Super Mario RPG Restricted Weapons/No Deaths Run - Axem Rangers
General rules on playlist:
https://www.youtube.com/playlist?list=PLO2o0_k4kOryI-6ur48Q1fjPRv3waRk57
Party: Bowser/Princess
Items used: Honey Syrup x 1, Maple Syrup x 1 (both providing needed FP restoration)
With all the chaos that will be going on, I can guess that Mallow wouldn't be able to have his healing keep up. Right away, I'm not even going to try. Even with Princess, this is not going to be easy.
The Axem Rangers are a Wolf Pack Boss, and as such, they can bring on the hurt if they aren't put under control fast. However, there's the added issue here that Black and Yellow have shocking Physical DEF amounts (120 and 130 respectively), so taking them out fast enough before Red's Vigor Up response to 2 of his comrades falling gets out of hand isn't reasonable. I can't take out Green by his lonesome and leave Pink alone in an effort to go with Shoot The Mage First instead of Shoot The Healer first because Pink will use Petal Blast as soon as one of her allies falls over, and we know at this point what sort of disaster Petal Blast can invite, so vanilla TV Tropes, do NOT say that Pink should be left for later, because that doesn't work.
I can also point out that Black, who provides the bulk of the threat, does have only 40 Magic DEF, but he will also respond to Special attacks with Spritz Bomb, which not only has a 2x multiplier, but is unblockable, keeping in mind that he is already sometimes throwing bombs that also are unblockable. Mute will unfortunately not stop Spritz Bomb, because Spritz Bomb isn't even considered a spell. This is something the remaster REALLY should fix, regardless of Spritz Bomb being there to discourage the obvious AoE usage. I don't think Spritz Bomb even shows up anywhere else where it isn't annoying.
What I opt to do is take out Pink first, then Red even though Red has the highest HP, because Red's Physical DEF is 100, which is still an obstacle but not an outright nightmare to punch through. I'm obviously wanting to keep Pink from Petal Blasting, as well as keep Red from using Vigor Up. The other Axems don't have ally death reactions, and so can be dealt with in any order as desired, though I recommend disposing of Black first to have a chance to recover momentum.
I can also point out that the most worthwhile debuff is, believe it or not, Poison. Fear won't work on Red or Black, the two I would want Fear the most for, and Mute won't work on Pink or Green. All 5 are immune to Sleep. But good news, everybody: the only one of the Axems immune to Poison is Yellow, and you can see that the only reason I care about him at all is because he counters physical hits with Body Slam, but I just milk his Jump weakness to get around having to block a bunch of Body Slams. Otherwise, zapping off Red and Black's HP early makes the process much faster. Poison Gas is still risky because of the God forsaken Spritz Bomb counter from Black, but it does at least still speed things along here. Once again, something that has a bad habit of having competition problems actually has a good niche.
Blade itself is a joke with Princess in tow. All it does while having a rather moderate 100 Physical DEF is Breaker Beam, AKA Totally Not Hyper Beam, and it's something our people can weather well enough even with it having 200 Total Magic ATK (80 Magic Power plus Blade's own 120 Magic ATK). Just have enough FP to heal off what needs to be weathered and you've basically won.
I think when all is said and done, FP restoration items are EASILY more powerful than HP restoration items, especially aiding Princess and her healing. If the remaster puts a more strict limit on how many of each type of Syrup can be carried than with the Mushrooms and Drinks, I can see that happen to discourage people spamming FP restoration rather than consider their HP restoration items, which desperately need the likely new system of per type limitation.
While I'm on the subject of remaster changes, I can talk about the physical attack AoE, because this fight has the most obvious involvement of it. Even if Yellow doesn't counterattack it, and I don't see a good reason why he wouldn't because Body Slam actually can be blocked, the AoE still involves reduced ATK, so it's only really going to help for more sophisticated ideas. Please recognize that I'm still focus-firing on Red to get rid of him faster, and that the AoE might get in the way of the Poison damage to Black as well. So no, I do not think it will break the game so blatantly at all. I'm more concerned about the Chain Timing mechanic since we don't have more active details about how that works.
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