Super Mario RPG Switch Remake - Low Level Part 16: Jagger & Jinx

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Published on ● Video Link: https://www.youtube.com/watch?v=-cffvjiNWV8



Duration: 5:15
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Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c1MMIPTlZnOvI4eiDzyABR_

Combining two optional battles in Monstro Town into one video. Both bosses specialise in physical attacks that are hard to block, and beating Jinx a grand total of three times yields us a Jinx Belt. Neither battle (or rather, none of the four) awards experience points, which means we can sigh in relief for a while and not misclick the Yoshi egg in hopes it gets us 0 exp.

Before the battles, I decide to grind up Mario's Jump skill to max power. When physical attacks falter even when coming from King Bowser himself, having a potent source of magical damage on none other than the game's sole forced party member can be helpful... providing that you keep Mario alive, that is. It's a pity Jagger is immune to the Jump element, though we do get to exploit it in the three Jinx fights.

Jagger (600 HP) is only faced once and has Terrapunch as his sole special. The move is notoriously tough to block, and a not-quite-perfect block on Peach still leads to her getting OHKO'd, to offer just one example of the move's power. On the other hand, Ghost Medal!Bowser is extremely hard to penetrate even if you completely fail to block, which is handy. It does help to be able to tank enemies very well at this stage of the game. Peach falling to Terrapunch early causes Geno to switch in, letting me deal decent damage for free from the triple move. Said triple move is said to buff the party's attack a la Geno Boost, but it doesn't seem to have this effect at all?

At this stage, I acquire the Star Egg, enabling me to deal 100 damage per use for free. Unlike Ice and Fire Bombs, or the superior Rock Candies, these don't require the farming of money to be constantly restocked, and this way I can repeat quick and easy fights such as this one without using up too many resources.

Jagger's master Jinx, on the other hand, is fought thrice, each time rapidly increasing his movepool and max HP. In his third form, he has 1,000 HP and six different special moves, most with what I would classify as very tricky timing for blocking purposes. The pivotal point occurs when Valor Up is used, halving all damage received. This, as you would guess due to it being a common pattern, implies half damage from item magic as well. Using Rock Candies is a nice idea both before and after Valor Up - in the former case, the boss has less HP after emerging from the buff; in the latter, you don't struggle as much with dishing out damage. Jinx's moves keep you on your toes at all times.

The Jinx Belt we receive, boosting attack, defence and speed while protecting from instadeath attacks, of which I haven't seen all that many to say the least, let's just say... could've come at a better time. There are better defensive and protective accessories available for the boss battles that follow.

Nonetheless, we can rest assured all the bosses have been defeated in the course of this challenge run, including entirely optional ones.







Tags:
super mario rpg
Legend of the Seven Stars
switch
remake
nintendo
moogleboss
challenge
llg
low level game
llc
jagger
jinx
monstro town
jinx belt