Super Mario RPG Switch Remake - Low Level Part 26: Bad Adder

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Published on ● Video Link: https://www.youtube.com/watch?v=U2t_KTFMh7s



Duration: 4:22
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Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c1MMIPTlZnOvI4eiDzyABR_

Quite an intriguing encounter we have to face in the final dungeon before the finale with Smithy.

After dealing with a bulky mandatory encounter just before, who can sometimes turn into a special monster with higher stats than average, we jump into the hole, resulting in us fighting Domino and Cloaker. These two jesters specialise in physicals and magic respectively, packing 1,200 (Domino) and 900 HP (Cloaker). As Cloaker's magic includes the non-elemental kind, we cannot adequately protect ourselves from much of its assault, so it is natural to take it out first. Its low HP makes it a target that's as easy to take out as Domino, who also takes far more damage from Mario's Jump.

When Cloaker falls, Domino will ride Bad Adder. Unlike Cloaker and his pet Mad Adder, the latter also specialising in offensive magic, these two do nothing but attack physically and try to inflict poison, which is far more bearable to deal with, though Peach can still be OHKO'd by a physical attack despite being protected by Lazy Shell and with Bracer's protection on her side (Quartz Gem's boost isn't supposed to have run out either). Bowser would, however, withstand it if he were my Lazy Shell recipient instead, but Bowser cannot execute Spare-Us-All with Geno for instant protection on turn 1, which is crucial for helping us survive a multi-target spell from Cloaker.

Bad Adder does happen to have 1K extra HP compared to Mad Adder, but the fact that it and Domino attacking single-target physically are much more bearable when trying to keep the whole party alive makes it an all-around more desirable boss to face. Considering that Mario is responsible for much of the damage with his powered-up Jump, you can again infer that Mad Adder's 180 magic defence, in contrast to Bad Adder's 10, means its higher HP doesn't necessarily make it a more vulnerable foe - is it only true insofar as fixed damage from items is concerned.

No coins are awarded for this boss fight, so there's a much healthier 50% chance to get Wrong! during Lucky Time after the battle for our coveted 0 experience reward. We deserve it, I should think?







Tags:
super mario rpg
Legend of the Seven Stars
switch
remake
nintendo
moogleboss
challenge
llg
low level game
llc
bowser's keep
weapon world
factory
cloaker
domino
bad adder
mad adder
earth link