Enemy: Gloomba
(7HP / 3FP)
Gloomy Headbonk: Deals 2 damage!
Charge (3FP): Grants a friendly character +2 ATK for 2 turns.
Gloomy Call For Help! (3FP): Can only be used when alone on the battlefield. Summons another random Gloomba. (QM rolls 1d4 - 1 Gloomba, 2 Spiked, 3 Para-, 4 Spiked Para-)
(Spiked Only) (Passive) Gloomy Headbonk deals 1 extra damage AND has Pierce 1.
(Para- Only) Fell Swoop - Deals 2 damage, is not affected by spiky tops, like jump attacks are.
Similar to Kammy's Witch Broom, Paragloombas will lose their wings and fall to the ground if jumped on. They cannot regenerate their wings.
You marched through most of Musty Meadows without until now, and now it's a big problem!
Three Gloombas block the Musty Mountain Pass into Mt. Rugged. They look completely unaware of you as the spiked and winged Gloombas desperately try to explain to the plain Gloomba how to get his Egg Salad creamier and more voluminous.
How do you proceed?
All characters get one Action per Turn, unless affected by certain status effects. Typically, the friendly team attacks first, then the enemy team, and back and forth until the battle is over.
All characters always attack from inwards to outwards. Bowser leads his party from the front, and so attacks first. And once you get a third party member, they will always attack last unless their "slots" are swapped. Remember this order when making decisions! Swapping spots costs an Action from the character initiating the swap, but not the character it is swapping with.
Depending on some actions, you will have to attack the closest enemy, such as Bite. Jump is an example of an attack that can target any grounded or flying enemy. Use this to your advantage to protect yourself from certain attacks/enemies.
>Choose one action for Bowser, then one for Kammy to perform right after. Specify to the best of your abilities. Let's dash these creeps!(Please refer to
>>5200333 for base stats/moves, to be updated at our next level up.)
(Since we're Lvl. 1, each Gloomba will provide Bowser 30SP. This decreases to 25SP at Lvl. 2 and diminishes further from there.)
Suggestions:
>Bowser Jumps on Paragloomba, taking its wings off. Kammy uses Shape Beam on the Spiked Gloomba.>Bowser Bites the Gloomba in front, Kammy uses Wand Smack on it, or if it died, on the Spiked Gloomba behind it.>Use the POW! Block, then have Kammy use Magic Roulette.>Have Bowser Interact with the environment, what little is here, and have Kammy Koopa use Shape Beam on the Spiked Gloomba. (Unless you guys need any hints in the future, this will be the only time I do this.)
QM will handle all the combat rolls unless specified. (I know, not very exciting, but I think it's necessary for the system. Subject to change in the future.)