Time With Loads: 48:24 Time Without Loads: 48:08 This run is bad but I don't feel like trying to route this any better (I've tried and failed.) Audio is muted because I was watching stuff ... https://www.youtube.com/watch?v=eVbia_ubgD0
Lava Piranha
Hammerman, No Action Commands, No Items
Stats: 5HP/5FP/9BP (Level 2)
Badges: Fire Shield, Last Stand, Hammer Throw, Mega Rush, Smash Charge, Power Rush
Partners: Parakarry (Ultra), Sushie (Ultra)
T1: Sky Dive (36), Smash Charge
T2: Sky Dive (32), Chill Out
T3: Sky Dive (28), Hammer Throw (19)
T4: Sky Dive (15), Hammer Throw (8)
T5: Sky Dive (4), Refresh
T6: Sky Dive (0)
T7: Swap to Sushie, Hammer Throw (35)
T8: Squirt (30), Refresh
T9: Hammer Throw (23), Belly Flop (20)
T10: Squirt (15), Refresh
T11: Hammer Throw (8), Belly Flop (5)
T12: Squirt (0)
I don't actually have much to say for this strat. LOL
I would've liked to use Smash Charge more, and cut Power Rush from the strat, but unfortunately you don't end up with perfect damage without it.
It was also another intentional thing to not attack the Lava Buds/Petit Piranhas
...
https://www.youtube.com/watch?v=Hl9474DtxMk
Smorg (1)
Badges: Mega Rush, Power Rush, Mega Rush P
Items: Thunder Rage
T1: Jump, Appeal (Don't guard first attack on either character, guard second attack)
If Mario was attacked twice: (Mario is in peril)
T2: Thunder Rage, Spin Jump (27)
T3: Ground Pound (23), Spin Jump (0)
If Yoshi was attacked twice: (Yoshi is in peril)
T2: Earth Tremor, Ground Pound (32)
T3: Ground Pound (14), swap to Goombella/Spring Jump (if Mario is in Danger)
T4: Headbonk, Spring Jump
If both were attacked once: (Mario and Yoshi are in Danger)
T2: Jump, Appeal (Guard)
Loop to either situation above
Smorg (2)
Badges: Mega Rush P, Power Rush P
Items: None
T1: Bomb Squad (3 on Smorg middle+back tentacles)
Jump (Smorg left tentacle)
T2: Sweet Treat (Heal FP, HP if needed. mario is 2 worst case to 9, and will be 9 to 1 HP worst case next turn)
Bomb Squad (3 on front partner)
(Bombs explode and deal 3 damage to Smorg main) (47)
T3: Bobbery swaps to Yoshi
Spin Jump (38)
(Bombs explode and deal 9 damage to Yoshi)
T4: Ground Pound (12)
Art Attack (0)
Another two different strategies; another one that got optimized once I posted it. On this one, the bomb squad execution is a bit difficult, so both of these strats are alright to me.
See Warspyking's execution of the second strategy here: https://youtu.be/SIDejDiTbKI
Level One rules:
10HP, 5FP, 3BP
No Superguards
No partner upgrades
Cannot lower HP to 5
HP Plus/FP Plus are allowed
Start each battle fully healed
...
https://www.youtube.com/watch?v=0N5YlSbbFIY
Rating: B Tier
This is another group that I think is kinda interesting to have to fight for an extended period of time.
Rules (subject to change as run continues)
10x enemy HP
No OHKO
No Fright Masks
No Gale Force
No Superguards
Start each battle fully healed
No badge/item drops
Minimal Clock Out usage (i.e. don't stunlock enemies)
...
https://www.youtube.com/watch?v=o4JSoG9ZvrM
Rawk Hawk
Badges: Mega Rush P
Items: Point Swap
T1: Ground Pound (36), Point Swap
T2: Ground Pound (18), Swap to Flurrie
T3: Swap to Yoshi, Ground Pound (0)
Very simple strategy using Point Swap. I *think* the front partner always gets attacked, but again in these earlier, doesn't matter a whole lot - it's not necessary to beat the boss or anything.
Level One rules:
10HP, 5FP, 3BP
No Superguards
No partner upgrades
Cannot lower HP to 5
HP Plus/FP Plus are allowed
Start each battle fully healed
...
https://www.youtube.com/watch?v=vfqJfZnUi40