Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey bestiary: Difference between revisions

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*'''SPEED:''' The enemy's speed.
*'''SPEED:''' The enemy's speed.
*'''Jump:''' The effectiveness of Jump attacks: If Normal, the enemy takes regular damage; if Spiny, the move cancels and the player takes damage; If Heal, the enemy drains the player’s HP proportional of the damage taken until the player escapes; if Critical, the enemy takes increased damage; if Weak, the enemy takes reduced damage.
*'''Jump:''' The effectiveness of Jump attacks: If Normal, the enemy takes regular damage; if Spiny, the move cancels and the player takes damage; If Heal, the enemy drains the player’s HP proportional of the damage taken until the player escapes; if Critical, the enemy takes increased damage; if Weak, the enemy takes reduced damage.
*'''Hammer:''' The effectiveness of Hammer attacks: If Normal, the enemy takes regular damage; if Miss, the move missed it's target; if Critical, the enemy takes increased damage; if Weak, the enemy takes reduced damage.
*'''Hammer:''' The effectiveness of Hammer attacks: If Normal, the enemy takes regular damage; if Critical, the enemy takes increased damage; if Weak, the enemy takes reduced damage.
*'''Fire:''' The effectiveness of fire-based attacks (Mario & Luigi's [[Fire Flower]] Bros. Attack or Bowser's Firebreath): if Critical, the enemy takes increased damage; if Weak, the enemy takes reduced damage; If Heal, the enemy recovers HP proportional of the damage taken.
*'''Fire:''' The effectiveness of fire-based attacks (Mario & Luigi's [[Fire Flower]] Bros. Attack or Bowser's Firebreath): if Critical, the enemy takes increased damage; if Weak, the enemy takes reduced damage; If Heal, the enemy recovers HP proportional of the damage taken.
*'''Battled by:''' Who is able to initiate a battle with the enemy.
*'''Battled by:''' Who is able to initiate a battle with the enemy.
*'''Status Ailments:''' The chances of the enemy being afflicted with a status effect successfully. The base infliction % rate varies from move to move. Possible values are (Normal (1x), Doubled (2x), Halved (0,5x) or Immune).
*'''Status Ailments:''' The chances of the enemy being afflicted with a status effect successfully. The base infliction % rate varies from move to move. Possible values are (Normal (1x), Doubled (2x), Halved (0,5x) or Immune).
**'''Burn:''' The chance of the enemy becoming [[Burn|burned]], from being hit from Mario & Luigi's Fire Flower Bros. Attack, Bowser's Firebreath, and the Brawl Attacks [[Goomba Storm]] or [[Magikoopa Mob]].
**'''Burn:''' The chance of the enemy becoming [[Burn|burned]], from being hit from Mario & Luigi's [[Fire Flower]] Bros. Attack, Bowser's Firebreath First Strike, and the Brawl Attacks [[Goomba Storm]] or [[Magikoopa Mob]].
**'''Dizzy:''' The chance of the enemy becoming [[Dizzy|dizzy]], from being hit from [[Super Bouncer]], [[Spin Pipe]], [[Magic Window]], [[Bob-omb Blitz]], or [[Broggy Bonker]].
**'''Dizzy:''' The chance of the enemy becoming [[Dizzy|dizzy]], from being hit from [[Super Bouncer]], [[Spin Pipe]], [[Magic Window]], [[Bob-omb Blitz]], or [[Broggy Bonker]].
**'''Stat Down:''' The chance of the enemy having their POW or DEF lowered from being hit from [[Mighty Meteor]] or [[Falling Star]].
**'''Stat Down:''' The chance of the enemy having their POW or DEF lowered from being hit from [[Mighty Meteor]] or [[Falling Star]].

Revision as of 06:43, October 23, 2019

This article is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.

A comprehensive list of enemy statistics from the game Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey

Legend

  • Name: The name of the enemy.
    • Normal: Enemy. (Ex: Goombule)
    • Bold: Boss. (Ex: Sea Pipe Statue)
    • Underlined: Support enemy/object/part. (Ex: Leaf Guy)
    • Italic: Tutorial Boss. (Ex: Broque Monsieur)
    • Bold and Italic: Optional Boss. (Ex: Shroob)
  • Location: The location(s), where the enemy is found.
  • Level: The player can easily overcome or flee from the enemy if they match or exceed its level.
  • HP: The enemy's hit points at the start of the battle.
  • POW: The enemy's attack power.
  • DEF: The enemy's defense power.
  • SPEED: The enemy's speed.
  • Jump: The effectiveness of Jump attacks: If Normal, the enemy takes regular damage; if Spiny, the move cancels and the player takes damage; If Heal, the enemy drains the player’s HP proportional of the damage taken until the player escapes; if Critical, the enemy takes increased damage; if Weak, the enemy takes reduced damage.
  • Hammer: The effectiveness of Hammer attacks: If Normal, the enemy takes regular damage; if Critical, the enemy takes increased damage; if Weak, the enemy takes reduced damage.
  • Fire: The effectiveness of fire-based attacks (Mario & Luigi's Fire Flower Bros. Attack or Bowser's Firebreath): if Critical, the enemy takes increased damage; if Weak, the enemy takes reduced damage; If Heal, the enemy recovers HP proportional of the damage taken.
  • Battled by: Who is able to initiate a battle with the enemy.
  • Status Ailments: The chances of the enemy being afflicted with a status effect successfully. The base infliction % rate varies from move to move. Possible values are (Normal (1x), Doubled (2x), Halved (0,5x) or Immune).
  • Experience: The amount of experience points earned by defeating the enemy.
  • Coins: The amount of coins dropped by the enemy.
  • Item Drop 1: Basic item that can be earned from defeating the enemy.
    • Rate: The rate of the item being dropped from the enemy. The values of the bestiary assume the player does not have the Treasure Specs or Treasure Ring equipped.
  • Item Drop 2: Rare item that can be earned from defeating the enemy.
    • Rate: The rate of the item being dropped from the enemy. If equipped with the Greedy Boots or Greedy Ring the item will always be dropped

Enemy Stats

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