[RMMV] HOW WOULD A SUPERBOSS FIGHT AGAINST MEWTWO WORK?
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At the end of the post-game in Pokemon Red and Blue, you fight Mewtwo, the game's apparently "superboss." However, due to the simplistic mechanics of the Pokemon battle system in a non-competitive 1v1 setting, defeating mewtwo in battle is incredibly easy. The hard part is actually catching him. But what if Mewtwo was an actual superboss in a RPG with a far more complicated battle system? Like, an actually challenging encounter with unique and difficult mechanics similar to any of the superbosses from final fantasy and various other, more challenging JRPGs? What mechanics would Mewtwo have? What sort of attacks? What would the strategy be for taking him down? What sort of strategies would the boss employ? Can someone please think of a neat battle structure that would fit Mewtwo is he were a legit super boss? Thanks. Serious answers only, because I know some smarty pants will say "make him immune to everything except bugs, which only do 10 damage." Haha very funny gen 1 Pokemon is broken haha. Can I please get examples of how a superboss fight with Mewtwo would play out in a modern JRPG like Octopath Traveler or SMT? Thanks,
Never mind, I figured one out on my own with a bit of brainstorming. So the fight goes like this:
Mewtwo is the main enemy in the battle who possesses two arms, both additional "enemies" on the field with their own turns. Each hand has two moves. The left arm has "Psycho Shot" which deals severe almighty damage to one foe while inflicting every non-lethal status effect and "Psycho Blast" which deals unreal almighty damage to all foes that lowers all stats. The right arm has "Psycho Boost" which buffs all stats for all allies besides itself while dispelling all debuffs and statuses and "Psycho Heal" which heals all allies besides itself based on remaining AP. (my version of MP, since it's not just for magick)
Mewtwo has 4 weaknesses: Spears, Guns, Force, (which is wind+earth+poison spells, basically a nature element) and Dark. When the left arm is active spears and force are protected, while when the right arm is active guns and dark are protected. Since this game uses the Octopath Traveler battle system, exploiting weaknesses is very important in order to break the enemy's shield, stunning them and opening them up for big damage. So your priority at the beginning of the fight is to get rid of the arms ASAP.
Meanwhile while you're fighting the arms, Mewtwo's main body is using two different skills, Hypernova which deals unreal almighty damage to all foes twice and Nightmare Eclipse which does dark damage to all foes equal to 50% of their max HP. So not only do you need to destroy the arms, but you also need to keep your HP above 50% so you're not instantly wiped out by Nightmare Eclipse.
But once you destroy the arms and open up Mewtwo's weaknesses to start breaking his shield, it's far from over. Once you get rid of the orbs Mewtwo will use a skill called "Omnidrive," beginning to charge up for his ultimate attack. You may think this would be the perfect time to break his shield and deal big damage, but think again. While in Omnidrive Mewtwo not only protects against all weaknesses, but also has his ultimate attack powered up based on how much damage he is dealt. Once the 3 turns charging are up, Mewtwo will use "Realground Shattering," dealing almighty damage to all foes based on the damage taken while charging x4. And if you thought of avoiding attacking Mewtwo at all and just healing and buffing while he's charging, once again, think again. Because if Mewtwo takes 0 damage while charging Realground Shattering will be powered up to max level and will do a garenteed 9,999,999 damage, spelling instant defeat. The trick with dealing with this attack is using an attack item that all do a set 100 damage and then don't attack again, which will bypass the move's 0 damage flag and cause the move to only do 400 damage, almost completely nullifying the attack.
However, even if you manage to survive Mewtwo's ultimate attack, it is still not over. At this point Mewtwo summons three orbs, a fire orb, ice orb, and thunder orb. Each orb uses a powerful magickal attack based on what orb it is, Rexfire, Rexfrost, or Rexthunder, each spell dealing unreal damage of their respective element to all foes 4 times. After 5 turns of being active, the orbs will self-destruct, with each orb using a different skill when slain that gives Mewtwo a different buff. The fire orb uses "Last Rites" upon death which gives Mewtwo HP Regen and temporary reraise/auto-life status. The ice orb uses "Frost Shield" upon death which gives Mewtwo +20% armor. Not defense, armor, meaning that he gets +20% damage reduction from all types of damage. And finally the thunder orb uses "Thunderous Brine" upon death which gives Mewtwo +25% physical and magickal armor pierce.
If the orbs self-destruct on their own, Mewtwo will do another round of Omnidrive before immediately reviving his hands again. However, if the orbs are defeated manually, Mewtwo will be open to attack for 6 turns completely uninterrupted before summoning the orbs again. After the orbs are destroyed for a second time no matter if it is done manually or they self destruct, Mewtwo will revive the hands restarting the pattern.
How do you like this idea for a superboss? Pretty cool, right?
Mewtwo is the main enemy in the battle who possesses two arms, both additional "enemies" on the field with their own turns. Each hand has two moves. The left arm has "Psycho Shot" which deals severe almighty damage to one foe while inflicting every non-lethal status effect and "Psycho Blast" which deals unreal almighty damage to all foes that lowers all stats. The right arm has "Psycho Boost" which buffs all stats for all allies besides itself while dispelling all debuffs and statuses and "Psycho Heal" which heals all allies besides itself based on remaining AP. (my version of MP, since it's not just for magick)
Mewtwo has 4 weaknesses: Spears, Guns, Force, (which is wind+earth+poison spells, basically a nature element) and Dark. When the left arm is active spears and force are protected, while when the right arm is active guns and dark are protected. Since this game uses the Octopath Traveler battle system, exploiting weaknesses is very important in order to break the enemy's shield, stunning them and opening them up for big damage. So your priority at the beginning of the fight is to get rid of the arms ASAP.
Meanwhile while you're fighting the arms, Mewtwo's main body is using two different skills, Hypernova which deals unreal almighty damage to all foes twice and Nightmare Eclipse which does dark damage to all foes equal to 50% of their max HP. So not only do you need to destroy the arms, but you also need to keep your HP above 50% so you're not instantly wiped out by Nightmare Eclipse.
But once you destroy the arms and open up Mewtwo's weaknesses to start breaking his shield, it's far from over. Once you get rid of the orbs Mewtwo will use a skill called "Omnidrive," beginning to charge up for his ultimate attack. You may think this would be the perfect time to break his shield and deal big damage, but think again. While in Omnidrive Mewtwo not only protects against all weaknesses, but also has his ultimate attack powered up based on how much damage he is dealt. Once the 3 turns charging are up, Mewtwo will use "Realground Shattering," dealing almighty damage to all foes based on the damage taken while charging x4. And if you thought of avoiding attacking Mewtwo at all and just healing and buffing while he's charging, once again, think again. Because if Mewtwo takes 0 damage while charging Realground Shattering will be powered up to max level and will do a garenteed 9,999,999 damage, spelling instant defeat. The trick with dealing with this attack is using an attack item that all do a set 100 damage and then don't attack again, which will bypass the move's 0 damage flag and cause the move to only do 400 damage, almost completely nullifying the attack.
However, even if you manage to survive Mewtwo's ultimate attack, it is still not over. At this point Mewtwo summons three orbs, a fire orb, ice orb, and thunder orb. Each orb uses a powerful magickal attack based on what orb it is, Rexfire, Rexfrost, or Rexthunder, each spell dealing unreal damage of their respective element to all foes 4 times. After 5 turns of being active, the orbs will self-destruct, with each orb using a different skill when slain that gives Mewtwo a different buff. The fire orb uses "Last Rites" upon death which gives Mewtwo HP Regen and temporary reraise/auto-life status. The ice orb uses "Frost Shield" upon death which gives Mewtwo +20% armor. Not defense, armor, meaning that he gets +20% damage reduction from all types of damage. And finally the thunder orb uses "Thunderous Brine" upon death which gives Mewtwo +25% physical and magickal armor pierce.
If the orbs self-destruct on their own, Mewtwo will do another round of Omnidrive before immediately reviving his hands again. However, if the orbs are defeated manually, Mewtwo will be open to attack for 6 turns completely uninterrupted before summoning the orbs again. After the orbs are destroyed for a second time no matter if it is done manually or they self destruct, Mewtwo will revive the hands restarting the pattern.
How do you like this idea for a superboss? Pretty cool, right?
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