Super Mario RPG Restricted Weapons/No Deaths Run - Sea Caves

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Published on ● Video Link: https://www.youtube.com/watch?v=WI1aKGYRvF0



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Party: Mallow/Bowser

After some dealings with Seaside Town where there's some totally not suspicious townsfolk who run in place and somehow know about our quest and especially our just updated progress on it, we're exploring some cave system titled "Sea" even though it's not underwater in general, and the enemy lineup is standard fare, but there's an enemy type worth talking about: the Leuko, who can potentially accommodate the Zeostars.

The Leuko is the definition of a magic wall, with incredibly high Magic DEF for this point (60 points), some Magic Evade to also dodge some sub-100 Hit spells, Bolt immunity, AND a vicious response VS Specials where they will throw out Solidify, which hits everybody with a flash freeze for significant power worth of damage. Do NOT invoke all-hitting Specials against multiple Leukos at once unless it's Terrorize, which even then is going to be touchy, or you will be guaranteed to be frozen permanently instead of just today. And you can't just leave them alone because they will STILL use Specials like Bolt to shell you into submission.

What is the particular point of interest? A formation consisting of 2 Zeostars and 2 Leukos. You're not necessarily going to run into this encounter, but if you do, take a snapshot. What happens is that the Zeostars are weak VS Bolt and thus you would want to use Thunderbolt but the Leukos would complicate that idea fast. The Zeostars also respond to taking physical hits with Recover, although each one will have only enough FP for one cast. They also have enough Physical DEF, although obviously nothing too ridiculous, to prevent the idea of disposing of them at a decent speed. Between that and the Leukos' general idea of pressure, there's a bit of thought to be had with dealing with this.

This is design that is missed in the midst of everybody using Princess for her Group Hug. Quite obviously, I can't use that here to shrug off Solidify, not that I'd have a less costly all-hitting option than Terrorize unless I'm working with Mallow/Princess. (BTW, Leuko has 40 Physical DEF, so Mario and Mallow with their given stats would still deal acceptable damage to them with their regular hits and get rid of the magic interdiction involvement that way. Hitting both Leukos with Thunderbolt would still be leading you to a quick trio of graves for Mallow/Princess. That's how vicious the all-targeting 89 Total Magic ATK counter is.) Really, you get to notice this stuff more when your healing isn't instantly undoing all damage from a single round of combat. Even the 8 FP cost that I modified onto Group Hug--and I will talk about a few videos from now--doesn't stop that from being an X-factor in general.

I can only say so much about Crusty with his crazy Physical DEF because I have already said enough about Physical DEF in the past, and I could say what I would want to later anyway, so here's my thoughts about Magic DEF enemies. I can cite that in game design, the enemies desirable for being the Magic DEF enemies tend to be those who contribute to the worldbuilding. Leukos here are obviously jellyfish to make clearer that they're support threats. My reasoning behind this is that Magic DEF enemies, naturally, blunt magical attacking and can easily stagger mages this way. We want these Mage Killers to be more of a test against mages for how intelligent they are, rather than truly subjecting them to an outright busted matchup. This does still bring up about them being lost to overly strong attack-heal-attack-heal, but if the Magic DEF enemies still reward intelligent play, that will still definitely help. There's a later boss fight that will go better into what I'm talking about, one that warrants polish but is likely to get as much in the remaster.




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Tags:
Super Mario RPG
Sea
Zeostar
Leuko
Bloober
Crusy



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