Super Mario RPG Switch Restricted Weapons/No Deaths Run - Special Enigma

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Published on ● Video Link: https://www.youtube.com/watch?v=7plQcHC-eGk



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Relevant original version video since it talks about Enigmas being obscene there:
https://www.youtube.com/watch?v=aqP3SVHXY-c

Playlist:
https://www.youtube.com/playlist?list=PLO2o0_k4kOryFUHsFDdkj9f0n2YfuNKar

Vanilla TV Tropes has this entry on SMRPG's YMMV page under Demonic Spiders in the Remake Exclusive folder as of 12/19/2023:
"The Special version of the Enigmas in the Mole Mines are an early example of how brutal the mechanic can really be on the right foe. A lot of their attacks (at the time) will do a lot of damage, most likely killing Geno very easily due to his low defense. Their Echofinder move most likely crippling your magic capability doesn't help matters either."
Now first off, Geno with the Fearless Pin, even at base Level (result of 28 PDEF), can still block Echofinder and avert the 1HKO with just a half-block. This brings to attention what I am wanting to talk about, namely that Enigma in the original is still a bigger problem.

If you're wondering what Special Enigma's stats are like, here you go:
-HP: 450
-PATK: 82
-PDEF: 48
-MATK: 36
-MDEF: 42
-SPD: 35
-PEVD: 25

Let's clarify something: regular Enigma already had 55 PATK, the highest of any regular enemy in Mole Mines. More importantly, regular Enigma already has Echofinder, which in the original was unblockable. The nasty part I had to worry about in my run of the original version was it being used on Mallow, who at Level 5 would be 1HKOed unless he equipped the Fearless Pin, which wouldn't block the Mute effect. To be sure, Level 5 Mallow here actually gets 1HKOed by Special Enigma's Echofinder on half-blocking even with the Fearless Pin, but I'd rather deal with the game punishing me for insufficiently precise input about an attack with confounding block timing, than needing to be psychic enough to keep the Echofinder from randomly killing my run because the game says so. And this is not accounting for how Clusters and Sparkys/Lava Bubbles also have their own single target magic attacks, which were unblockable in the original, for chip damage, and also that the original's Enigma was every single Enigma, not randomly selected ones who consequently also give up Frog Coins. Of course, I will grant that L5 Mallow with all Physical bonuses still wouldn't have the Physical DEF to survive the Special Enigma's Echofinder on half-block even with the Fearless Pin because of how high Special Enigma's PATK is. Even then, again, I'm still being allowed to have Mallow equip the Wake-Up Pin to avert the Mute effect when he does survive the blasted thing. That really testifies to the new system being cleaner and an indication of how much a DLC Hard Mode with enough spit and polish in its considerations truly can work.

You might think that 48 Physical DEF is a little nutty causing Mario and Mallow to be dealing single digits even with Geno's PATK Ally Buff, but let's keep this in mind: per the rules of my challenge, I was not using Moleville's weapon provisions, nor was I having my people equipped with Work Pants. Both of these together would have boosted each of my characters' PATK by about 20 points, or effectively 23 at 5+ Chain. At the point where I was breaking through, the extra mid 30s to mid 40s damage per hit would have been happening to add up fast. You want something crazy, try Special Clusters with their 75 Physical DEF on an enemy who already reacts to being hit non-fatally by spells with (mercifully blockable but still touchy) instant death attacks.

The clincher is what would happen with higher Levels as well. Mallow gets 5 extra HP and 3 extra PDEF naturally at Level 6, so right there, he'd avert the Echofinder half-block 1HKO while having just the Wake Up Pin. Now Special Enigma avoids being fully blunted for a while due to his still massive PATK, but considering the involvement of damage multiplier physical attacks, I think you're going to start getting the idea of how much we would undoubtedly appreciate a +25% Physical DEF Ally Buff. It's a shame Bowser will never be a good guy, because he'd be very likely to provide that.

BTW, I showcase that you can actually have a chance of group wiping the Crooks with Mario and Geno using the physical attack splash before the Crooks get to run. Of course, you do still have to worry about their now 50 Physical Evade if you want to use physical attacks purely. Any number of things can still go wrong with this idea and reduce your funds provisions.




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Tags:
Super Mario RPG
Switch
Moleville
Mole Mines
Enigma