP: 3, Target: All (Successive)
"Hops on top of each opponent one at a time." - Hopping~ Benefit: Dodgy, VP: 3, Turns: 3, Target: Self
"Maintains its hopping pattern, potentially dodging some incoming attacks." - Super Hopping~ Benefit: Dodgy, VP: 6, Turns: 6, Target: Self
"Uses more VP to get more turns of Dodginess." - Ultra Hopping~ Benefit: Dodgy, VP: 9, Turns: 9, Target: Self
"Uses even more VP to get a lot of turns of Dodginess."
Psychic Attacks
- None
Magical Attacks
- None
Elemental Modifiers
- Earth -- » -- | --
- Ice -- » -- | --
- Water x0 » x0 | --
- Wind +2 » -- | +2
- Fire -- » -- | --
- Thunder -- » -- | --
- Poison -- » -- | --
- Plant -- » -- | --
Information
A Superstepper fused with a Super Fly, so basically a stronger version of the regular Sidehopper. It has a few more options than that one, but it's still mainly about getting mad and hitting hard. Its attacks pierce Defense Power to facilitate that.
Notes
- When a Super Sidehopper takes damage, its crab parts turn 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 Super Sidehopper is orange and a full turn passes without it taking damage, its crab bits will then turn black; while black, it retains the perpetual Fastness, and its Attack also doubles. If a Super Sidehopper 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.