Kent C. Koopa
No Jump, No Hammer
Stats: 5HP/15FP/18BP (Level 7)
Badges: Damage Dodge, Damage Dodge, Defend Plus, Last Stand, Double Dip, Quick Change
Partners: Goombario (Ultra), Kooper (Ultra), Bombette (Super), Parakarry (Ultra), Bow (Ultra), Watt (Super), Sushie (Ultra), Lakilester (Ultra)
Items: POW Block x7, Egg Missile, Fire Pop, Life Shroom
T1: POW Block, Headbonk (62)
T2: POW Block, Fire Shell (54)
T3: POW Block, Bomb (46)
T4: POW Block, Shell Shot (37)
T5: Electro Dash (33), POW Block+Fire Pop [Life Shroom] (31), Fan Smack (21)
T6: POW Block, Squirt (12)
T7: POW Block+Egg Missile, Spiny Surge (0)
Guard Heavy Slam with Mario for 1 damage.
Do not guard Power Shell with Mario for 1 damage, but do guard it with Partner.
-When I first came up with this turn iteration of the strat, I was still thinking Fire Shell was 6FP instead of 5 for perfect FP in the first half. I ended up still liking this one the most anyway though LOL
-If Kent C. does a Power Shell into Heavy Slam on T5 and T6, you can decide to guard the Power Shell and then not guard the Heavy Slam for "perfect" 1HP finish.
-A few rank partners are interchangeable - Bombette, Parakarry, Watt, Sushie, and Lakilester all do the same damage -1 for their rank.
-Fire Shell and Spiny Surge are a bit of showmanship, and you can use 9 less FP for the same damage by switching to Shell Toss and Spiny Flip. (Those look way less cool though)
The main idea for this was using every partner once, now that each one is available. Bonus when I realized it was doable to use eight partners in seven turns.
I also specifically wanted to have them all *deal damage* to Kent C. - if you ditch the NJNH restriction, this could be very different if you just let Partners assist Mario while he does more actual damage.
...
https://www.youtube.com/watch?v=tGYLNiNL7IM
Strategy I enjoyed for beating Magnus 2.0 at "Level -3" stats. (Technically, Level -2.8, this is 1HP, 0FP, 0BP.)
Uses 5 items: Shooting Star (2x), Life Shroom (3x)
Requires RNG of getting a 41% chance Clock Out on Turn 3. It also requires two +2+2 Power Lifts, which aren't that hard to get. No other RNG is required.
Coolest part about this strat is that the SP math is pretty cool. More than likely you're able to Art Attack on the last turn which should clean up the remaining damage to KO in the worst cases.
T1: Hammer (66), Shade Fist (64) [Drill] -LS-
T2: Power Lift, Shade Fist (60) [Fists]
T3: Clock Out, Shade Fist (56) (41% chance to hit all 3)
T4: Jump (50), Shade Fist (46)
T5: Hammer (42), Shade Fist (40)
T6: Shooting Star (34), Power Lift [AC] (33)
T7: Shade Fist (29), Jump (23) [Drill worst case] -LS-
T8: Shade Fist (19), Hammer (15) [Drill worst case] -LS-
T9: Shooting Star (9), Art Attack
Fists T7 (no LS lost T7)
T8: Shade Fist (19), Shooting Star (13) [Drill worst case] -LS-
T9: Shade Fist (11), Earth Tremor (5) [Drill worst case] -LS-
T10: Shade Fist (4), Hammer (0)
...
https://www.youtube.com/watch?v=r8MC8rd64gc
Rating: D Tier
I like getting to use Quake Hammer.
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=1LkYeK3qDMQ