Chapters 4-7 Bosses
Optional Boss: Atomic Boo
Max HP: 40
When Fought: After freeing the Boos in Creepy Steeple, talk to the one in the main room and tell him you won't hurt the Boos. When they try to kick you out, keep using the Super Hammer's spin attack until they form the Atomic Boo and attack.
Attacks: Hide: Charges up for...
BOO!: Attacks both, chance of Confusion. Superguarding will NOT damage the Atomic Boo.
Drop: Drops on both. Superguarding will NOT damage the Atomic Boo.
Split: Some of the Boos split up, surround Mario and his partner, and scares them both. Chance for Paralysis. Superguarding will NOT damage the Atomic Boo.
Strategy: NOTE: From here on out, Power Lift can be used during any fight strategy. Use it at your discretion. The Atomic Boo itself is a very simple boss, selecting from all of these moves from the get-go. Be careful of the statuses, though; Confusion and Paralysis are among the more deadly statuses. Trade blows until you win. Upon defeat, the Boos drop the Lucky Start badge.
CHAPTER BOSS: ?????
Max HP: 40
When Fought: Get the Key in Creepy Steeple, then unlock the door on the other side of the room. Use the spring on the top of the steps.
Attacks: Form 1: Dive: Dives into one of you.
Form 2: Jump: Jumps on one of you.
Hammer: Hammers the one in front.
Strategy: This fight is rather easy. The Dive is a very easy to Guard/Superguard attack, despite its high speed. Power Lift if wanted, then attack him. Please note that if you use a strategy to defeat him before he enters his second form, he'll automatically gain 10 HP. Form 2 starts once he's at 20 HP, when he'll turn into a shadow form of Mario. The jump is fairly easy to guard, but the Hammer is rather tricky. Trade blows until he's defeated.
The problem is that his Duplighosts techniques are better than those seen in the first game, so Mario and ????? have switched places. Mario is a shadow, and ????? looks near identical to Mario.
CHAPTER BOSS TWILIGHT TRAIL ENCOUNTERS: ?????
When Fought: Outside the Twilight Trail shack.
Strategy: Just run. Neither of you can hurt each other.
TRUE CHAPTER BOSS: DOOPLISS, GOOMBELLA, KOOPS, FLURRIE, AND THE YOSHI
Max HP: 40/Whatever each partner had before the first fight with Doopliss as ?????
Attack: 4/Whatever each partner had before the first fight with Doopliss as ?????
Defense: 0 (Koops has 1, but can be flipped.)
When Fought: After getting the Letter P, go to the Twilight Trail shack. Instead of fighting ?????, tell him his name's Doopliss. He'll freak out and run to where he was first fought.
Attacks: Doopliss can use the same attacks as Form 2 in the first fight and the partners are all the same as when you had them.
Strategy: The first 2 or 3 turns will be done alone, so don't worry with Power Lift yet. Focus all attacks on Doopliss; the fight ends automatically when he's beaten. If you do decide to attack the partners, they'll come out in the order you got them. After a few turns, Vivian will decide to permanently join Mario. Still focus on Doopliss here, though. Trade blows until Doopliss falls.
CHAPTER 5 BOSS: CORTEZ, HOOK, SABRE, RAPIER, AND SWORD
Max HP: 20/4/4/4/4
When Fought: After saving the Toads, Francesca, and Frankie fro their boat, enter the ship in the next room.
Attacks: Form 1: Attack: Attacks one of you. Superguarding will NOT damage Cortez.
Multistab: Stabs multiple times for 2 damage each. Superguarding will NOT damage Cortez.
Form 2: Head slam: Slams his head into one. Superguarding will NOT damage Cortez.
Charge: Charges for...
Bone Throw: Throws bones at both. Superguarding will NOT damage Cortez.
Form 3: Bite: Bites one of you, chance for poison.
Heal: At 10 HP, steals the souls of the audience to recover health.
Weapon Attacks: Sabre attacks twice each turn for a total of 4 damage, Hook has chance for Poison, Rapier does a singular 3 Damage attack, and the Sword is a basic stab. The weapons singularly only attack in the third form.
Strategy: The first form is simple, with no gimmicks. Simply attack Cortez until the 20 HP is depleted, moving on to the second form. With this one, Cortez has a Charge move you can use Vivian's Veil with to dodge. He takes extra damage if you attack the green jewl inside him, which is revealed if you attack the Bone Pile twice, so try to do that. His third form is different then the others, as the weapons will all try to attack you themselves. Immediately switch out to Flurrie and use Gale Force to blow the weapons away, then focus on Cortez, who should pose much less of a threat now. He'll heal at 10 HP, but he's so small that you can finish him off quickly with Art Attack.
Interim Boss: Lord Crump and X-Nauts
Max HP: 30/Various for X-Naut groups.
Attack: 3/Various for different X-Naut groups.
When Fought: After Four Eyes reveals himself as Crump, go to where Cortez was fought to get him to help you out. Go back outside and the fight will begin.
Attacks: Jump: Crump jumps on you.
X-Naut Formation 1: All of them pile on you. Superguarding does NOT damage them.
X-Naut Formation 2: They drop items on you. Superguarding will NOT damage them.
X-Naut Formation 3: Lord Crump rolls them into a ball and runs over both. Superguarding will NOT damage them.
Strategy: Lord Crump jumps. That's it. What's notable is the X-Naut Formations. The first one protects him from front hitting attacks and comes during the first 15 HP. The second are on a Ceiling and comes during the next 15 HP. The last also protect him from front attacks and come after Crump fully heals himself. There is little strategy to this fight; just take out Crump.
CHAPTER 6 BOSS: SMORG, SMORG MIASMAS, AND SMORG PINCHER
Max HP: 50/4/6
Defense: 0(1 with Pincher out)/1/1
When Fought: On Day 3 of the trip, talk to the engineer, then head to the luggage car. Save the conductor and waitress, then go to the roof. Hammer your way to the front.
Attacks: Miasmas Slap: When the three basic Smorg Miasmas are out, each will slap for a max 15 damage per turn. Superguarding will NOT damage the Miasmas.
Pinch: When the Pincher is out, it will Pinch both for 10 Damage. Superguarding will NOT damage the Pincher.
Strategy: Smorg is invincible with the Miasmas out, so use Vivian's fiery Junx to take them out. Then, attack the Smorg with all you've got. It will do nothing for two turns, then regrow the Miasmas. After doing this multiple times, it will grow the Smorg Pincher. There is only one and it only increases the Smorg's defense by 1, but its basic attack is very powerful. If the Smorg is at low enough HP to be finished in one turn, defeat it; if not, defeat the Pincher. After the Smorg loses all of its health, it will explode into its smaller components and flee.
CHAPTER 7 BOSS: MAGNUS VON GRAPPLE 2.0 AND X-PUNCHES
Max HP: 70/5
When Fought: After getting into the room guarded by three Card Keys, find the Card Key in that room and enter the door you need a Card Key to enter.
Attacks: Magnus Drill Attack: Flies up and dives into both. Superguarding will NOT damage Magnus.
X-Punch Attack: Same as the X-Fists' attack back in Chapter 2, pretty much.
Attach X-Punches: Gets new X-Punches
Spinning X; Fires a spinning X at you. Used if X-Punches are not attached. Superguarding will NOT dmaage Magnus.
Audience Cannon: Fires ten members of the audience at the front character for 3 damage each.
Strategy: Like before, Magnus and Crump keep using Magnus Drill Attack at the beginning, making it essentialy the equivalent to Magnus von Punish, and later reveals the X-Punches can attack independently. Multibounce alone won't work without badges influencing your stats, but Fiery Jinx is a good choice. Without the X-Punches attached, Crump will fire the Spinning X. At 35 HP, Magnus will start using the Audience Cannon, his most powerful attack. Attack with all the power you have to finally end Crump's attempts to defeat Mario.