![]() ![]() Try to use sweet treat over feast if you can. Clockout is one of my favorites to use, only enemies it tends to not work on is the wizards. You’re gonna wanna have as many of the lucky badges equipped as possible. I think I started with 20 hp and ended with around 35. I just played thru and beat the pit a couple days ago. Use every single level up you receive during the pit to level up BP, so you can equip many more badges than you currently can (such as Pretty Lucky (P) and Lucky Day, and Flower Saver (P)). Even then, they can still attack your partner. Use Zap Tap if you don't want to use Clock Out to freeze them in time. Swampires have 20 HP and 6 attack, and leech your health. Their poison charge gives them the counterattack status until used. However, unlike the other puffs, which only return 1 damage if you try to directly attack them (and with Darks and Ruffs being bypassable with Zap Tap or Volt Shrooms), they return half your attack's damage (and poison you). Poison Puffs charge up like any other puffs. (It doesn't reset the timer or reset their attack progression, but it still wastes 1 more turn than stopping them in time would.) Freezing them also halts their attack progression, but it also douses their fuse, forcing them to waste a turn reigniting it. Use this to allow their defense buff to wear off while you whittle away at their health beforehand (or just use piercing attacks until then, such as Piercing Blow and Lip Lock). ![]() ![]() Stopping them in time halts their attack progression, including the timer on their explosion. If you want to kill them both, use Art Attack (or Supernova if you've beaten Chapter 7) and use either Bob-ombast with Bobbery or Shell Slam with Koops (though if you don't use Supernova, you'll have to hit both Amazy Dayzees with 13 damage when using Bob-ombast (assuming no partner damage boosters like Power Plus P) or 14 with Shell Slam).īob-ulks can be frozen or stopped in time. Instead, you can try to blow them out with Flurrie's Gale Force, or just go full force and use things like Fire Drive and Lip Lock on them.Īmazy Dayzees can appear in a pair on two or three of the floors they appear on. ![]() I don't recommend trying to stun them because they are heavily resistant to all stuns, with the most effective stuns only being 40% chance to freeze and 38.1% chance to stop in time when Clock Out's action command meter is filled (base of 30% but Clock Out with a full meter is 1.27x as effective as the base time-freeze chance). Same with Flurrie and Bobbery, and other partners who deal 6 base damage. Your base Ultra Hammer, assuming you use no power-boosting effects (Huge, Power Lift, badges (Power Plus, All or Nothing)), will only deal 1 damage. Note: Zess Dynamite counts as an explosive, so it deals +1 damage to fire enemies, allowing you to deal 8 damage to lava bubbles, Embers (which have 8 HP, so these can 1-shot them) and Phantom Embers, and it also insta-explodes Bob-ulks.Įlite Wizzerds have 12 HP and 5 defense. For the other 8 slots, I recommend bringing Thunder Rages, Shooting Stars and Zess Dynamites, because they're strong attack items. I recommend using Sweet Treat (the Magical Map power, not Feast, the Sapphire Star power) to heal up your HP and FP, so you can save your healing items for the end and so you don't need to bring as many.įor items, I recommend bring 8 strong HP/FP healing items (such as Zess Deluxes, which are 40 HP and 40 FP, or Jelly Ultras if you can) and 4 Healthy Salads, which heal 15 FP and cure status ailments (the description says poison, but it actually heals most (if not all) status ailments, including the very annoying confusion). ![]()
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