Super Mario RPG Switch Remake - Low Level Part 30: Leveled-Up Punchinello Rematch (Post-Game)
Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c1MMIPTlZnOvI4eiDzyABR_
The postgame battle, upon the completion of which we acquire Bowser's ultimate weapon, Wonder Chomp. It's also, strikingly, one of the hardest boss fights in this challenge so far.
Unlike the original boss fight faced with the initial party of Mario, Mallow and Geno, where we could target the boss and inflict damage on him during any given phase of the confrontation, this time around the boss has such impenetrable defences that any attack will deal 1-2 dmg if the boss isn't outright immune to it. Our sole source of damage is proccing a timed physical attack against the bombs so that they change their direction, causing them to attack the boss for 80 damage each time. Considering the boss has 1,200 HP, it takes exactly 15 bombs to complete the battle.
As long as a timed attack is successfully executed, it matters naught what weapon dealt the damage and how substantial it was, so I go out of my way to equip such weapons that I can land timed strikes most easily, as the exact timing varies depending on the gear. That may mean the most recent weapon for one character but their original weapon for another. Timing comes into play again when it comes to blocking the bombs' attacks, or the boss's single-target physicals for that matter, as the sheer damage incurred is far too harsh to come and can penetrate even Bowser's combination of Lazy Shell, additional protection from his accessory and having the highest vitality in the party. As I am not particularly good at getting it at just the right frame, I rely on Mario, Geno and Peach's triple tech and Red Essences to protect myself from some of the earliest damage, hoping that skill and luck both complement one another in letting me make it till the end and prevail.
The ability to induce sleep into all four bombs at once is a godsend as we just happen to have an item that does that to the whole enemy party, letting us not worry about survival anywhere as much while redirecting all the bombs that weren't facing the boss right off the bat - any number of them can start off facing either direction. A sleeping bomb facing the boss wastes time and possibly also our Red Essence efficacy duration, so hitting it with a non-timed blow will wake it, causing the boss to summon new bombs sooner. Red Essence item procs will render us capable of staying alive for longer durations of time, which can be helpful.
This particular attempt immediately started in a favourable way, three of the four bombs of the opening waves facing the bosses. It wasn't until the third wave that I felt compelled to use sleep bombs of my own.
So far, the postgame has been quite profitable in terms of bringing some of the finest boss battles fought in this challenge to date. I've been pleasantly surprised.
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