Paper Mario Dark Star Edition: Breezee Dayzees + Beestroyer Fight with CantWin File Code (4.5x)

Honeybees? Good! Beestroyer? Evil bastard .-. CantWin is a File Code in Dark Star Edition that sets you to level 27, gives you all 128 badges, and the 5 unlockable stones immediately (all but Greed, Badge, and Rainbow). However, in return, it forces all encounters to be at least 4.5x difficulty, the equivalent of Super + Mega Curse. Equipping Curse badges does NOT stack with this multiplier, but if you equip Ultra + Mega Curse or all 3 Curses, you will do a fight on that respective difficulty instead of the innate 4.5x difficulty that CantWin forces. The Breezee Dayzees, of which there are 2 in this fight, have 60 Base HP, 10 Base Attack, and 0 Defense. CantWin scales their HP and Attack up to 270 and 45 respectively. Their attack also hits the partner with a base damage value of 1 (4), but only if it hits Mario. If their attack does hit Mario, it will decrease his Attack by 2; regardless of whether or not the attack gets guarded. The Beestroyer has 70 Base HP, 99 Attack, and 0 Defense. CantWin scales its HP up to 315, but its attack effectively doesn't get scaled up because it's already at the maximum of 99. There are no special traits about its attack however. This fight, despite its low number of turns, is deceptively more difficult than it appears. The good part about having access to the Mega Bounce Exploit is that we can 3HKO all enemies. The bad part about it in the context of CantWin is that we need to use as few items as possible since we won't get any items back after this fight. This means that we actually have to achieve the 3HKO on all of them. Anything higher and you start delving into needing Perfect Hustle Spells. Regardless of how you go about this fight, the Beestroyer needs to be taken out first. This is because it is immune to all Status, unlike the Breezee Dayzees who are affected by Sleep. Mega Bounce and the same +Attack and -Move Cost badges doesn't need explanation here. Last Chance is used so I can survive the Beestroyer's attack once without needing to use any of my Boo Leaves. Head Start is used so I can nail 2 Mega Bounces on Beestroyer before it can hit me on turn 2, when I use Stellar Nova Lullaby to put the Breezee Dayzees out of commission for 5 turns. Feeling Fine is used solely to protect the partner since I have to survive 1 Breezee Dayzee attack as well. Mario will survive that by using Smooch to gain Miracle. The need for both Stellar Nova Lullaby and Smooch means that I couldn't use Dark Saver here for an additional -1 Move Cost. If I only needed Stellar Nova Lullaby, then Dark Saver would've been a good addition here as well. For items, I only end up needing to use 1 Yoshi Biscuit and 1 Dark Shroom Cake. That of course happens in the same turn through Double Dip. You need Bow and Buzzatrice as partners here; the former for Outta Sight to dodge extra attacks, and the latter to use 1 Hustle Spell. Quick Change ensures this happens freely. With all that said, and with the benefit of hindsight, I can solidly say that I made a mistake with this fight. It's a mistake that I'm going to live with, but I am going to explain. If you go through the Crystal Hall in a CantWin file yourself, my advice for this fight would be to drop Double Dip and Perfect Rush in exchange for Flower Coins instead. Having that 200 FP ace in the hole can completely negate the need for any items here. I'll explain how the Light Partners fight gets affected though if you were to use Flower Coins instead when that video goes live. As for this fight with Flower Coins, even with losing 2 attack from the loss of Perfect Rush, you still have enough damage with the Mega Bounce Exploit to 3HKO the Beestroyer. It simply requires you to average 95 bounces on it instead of 88. And even with losing 2 more Attack as a result of the Breezee Dayzee attack that needs to be survived, they can't avoid the 3HKO either since their HP is lower when compared to the Beestroyer. This is one of the best strengths of the Mega Bounce Exploit; it allows you to limit attack investment as long as you can still deal the necessary damage.

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