Super Mario RPG Switch Remake - Low Level Part 29: Belome Rematch (Post-Game)
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As mysteriously as it first started having its technical problems, my Switch has come back to life today, and I jumped back to where I was stuck previously, which is recording a new video of Super Mario RPG Remake! Having beaten Smithy, the final boss, we carried on into the postgame, where we are to face already familiar bosses who are now way bulkier and sometimes more dangerous. And now I can finally play Switch games as I used to before and record them. Yay!
The first of these boss rematches is Belome, whose lightning weakness cannot be exploited due to a lack of items of said element. He now possesses several MT spells in his arsenal he didn't use to before, but keeping him frightened at all times and making sure damage is constantly inflicted is a good way to prevent any of these attacks from ever being used, or so my experience has suggested.
What will occupy Belome's turns as a result will be creating new clones of our party to boost him - I assume, it adds elemental resistances each time, and the shield can even block Rock Candy damage, as I've observed. Mario and Bowser clones will attempt to attack the party with blockable physicals, whereas Peach clones may heal the boss for about 200 HP, which is a rare occurrence generally speaking, as they have 240 HP (compare with Bowser's 600 or Mario's 400). Bowser is ice-weak and therefore his bulk doesn't give the clone all that much staying power, while Peach is fire-weak instead, her shield blocking Ice Bomb damage on herself on the boss. Mario has the lightning weakness we cannot penetrate effectively on this low level run and his phases are a good time to empty our Rock Candy stock.
If we fail to block physicals on the vulnerable party members not protected by Lazy Shell's defences, or, god forbid, the boss has a hot minute to cast multi-target magic, some Pick Me Ups might see use. As healthy as the boss may be, it's only a matter of time until the fight is over, so we mustn't forget to use Mario's Lucky Hammer to activate Lucky Time. I was fortunate enough to get 0 Exp on this attempt, and it's certainly a relief not to have to retry the fight for a change.
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