So I really Like this number... (A Paper Mario Strat)

Level 10 Strat (10, 5 (FP plus), 30) Badges: All or Nothing, D-Down Jump, Damage Dodge, Damage Dodge, Defend-Plus, Double Dip, FP Plus, Jump Charge, Spin Smash, Last Stand, Quick Change, Refund :) Partners: Goombario Super Rank, Watt Super Rank, Sushi Ultra Rank (Everyone else can be any rank) Items: Lemon, Lemon, Koopa Tea, Cake Mix, Mistake, Maple Shroom, Stone Cap, Life Shroom, Firepop, Dried Pasta Unused Item(s): In this variation of the strat Dried Pasta is unused T1: Jump, Tidal Wave(62) (Need Ground Pound to hit, reset if not) T2: Double Dip(Lemon+Koopa Tea), Turbo Charge (Need 3 Turns) T3: Headbonk, Spinsmash(54) T4: Headbonk, Spinsmash(46) T5: Headbonk, Spinsmash(38) T6: Charge, Firepop(Life Shroom Revive), Charge *Kent C. Koopa uses Ground Pound T7: Charge, Jumpcharge T8: D-Down Jump(Merlee), Headbonk(6) T9: Double Dip(Cake Mix+,Lemon), Outta Sight T10: Mistake T11: Charge, Double Dip(Maple Shroom+StoneCap) T12: Charge, (Stuck in Stone form) T13: Charge, (Stuck in Stone form) T14: Jump, Headbonk(-10) WIN Other Routes: 1 Power Shell:    • 1 Powershell Route   2 Power Shells:    • 2 Powershells Route   3 Power Shells:    • 3 Powershells Route   (I think theoretically if he always uses a Powershell attack on turn 6 you can guard those till you get the Ground Pound that you would want for the main route because Merlee gets stored for the next attack anyways) Info of how Merlee Mechanics Work(and how to abuse them): https://supermariofiles.wordpress.com... Info of how Tidal Wave Mechanics work(and how to abuse those too): https://supermariofiles.wordpress.com... I personally used the "Slow mashing" technique because it was the most consistent at giving me 8s when I played