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Rolled 6, 2, 5, 4 + 4 = 21 (4d6 + 4)
Kammy resists being Frozen!
You attack the Piranhas by their thick, cold, anchored roots.
They've got no chance when a hyper king unleashes his tantrum.
Seriously, no fucking chance. They crumble into little tiny pieces and then those little tiny pieces get chopped in half and chewed up further by the tantrum stamp, once a fucking pitiful move, now a fight-ending move any time you happen to be charged.
(damage potential on this move while hyper charged goes from 0-16 to a fucking ridiculous number i don't wanna bother calculating while drunk, but even in this state, I know I either need to change the dice range or add a Cooldown, even though it is a high-FP move. Or change the Charge mechanic, which I don't think is necessary. However; until further notice, it functions the same. Expect a slight slope, consisting of even higher enemy HP and/or damage, to make battles consistently challenging.)
(I assume the Summon Obstacle to mean Blocking, let me know if you meant for an Attacking Block.)
Kammy warps a Yellow Block onto the battlefield, directly between your team and the advancing third wave of 3 Frost Piranhas. They don't arrive in time to act, but they are at full power, and then only thing between the fucking awesome-feeling Bowser and the in-Peril Kammy is a 5HP, 1DEF Block. It seems to entice them.
Through the heat of battle in the freezing cold, you notice a series of vines and flat footholds your party can easily ascend out of here from! You just have to...
>Defeat the final wave!! Earn that level up! You're no longer untouchable; but you're at full HP, FP and SSP; and this next hit is still Hyper Charged! Bowser Breath is on Cooldown for 1 more turn!
Usable: TURBO Slugger, Fire Pop, Fire Flower
Equipped Badges: Double Dip (2FP), Star Prayer (5FP), Pretty Lucky, Partner Helper Plus, Mega Rush, Improved Charge P (1FP), Charge (1FP)
Field:
Bowser (25 HP)(20 FP)(0/15 BP)(2 SSP) DEF2, Hyper Charge (1)
Kammy (1/13 HP)(8/16 FP) Flying, Peril
Frost Piranha G (17 HP)(6 FP) Top-Spiky
Frost Piranha H (17 HP)(6 FP) Top-Spiky
Frost Piranha I (17 HP)(6 FP) Top-Spiky
Bonus: +25 Coins for not using Tantrum Stamp while I fix it. It's guaranteed win, but I may or may not lose respect for you for using it now, even after having stolen your Coins.
Going to sleep. Tomorrow we enter the Palace of Iridescence, no matter if we win or lose this bout.