Super Mario RPG Restricted Weapons/No Deaths Run - Kamek/Magikoopa

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Published on ● Video Link: https://www.youtube.com/watch?v=oNxQvxIgs-k



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Duration: 19:13
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General rules on playlist:
https://www.youtube.com/playlist?list=PLO2o0_k4kOryI-6ur48Q1fjPRv3waRk57

Party: Mallow/Bowser

Items used: Flower Jar x 1 (FP recovery from the previous part, idiotic save point positioning)

Kamek in general is actually a joke if you don't hold back. His Physical DEF is laughable as you expect and more glaringly, he's vulnerable to Fear. Even with the bodyguard shenanigans, he will drop before long. I am primarily showcasing what he is like in general. Of course, 2 of the bodyguard types are rejects: Bahamutt is the same as he was in the Chester fight, and King Bomb gives you 3 rounds before self-destructing to scorch him away with Fireball, which yes will 1AKO (1 Attack Knock Out) with enough Magic ATK to back it even without the boost from the Spell Timing Bonuses Patch.

The real concern is any Jinx Clones. He may not counterattack, but he does have heavy hitting attacks, although anything he does is blockable. What he does have to be particularly nasty is Silver Bullet, an instant death attack if you don't block it, though he won't use it on his first 2 turns. Mercifully, he has mediocre Magic DEF and no immunities other than to Sleep and Fear. The same can't be said of the real Jinx, who we will talk about before too long.

Other than that, at least the fight isn't too hard. A mercy for how a player can potentially be soft-locked by saving in the room right before Kamek, and keeping in mind that the potential soft-lock isn't entirely picked by beating Kamek.




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Tags:
Super Mario RPG
Kamek
Magikoopa



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