If you're wondering why the initial challenge had the stipulation of not allowing audience or stage RNG, there's an exploit you can do against Macho Grubba to make his attacks theoretically do an arbitrarily high damage. On turns where he has the Fast status, Grubba will always use a buff as his first move (+ATK, +DEF, Dodgy, and in the second phase of the fight, Charge), then an attack as his second move. However, if he has the Confuse status and it procs on exactly one of his two actions, he can buff without attacking, and it won't affect what he does on the following turn at all. With perfect RNG, he could lose a move and then Charge, or vice versa, until his ATK is high enough to deal whatever damage you want. However, you do not have access to Head Rattle or Ruin Powder at this sequence in the game normally (and can't rematch Grubba later), so the only ways of inflicting the Confusion status would be via stage hazards, Ruin Powders thrown by Shy Guys, and/or Head Rattle or Ruin Powder dropped by enemies.
Equipping multiple PUDDs would just make it pointless. By that logic you can equip 50 Double Pains, or just go for the biggest number the game can handle. One each is what the game makes normally accessible and doesn't make the math arbitrary.
Merlee on her way to cast a defense buff on a turn in which the enemy won’t even attack (she is being very helpful and changing the course of the battle)
i love how at the start koops gives his little speech about hes going to tough it out and help save the world, and then just... lays back down on the floor
5:50 the large amazy dayzee's lullaby isn't just a unique song, the changed pace actually makes the attack way harder to guard. I use the song's timing to guard/superguard the attack, which has a much different timing at different sizes... still learning new things about the game over 2 decades after its release.
In the remake, an eighth note flies out of the music to hit the party so you can have something to visually parry. I always hated fighting them as a kid because I could never understand the timing
I remember being unlucky enough to be hit by Marilyn's fully boosted clap during a casual playthrough of this game. Glad to see it ended up on this list, even without double pain the attack feels like getting hit by a train.
The Hammer Bro one was the most surprising one of this list, never even expected that a common enemy could gain so much power with the right set of conditions. I'm actually more curious on why the Koopa audience hid in their shell before the attack happen, I've never seen that happen before.
Half this list is some of the most interesting interactions in the game. I would never have guessed Merlee buffs ALL attacks during Mario's turn, and quite a bit of other unexpected things in this video.
Some of those were really surprising. I thought Doopliss' Multibonk could be contender, but I didn't know how long it could go, so I wouldn't have been able to know how much damage it could do. Also, the fact that Hammer Bros of all enemies managed to tie Magnus 2.0's Audience Cannon is pretty crazy. Just goes to show the sheer power of Mega Rush. It's pretty weird that Merlee boosts a Bob-Ulk's explosion, too. You definitely wouldn't think that Mario's attack being buffed would have that effect. Also, I find it amusing that the song gets all messed up if the Amazy Dayzee is huge or tiny. That would actually screw with the perceived guard/superguard timing, since most players rely on the audio cue of the song ending.
I imagine what's happening is that, because the bomb is exploding on Mario's turn, it technically counts as Mario "attacking"? So Merlee increases the bomb's damage because it's an "attack"
@@samario7935 Yeah, I think I vaguely remember hearing that the +3 attack ends up being applied to it because Merlee actually adds +3 to any damage that occurs during Mario's turn. Normally that wouldn't affect anything else as enemy attacks and stage hazards only occur once Mario's turn is over. Bulky Bob-Ombs and Bob-Ulks are the one exception to that.
And now Prince Mush blows all of this out of the water. one of his standard, un-modified attacks deals a total of 110 damage, so double pain alone would raise that to 220.
I decided to try out Mega Rush P badge with my Yoshi in my first save file in the remake and saw the exclamation point as well. To add to the damage, I also had a Power Rush P and P-Up, D-Down P badge on as well. I can definitely say the damage was pretty crazy.
TIL that Merlee's spell buffs _enemy counterattack_ damage, too. Also, my ideas for tiebreakers: * Shadow Queen beats Doopliss: Both are multihit, but she gets the job done in fewer hits (more damage per strike, 3 grabs vs 6 bonks) * Marilyn beats Bob-ulk: She can boost herself to that much damage. Bob-ulk depends on Mario having Merlee happen at the right time... * Hammer Bro beats Magnus 2.0: Same reason as Shadow Queen, more damage per hit (4 hammers vs 10 audience members)
I think any potential tiebreaker makes more sense based off of consistency. Shadow Queen can reliably deal her maximum damage with no RNG, while Doopliss, an RNG check to get buffed by Beldam, and 5 individual action commands he can fuck up. Marylin and the Bob-ulk both have RNG, but Marylin has less. Marylin has to buff herself twice, be buffed by Beldam, and then use Clap for a total of 4 RNG checks. The Bob-ulk has 3 RNG checks, requiring a Puff to spawn with a Power Punch, Timeout to freeze the PPP, and Merlee to boost Mario's attack. I don't know the odds between the two, but since Marylin has much more favorable individual RNG checks and the fight is guaranteed to have everything she needs, she wins. Magnus 2.0 has no RNG checks to reach maximum damage, while the Hammer Bro has to spawn with a Mega Rush and have a partner that can buff them. Therefore, Shadow Queen, Marylin, and Magnus 2.0 would win their tiebreakers. I don't think the damage of individual attacks matters, since while in an actual fight more attacks with less damage between them are easier to reduce, maximum damage calculation is actively making Mario as vulnerable as possible.
TIL: (video spoiler) -Merlee buffs enemy counterattacks -Doopliss can be a threat if you're unlucky -Double-charging works -Thrown hammers can hit as hard as live bodies fired from a cannon
excuse you thrown hammers can hit _two and a half times as hard_ as live bodies fired from a cannon. He fires way more of them, but they do the same total damage.
I got 4 of the enemies, but I didn’t realize poison puffs could hold power punches, so I had Bob ulks at 34 (because I was also unaware of merlee on them), and amazy dayzees at 42. I had Magnus 2.0, Marilyn, Bob Ulk, and Amazy Dayzee correct
First time I watched this was w/o sound; just watched it w/sound and the Amazy tune differences are terrifying...*and* they hit "earlier"/"later" than the normal tune because it's faster/slower when tiny/huge. Wow. LOL. Also Hammer Bros. confirmed toughest enemy in TTYD.
This. Every turn base games needs these video as a rule of thumb for strategizing. That reminds me, that I need to find this type of video for Yakuza 7.
This was really interesting and while many require specific set-ups, are really interesting interactions between enemies working together to buff the enemy doing the most damage. I do have a question though, there is an exclamation point that appears when major damage is taken by Mario or an enemy. I noticed the exclamation point appearing when Mario was attacked by the hammer bro, but not when attacked by anything else. Is there a reason why?
It might’ve been worth specifying that multi-hit attacks count as one attack in the original post - all comments were posted thinking single hits only afaik.
The thing that got me (originally, until seeing others discuss it) was that the visual in the picture looks like it's meant to be "one hit"; not like there's a particularly better visual that could've been used though.
@@Koopatrol Because you specified SINGLE in an game where MULTI deals the most damage generally and specified no cheats are allowed. Single, in how you intended it used, adds nothing but filler text. The picture of Mario taking a big SINGLE hit of damage potentially reinforces this to a reader. Saying common sense rules like "No cheats" tends to make people hyper fixate on the smallest details. This all combines to come down to interpretation. Edit: An interpretation of Multi-Hits is they are multiple attacks. To use Mario's Jump as an example: Mario jumps on a Goomba, you press A and Mario jumps on the Goomba again. If a single jump counts as an attack this can be read as two attacks. Words are often down to interpretation. Language changes with how people use it.
I agree I could have specified it better, but I don't agree with "single" being filler text. An "enemy attack" without "single" could be misinterpreted as multiple enemies attacking.
I never knew Doopliss was so AWFUL at Action Commands! Any idea why? Maybe to make it easier for the player to handle him? He already seems deliberately underpowered, so it sort of makes sense. (Now part of me wonders if the game is beatable with Doopliss doing your Action Commands, but I think it'd mostly be RNG, lol.) 4:51 Lol! Does that count as a glitch/oversight? 6:53 Perhaps it should be called a Thunderclap, lol. But yeah, maybe this is why Beldam respects Marilyn more than Doopliss, lol. Still, can she only charge consecutively twice? 7:27 Shoutouts to Crump's engineering skills, making the hardest hitting attack in the game. 8:48 It's funny that of all things, a random enemy ties for the #1 spot! Honestly, this makes me really sad that Hammer Bros, Koopatrols & Magikoops aren't in the pit. : ( Great analysis video! Thanks for uploading!
I'm a tiny bit disappointed that it wasn't single-instance damage and was from multi-hit attacks, but nevertheless was fascinated to see that the damage numbers and number of flashing stars could get so high.
And now with the remake, there are more contenders for this list, including a certain post-game boss (not specifying for spoiler, if you know you know)
My favorite of these is the Dayzee. I remembered the enemy for how annoying sleep effects were, but knowing it can cause as much pain to Mario as it does to you?
Who would have thought that a Hammer Bro would be the strongest enemy in the game... Its kind of like the original Super Mario Bros. Also what is that song at the end??
What about Fire Bro’s Multiflame? Boosted with Hammer Bro’s Power Punch and your badge setup, it should do 48 damage plus burn, tying it with Marilyn’s Clap. Also, I only learned about the Merlee-Bob-ulk interaction from this video, so I might be mistaken, but couldn’t you increase the damage of the Bob-ulk’s counterattack by buffing Mario’s attack power in other ways? Great video, btw
It's a clever idea, but unfortunately Glitz Pit Hammer Bros don't have the same item hold/drop table and can't hold Power Punches. As for the Bob-ulk thing, it's not boosted by Mario's atk so you couldn’t boost it further. The way merlee works is that it buffs all moves during Mario's turn, and the big bombs' counter-explotions happen to count as part of Mario's turn.
By pure damage statistic, Shadow Queen is 5th strongest. Bonetail has lower DPS but has higher HP, also isnt really a superboss she fits more of secret boss category.
Huh I'm surprise for Amazee Dayzee didn't get the first place. But now I get it why. But I'm gald I didn't get a false call for the Bob-ulk. I know he can make massive damage. It's just... usually when playiong normally we don't let that happens because we know it and have already a taste with their palette swap version. But the biggest surprise was the Hammer Bros. 80 Damage !? And about all the ennemies, it's the only one is not *HARD* to found neither a boss. That's mean. THAT GUY you can found at what chapter 3 or 4 in the Rogueport Sewers can OS you and kill your run if you are enough brave to do a challenge containing a Double Pain and a P-up D-Down obligatory badge. You can say the Amazy Dayzee can too but it's so *rare* and more than often they flee so they are not that dangerous. Hammer Bors on the other hand they are quite more frequent and more annoying to deal with.
Marilyn is scary powerful. I’d be scared if she did two energy boosts before attacking. She actually has against me, but I just have to hope she doesn’t have a +7 energy boost. If that happened, I’d be as good as dead. I just want to say that I battled the Three Shadows in their second battle in my second save file of the remake yesterday, and Marilyn did a +7 energy boost followed by, and I can’t believe I’m saying this, a +14 energy boost! Thankfully, she attacked Koops and not me, because I had Double Pain and P-Up, D-Down active. If she hit me, not only would’ve it done huge damage, 44 to be exact if I didn’t guard, but I also would’ve been dead. Also, I think Dark Koopatrols are super powerful. They have 5 attack power normally, but they can randomly double their attack power, dealing 10 damage if their next attack isn’t blocked or 9 if it is. However, I don’t think anything can compare to the amount of damage Amazy Dayzee’s do, especially with a Double Pain badge on, since that double their attack power to 40! Also, I got 32 damage from a Bob-Ulk after it boosted its attack by 9 and exploded prematurely due to stage firecrackers, and I also had the double pain badge on. To make it worse, the Bob-Ulk that exploded before this one dealt 24 damage. I started this battle with full health, which was 75, and ended the battle with only 11! That’s insane. Edit: One more, I actually got Magnus von Grapple 2.0 to do 80 damage to me with the audience cannon, but it was unintentional since I forgot I had Double Pain on. It destroyed me since I didn’t have nearly enough health to survive it.
7:25 this dumbahh is why I’ve NEVER beaten TTYD on the game cube. Not only is he just difficult, that crowd cannon is absurd. How TF am I supposed to tank 80 DAMAGE!?!?
7:25 this dumbahh is why I’ve NEVER beaten TTYD on the game cube. Not only is he just difficult, that crowd cannon is absurd. I wasn’t that good then, and that just seems a bit extreme.
Yeah, but I don't consider that an enemy attack.... more of a status counter. The Bob-ulk explosion is different since the source of damage comes entirely from its own attack.
So how exactly does Merlee work here. P-up D-down ups the attack power of Fire Drive to 6, so then Merlee ups it to 9. How does +3 on Fire Drive translate to +6 from the counter-explosion? And why doesn't P-up D-down affect the damage of the counter-explosion?
Fire Drive damage has nothing to do with the calculation. All it does is set off the Bob-ulk's explosion. Merlee's attack boost affects Fire Drive damage (again, doesn't matter here) but somehow also affects the counter-explosion damage. Bob-ulk's ATK is 4 + 3 (3rd turn ATK boost + 9 + (4th turn Charge boost) + 2 (Power Punch boost) + 3 (Merlee boost) = 21 21 damage to Mario. 22 with P-Up D-Down, and 44 with Double Pain. The way it's shown in the video isn't clear, so I hope this makes sense.
@@Koopatrol I think it makes sense, yeah. i guess it boosts all damage that happen on that particular party member's turn? And the game doesn't realize that the bob-ulk explosion isn't an attack from Mario even though it happens at the same time as Mario attacking?
Yep, he sure can, but only in the Palace of Shadows battle. He’ll always copy the partner first. It’s. Super interesting, actually, because not only does he copy their move set, but also their expressions and even voice (in the remake). As you probably know, Koopas and Yoshis have different voices, so when Doopliss copied my Yoshi in one battle and Koops in another, he had their voices, which, of course, were both different!
probably doesn't count but what if you had gombella use charge (Over and over) and have her get confused. She would be able to attack Mario for 99 right.
It does, but that isn't actually helpful because Mario's defense is already zero, and it can't be reduced below zero. P-Up D-Down just happens to add 1 to all damage taken. It doesn't actually technically drop Mario's defense below zero.
@@AkameGaKillfan777 how do you know? Have you encountered any Dark Koopas holding Mega Rush, or seen anyone who has? I haven’t, so that’s why I’m asking.
@@JZJ7777 Yes, over the years I've done several playthroughs where it happens. In fact the very first time I started abusing Power/Mega Rush strats, I got 2 extra Mega Rush P's in the Pit.
The extra damage from Merlee surprised me, would have never thought it would buff the explosion as well. The buff from Power Punch is cheap imo. The ones who guessed Marilyn's huge double charged clap are the winners imo, the Magnus 2.0 audience cannon, while technically correct is really cheap and the Hammer Bro is even worse as it's not only a multihitting attack but requires not one but two lucky items/badges to be carried.
then it would be impossible because you aren't allowed to kill anything. taking the most damage possible means you MUST leave them all alive every turn.
@@TheUltimateRare I meant it as 'if you were going to take damage, it must be the most possible damage.' Meaning no blocking, no guarding, no defense up, and your badges and items must reduce defense/increase damage taken as much as possible as you progress through the game. It's really hard to iron out any other holes in this challenge idea. I beat the game multiple times, but I haven't played this game in a few years and the memory isn't fresh. I've got no idea if this is impossible or pis easy. But, If there were any items that made the enemies stronger, you must use them, but if you can defeat the enemy you don't have to. That's the only unique catch to this idea that I can come up with. Another idea while I'm writing this is that you could be forced to equip all hp up badges, that would eat up a lot of BP and attack power, making it so you couldn't just defeat everything in one turn (right?) If anyone cares about this challenge, I'll fire up the game and flesh out the idea some more.
You can get one-shot from 100 health, just not under the rules of this video. This quiz bans the practice of farming P-up D-down badges via random drops. If you allow that, you *just barely* can turn a 1-damage Goomba headbonk into 100 damage. (Maximum BP is 99, which is enough for 49 P-up D-downs. (1+49)x2 = 100)
@@kennycarter5682oh, on second thought, I’m not so sure about what I thought. The remake would allow you to stack Double Pain badges, but I’m only aware of one that’s in the game.
If you're wondering why the initial challenge had the stipulation of not allowing audience or stage RNG, there's an exploit you can do against Macho Grubba to make his attacks theoretically do an arbitrarily high damage.
On turns where he has the Fast status, Grubba will always use a buff as his first move (+ATK, +DEF, Dodgy, and in the second phase of the fight, Charge), then an attack as his second move. However, if he has the Confuse status and it procs on exactly one of his two actions, he can buff without attacking, and it won't affect what he does on the following turn at all. With perfect RNG, he could lose a move and then Charge, or vice versa, until his ATK is high enough to deal whatever damage you want.
However, you do not have access to Head Rattle or Ruin Powder at this sequence in the game normally (and can't rematch Grubba later), so the only ways of inflicting the Confusion status would be via stage hazards, Ruin Powders thrown by Shy Guys, and/or Head Rattle or Ruin Powder dropped by enemies.
Aren't there sequence retriggers that let you go back to previous chapters??
>Laughs in Hazard Respawn/Ultra Hammer early glitches.
@@Sonic-oh2ly That would definitely fall under "glitches", which are also disallowed.
Isnt it possible to wear more than one P-Up D-Down badge?
Equipping multiple PUDDs would just make it pointless. By that logic you can equip 50 Double Pains, or just go for the biggest number the game can handle. One each is what the game makes normally accessible and doesn't make the math arbitrary.
That Bobulk nuke was the most “Thanks Merlee” moment ever
Merlee on her way to cast a defense buff on a turn in which the enemy won’t even attack (she is being very helpful and changing the course of the battle)
i love how at the start koops gives his little speech about hes going to tough it out and help save the world, and then just... lays back down on the floor
brave man that one is Thats for sure
“I will fight to save the world! after a quick nap”
Relatable
Koops be like 🤓☝️ -> 😵
As soon as I realized that multi-strike attacks were fair game, I told myself that it would be that freaking audience cannon.
the true answer is still when you read Ghost T’s diary…
I take credit for posting that first lol
@@roddydykes7053 hence it is “still” the case
Except that's still not an enemy nor is it dealing damage.
Yes, but as it happens outside battle it is unquantifiable
It just ends your game. No damage is dealt to Mario or his partners.
5:50 the large amazy dayzee's lullaby isn't just a unique song, the changed pace actually makes the attack way harder to guard. I use the song's timing to guard/superguard the attack, which has a much different timing at different sizes... still learning new things about the game over 2 decades after its release.
i actually just counted the notes cause its still always just after the 13th note, regardless of its current size
In the remake, an eighth note flies out of the music to hit the party so you can have something to visually parry. I always hated fighting them as a kid because I could never understand the timing
I remember being unlucky enough to be hit by Marilyn's fully boosted clap during a casual playthrough of this game. Glad to see it ended up on this list, even without double pain the attack feels like getting hit by a train.
The attack looked and sounded underwhelming for such a strong attack.
Same here.
The Hammer Bro one was the most surprising one of this list, never even expected that a common enemy could gain so much power with the right set of conditions.
I'm actually more curious on why the Koopa audience hid in their shell before the attack happen, I've never seen that happen before.
They hide when the battle drags on too long.
@@Koopatrol I always thought it was because they got scared haha
I mean you can assume that too. They start losing hope and fear that Mario might actually lose the fight.
@@Koopatrol they start playing on there gba in their shell
Could you imagine getting this perfect shitstorm of RNG as a kid?? Nobody would believe you
Hammer Bros, as always, are the bane of Mario's existence.
Half this list is some of the most interesting interactions in the game. I would never have guessed Merlee buffs ALL attacks during Mario's turn, and quite a bit of other unexpected things in this video.
Some of those were really surprising. I thought Doopliss' Multibonk could be contender, but I didn't know how long it could go, so I wouldn't have been able to know how much damage it could do. Also, the fact that Hammer Bros of all enemies managed to tie Magnus 2.0's Audience Cannon is pretty crazy. Just goes to show the sheer power of Mega Rush. It's pretty weird that Merlee boosts a Bob-Ulk's explosion, too. You definitely wouldn't think that Mario's attack being buffed would have that effect.
Also, I find it amusing that the song gets all messed up if the Amazy Dayzee is huge or tiny. That would actually screw with the perceived guard/superguard timing, since most players rely on the audio cue of the song ending.
I imagine what's happening is that, because the bomb is exploding on Mario's turn, it technically counts as Mario "attacking"? So Merlee increases the bomb's damage because it's an "attack"
@@samario7935 Yeah, I think I vaguely remember hearing that the +3 attack ends up being applied to it because Merlee actually adds +3 to any damage that occurs during Mario's turn. Normally that wouldn't affect anything else as enemy attacks and stage hazards only occur once Mario's turn is over. Bulky Bob-Ombs and Bob-Ulks are the one exception to that.
And now Prince Mush blows all of this out of the water. one of his standard, un-modified attacks deals a total of 110 damage, so double pain alone would raise that to 220.
Now that the remake is out, I can definitely think of one enemy that also can deal a lot of damage.
Maybe 2…
I have footage of that enemy doing 170 damage in one turn 😭
Plus, in the remake, you can equip _two_ Double Pain badges. Which you'd think would bring on 4x the damage, but no, it's only 3x for some reason.
@@Wendy_O._Koopa It’s like how two double dips only gets you a triple dip.
If I wasn’t using badges to increase damage, I’d say Prince Mush. He can do insane amounts of damage, especially in the second phase of his battle.
5:26 that deep singing is the scariest thing I've ever heard.
5:26 mario really said ☠️
Wow, the Bob-ulk thing was crazy. Also did no't expect the red "!" to appear over Mario when an enemy is using Mega Rush.
It’s probably a shock reaction: “THAT REALLY FRICKING HURT!!”
I decided to try out Mega Rush P badge with my Yoshi in my first save file in the remake and saw the exclamation point as well. To add to the damage, I also had a Power Rush P and P-Up, D-Down P badge on as well. I can definitely say the damage was pretty crazy.
TIL that Merlee's spell buffs _enemy counterattack_ damage, too. Also, my ideas for tiebreakers:
* Shadow Queen beats Doopliss: Both are multihit, but she gets the job done in fewer hits (more damage per strike, 3 grabs vs 6 bonks)
* Marilyn beats Bob-ulk: She can boost herself to that much damage. Bob-ulk depends on Mario having Merlee happen at the right time...
* Hammer Bro beats Magnus 2.0: Same reason as Shadow Queen, more damage per hit (4 hammers vs 10 audience members)
I think any potential tiebreaker makes more sense based off of consistency.
Shadow Queen can reliably deal her maximum damage with no RNG, while Doopliss, an RNG check to get buffed by Beldam, and 5 individual action commands he can fuck up.
Marylin and the Bob-ulk both have RNG, but Marylin has less. Marylin has to buff herself twice, be buffed by Beldam, and then use Clap for a total of 4 RNG checks. The Bob-ulk has 3 RNG checks, requiring a Puff to spawn with a Power Punch, Timeout to freeze the PPP, and Merlee to boost Mario's attack. I don't know the odds between the two, but since Marylin has much more favorable individual RNG checks and the fight is guaranteed to have everything she needs, she wins.
Magnus 2.0 has no RNG checks to reach maximum damage, while the Hammer Bro has to spawn with a Mega Rush and have a partner that can buff them.
Therefore, Shadow Queen, Marylin, and Magnus 2.0 would win their tiebreakers. I don't think the damage of individual attacks matters, since while in an actual fight more attacks with less damage between them are easier to reduce, maximum damage calculation is actively making Mario as vulnerable as possible.
8:27 That genuinely felt like the type of Attack used by some RPG bosses to just "finish off"
Like some of the insta-kills the Koopalings perform in Color Splash?
@@schizophrenicmelancholy2706Ye
9:33 love all the Koopa Troopas hiding in their shells after Hammer Bro gets huge, they know what’s coming!
lmao i loved the different sized amazy dayzee lullaby segment. why is huge lullaby adorable
TIL: (video spoiler)
-Merlee buffs enemy counterattacks
-Doopliss can be a threat if you're unlucky
-Double-charging works
-Thrown hammers can hit as hard as live bodies fired from a cannon
excuse you thrown hammers can hit _two and a half times as hard_ as live bodies fired from a cannon. He fires way more of them, but they do the same total damage.
Anyone here after Prince Mush and Whacka bruised you badly?
It’s also scary the fact the song of Amazee Dayzees also speeds up or slows down when shrunk or enlarged, making it tricker to block and superguard
I thought Marilyn would be in there somewhere. I was thinking most damage from a single hit, so in that case, Marilyn is number 1.
the issue is, they should say "one enemy in one turn" not just end it on by enemy.
I can't believe I forgot about Merlee for this... actually I can. I completely ignore Merlee all the time. But this was fascinating.
I got 4 of the enemies, but I didn’t realize poison puffs could hold power punches, so I had Bob ulks at 34 (because I was also unaware of merlee on them), and amazy dayzees at 42.
I had Magnus 2.0, Marilyn, Bob Ulk, and Amazy Dayzee correct
Thanks for giving us Small Amayzee song, Normal, and HUGE. My OCD is thankful for giving us that
do you even know what ocd is lol?
Man I still learn fascinating stuff about this game. Thanks for sharing, never knew a hammer bro could do so much damage lol
I think Doopliss deserves to be declared spot #6 since it's a miracle for him to pull it off.
Seeing a bob-ulk get power punched on its final charge is fucking terrifying.
That’s what I was thinking!
I like you took the time to see what each melody sounded like. It was a greatd discovery, and much respect that you took your time to show it to us.
First time I watched this was w/o sound; just watched it w/sound and the Amazy tune differences are terrifying...*and* they hit "earlier"/"later" than the normal tune because it's faster/slower when tiny/huge. Wow. LOL.
Also Hammer Bros. confirmed toughest enemy in TTYD.
9:30 I've never seen audience koopas retreat into their shells before! What does that do?
Stops giving you Star Power
@@Koopatrol what triggers it?
If the battle drags on too long
@@Koopatrol interesting, no wonder it’s not known since these battles always go by smoothly.
As soon as a noticed with Shadow Queen you would count multi-hit, I said: AUDIENCE CANNON!
Now to see if it was right.
Hoping they make this
Seeing how far they can push Whacka's damage
This. Every turn base games needs these video as a rule of thumb for strategizing. That reminds me, that I need to find this type of video for Yakuza 7.
Mini Amazy-Dayzee's lullaby sounds a lot like Twink's theme from Paper Mario 64. Wonder if that was intentional.
Wow, you are the absolute grand master of the superguard!!!!!!!!!
I love how Mario gets the ! pop-up when getting hit by a Mega Rush enemy
This was really interesting and while many require specific set-ups, are really interesting interactions between enemies working together to buff the enemy doing the most damage.
I do have a question though, there is an exclamation point that appears when major damage is taken by Mario or an enemy. I noticed the exclamation point appearing when Mario was attacked by the hammer bro, but not when attacked by anything else. Is there a reason why?
The "!" is from Mega Rush. Also appears when you or the enemy wake up from Sleep
It might’ve been worth specifying that multi-hit attacks count as one attack in the original post - all comments were posted thinking single hits only afaik.
I did clarify, but I don't get what's so hard to get that a single attack can include multiple hits lol
There were a lot of people, myself included, who mentioned Magnus 2.0 and/or Shadow Queen.
The thing that got me (originally, until seeing others discuss it) was that the visual in the picture looks like it's meant to be "one hit"; not like there's a particularly better visual that could've been used though.
@@Koopatrol Because you specified SINGLE in an game where MULTI deals the most damage generally and specified no cheats are allowed. Single, in how you intended it used, adds nothing but filler text.
The picture of Mario taking a big SINGLE hit of damage potentially reinforces this to a reader.
Saying common sense rules like "No cheats" tends to make people hyper fixate on the smallest details. This all combines to come down to interpretation.
Edit:
An interpretation of Multi-Hits is they are multiple attacks. To use Mario's Jump as an example: Mario jumps on a Goomba, you press A and Mario jumps on the Goomba again. If a single jump counts as an attack this can be read as two attacks.
Words are often down to interpretation. Language changes with how people use it.
I agree I could have specified it better, but I don't agree with "single" being filler text. An "enemy attack" without "single" could be misinterpreted as multiple enemies attacking.
I never knew Doopliss was so AWFUL at Action Commands! Any idea why? Maybe to make it easier for the player to handle him? He already seems deliberately underpowered, so it sort of makes sense. (Now part of me wonders if the game is beatable with Doopliss doing your Action Commands, but I think it'd mostly be RNG, lol.)
4:51 Lol! Does that count as a glitch/oversight?
6:53 Perhaps it should be called a Thunderclap, lol. But yeah, maybe this is why Beldam respects Marilyn more than Doopliss, lol. Still, can she only charge consecutively twice?
7:27 Shoutouts to Crump's engineering skills, making the hardest hitting attack in the game.
8:48 It's funny that of all things, a random enemy ties for the #1 spot! Honestly, this makes me really sad that Hammer Bros, Koopatrols & Magikoops aren't in the pit. : (
Great analysis video! Thanks for uploading!
cause it's 3 bosses. so they probably made him weak by missing commands to balance it.
Prince Mush: *laughs*
Did not expect that last one, very cool!
I'm a tiny bit disappointed that it wasn't single-instance damage and was from multi-hit attacks, but nevertheless was fascinated to see that the damage numbers and number of flashing stars could get so high.
everybody's gangsta until you hear the DEEP lullaby
And now with the remake, there are more contenders for this list, including a certain post-game boss (not specifying for spoiler, if you know you know)
My favorite of these is the Dayzee. I remembered the enemy for how annoying sleep effects were, but knowing it can cause as much pain to Mario as it does to you?
I love Paper Mario: The Thousand-Year Door. Watching this was like watching a Limit Breakers video on the most damage. All we're missing is Old Man
6:58 "Discombobulate."
4:51 wait why does the battle win music play differently?
The different battle end music plays when your partner is down.
Who would have thought that a Hammer Bro would be the strongest enemy in the game... Its kind of like the original Super Mario Bros.
Also what is that song at the end??
Super interesting challenge with a very interesting solution set!!
i cant imagine the highest single turn damage in the remake
I knew Amazy Dayzee and Marilyn would be on this list. Surprised Cortez wasn't here since I remember one of his phases doing a lot of damage.
wow, that's like 4 times the amount of health a normal player would have
And 20 times the health an optimum build would.
not even close. most casuals go above 30.
I had 40 HP by the end of my playthrough, and 90 HP at the end of my Pit run. It's not hard to survive those attacks.
Lord crump: Time for a round of applause
Congratulations, you made me laugh at 3 AM reading this
@@jc___underscore___ thank fawfuls minion I took the joke from him
What about Fire Bro’s Multiflame? Boosted with Hammer Bro’s Power Punch and your badge setup, it should do 48 damage plus burn, tying it with Marilyn’s Clap.
Also, I only learned about the Merlee-Bob-ulk interaction from this video, so I might be mistaken, but couldn’t you increase the damage of the Bob-ulk’s counterattack by buffing Mario’s attack power in other ways?
Great video, btw
It's a clever idea, but unfortunately Glitz Pit Hammer Bros don't have the same item hold/drop table and can't hold Power Punches.
As for the Bob-ulk thing, it's not boosted by Mario's atk so you couldn’t boost it further. The way merlee works is that it buffs all moves during Mario's turn, and the big bombs' counter-explotions happen to count as part of Mario's turn.
4:06 I'd probably shit myself if I saw this
The thumbnail gave me the impression that marilyn did damage to Mario just by sliding into him at high speed/instantaneously
Glad I was right about the Magnus 2.0 cannon
Marilyn is terrifying
Why do I have the morbid idea of having a even bigger, more powerful Bob-Ulk that can deal 99 damage when it self destructs?
Technically if your playing a danger build EVERYTHING does the most damage
Oooof, I had no idea the badges actually effected the enemy!
By pure damage statistic, Shadow Queen is 5th strongest.
Bonetail has lower DPS but has higher HP, also isnt really a superboss she fits more of secret boss category.
That's a lot of damage!!!
Huh I'm surprise for Amazee Dayzee didn't get the first place. But now I get it why. But I'm gald I didn't get a false call for the Bob-ulk. I know he can make massive damage. It's just... usually when playiong normally we don't let that happens because we know it and have already a taste with their palette swap version. But the biggest surprise was the Hammer Bros. 80 Damage !? And about all the ennemies, it's the only one is not *HARD* to found neither a boss. That's mean. THAT GUY you can found at what chapter 3 or 4 in the Rogueport Sewers can OS you and kill your run if you are enough brave to do a challenge containing a Double Pain and a P-up D-Down obligatory badge. You can say the Amazy Dayzee can too but it's so *rare* and more than often they flee so they are not that dangerous. Hammer Bors on the other hand they are quite more frequent and more annoying to deal with.
I remembered that I let Goombella took 50 damages while fighting Ch7 boss in remake
2 P-Up, D-Down P equipped
would not have guessed hammer bro
I should know this but I can't remember what part that ending music was from
Marilyn is scary powerful. I’d be scared if she did two energy boosts before attacking. She actually has against me, but I just have to hope she doesn’t have a +7 energy boost. If that happened, I’d be as good as dead. I just want to say that I battled the Three Shadows in their second battle in my second save file of the remake yesterday, and Marilyn did a +7 energy boost followed by, and I can’t believe I’m saying this, a +14 energy boost! Thankfully, she attacked Koops and not me, because I had Double Pain and P-Up, D-Down active. If she hit me, not only would’ve it done huge damage, 44 to be exact if I didn’t guard, but I also would’ve been dead. Also, I think Dark Koopatrols are super powerful. They have 5 attack power normally, but they can randomly double their attack power, dealing 10 damage if their next attack isn’t blocked or 9 if it is. However, I don’t think anything can compare to the amount of damage Amazy Dayzee’s do, especially with a Double Pain badge on, since that double their attack power to 40! Also, I got 32 damage from a Bob-Ulk after it boosted its attack by 9 and exploded prematurely due to stage firecrackers, and I also had the double pain badge on. To make it worse, the Bob-Ulk that exploded before this one dealt 24 damage. I started this battle with full health, which was 75, and ended the battle with only 11! That’s insane.
Edit: One more, I actually got Magnus von Grapple 2.0 to do 80 damage to me with the audience cannon, but it was unintentional since I forgot I had Double Pain on. It destroyed me since I didn’t have nearly enough health to survive it.
I wish huge Amazy Dayzee would sing me a lullaby...
7:25 this dumbahh is why I’ve NEVER beaten TTYD on the game cube.
Not only is he just difficult, that crowd cannon is absurd.
How TF am I supposed to tank 80 DAMAGE!?!?
7:25 this dumbahh is why I’ve NEVER beaten TTYD on the game cube.
Not only is he just difficult, that crowd cannon is absurd.
I wasn’t that good then, and that just seems a bit extreme.
Would it be possible for an enemy to spawn with Spite Pouch, use it, then counter danger mario for 100+ damage after DP+PUDD?
Yeah, but I don't consider that an enemy attack.... more of a status counter. The Bob-ulk explosion is different since the source of damage comes entirely from its own attack.
What the heck is going on with the charge effect on Marylin's hat?
So how exactly does Merlee work here. P-up D-down ups the attack power of Fire Drive to 6, so then Merlee ups it to 9. How does +3 on Fire Drive translate to +6 from the counter-explosion? And why doesn't P-up D-down affect the damage of the counter-explosion?
Fire Drive damage has nothing to do with the calculation. All it does is set off the Bob-ulk's explosion. Merlee's attack boost affects Fire Drive damage (again, doesn't matter here) but somehow also affects the counter-explosion damage.
Bob-ulk's ATK is 4 + 3 (3rd turn ATK boost + 9 + (4th turn Charge boost) + 2 (Power Punch boost) + 3 (Merlee boost) = 21
21 damage to Mario. 22 with P-Up D-Down, and 44 with Double Pain.
The way it's shown in the video isn't clear, so I hope this makes sense.
@@Koopatrol I think it makes sense, yeah. i guess it boosts all damage that happen on that particular party member's turn? And the game doesn't realize that the bob-ulk explosion isn't an attack from Mario even though it happens at the same time as Mario attacking?
Since Merlee causes Bob-Bulks to do more counter damage, does this also apply to any enemy holding Return Postage(hacked onto them)?
i didnt even know doopliss could copy someone other than mario
Yep, he sure can, but only in the Palace of Shadows battle. He’ll always copy the partner first. It’s. Super interesting, actually, because not only does he copy their move set, but also their expressions and even voice (in the remake). As you probably know, Koopas and Yoshis have different voices, so when Doopliss copied my Yoshi in one battle and Koops in another, he had their voices, which, of course, were both different!
Don't know why this didn't get reccomended to me, even though I'm subscribed. Weird.
And the answer from the Glitz Pit challenge is…
in the remake it is possible to get Multiple P up D down
wtf hammer bros are crazy
nice job !
probably doesn't count but what if you had gombella use charge (Over and over) and have her get confused. She would be able to attack Mario for 99 right.
Goombella ain't the enemy, so that doesn't count.
I mean, _I_ appreciated the tangent. :B
I'm wondering, are you allowed to use items at all? If so, doesn't Shroom Broth give you the soften status?
It does, but that isn't actually helpful because Mario's defense is already zero, and it can't be reduced below zero. P-Up D-Down just happens to add 1 to all damage taken. It doesn't actually technically drop Mario's defense below zero.
Would eating one or the Zess T. creations that give the user soft status further these numbers as well without violating the rules?
Defense can't go negative that way.
@@Koopatrol Gotcha, yeah I'm a very casual TTYD player so I would never have known 🤣 love your content btw!
And then there’s Mush…
Koop I must know, are people still attempting the Pit pre-chapter 1?
Yes
And thats not even maxing it out, wow
My question is, does it cap at 99?
I knew the magi Koopa and hammer bro team was there but I didn’t know it could hold Mega Rush!! That’s bonkers!
I've gotten one in Petal Meadows before, and the Dark Koopas in the Pit may have them too.
@@AkameGaKillfan777I just checked the Mario Wiki, and Hammer Bros are the only enemies that can hold Mega Rush in TTYD.
@@JZJ7777 The wiki is wrong
@@AkameGaKillfan777 how do you know? Have you encountered any Dark Koopas holding Mega Rush, or seen anyone who has? I haven’t, so that’s why I’m asking.
@@JZJ7777 Yes, over the years I've done several playthroughs where it happens.
In fact the very first time I started abusing Power/Mega Rush strats, I got 2 extra Mega Rush P's in the Pit.
The extra damage from Merlee surprised me, would have never thought it would buff the explosion as well.
The buff from Power Punch is cheap imo.
The ones who guessed Marilyn's huge double charged clap are the winners imo, the Magnus 2.0 audience cannon, while technically correct is really cheap and the Hammer Bro is even worse as it's not only a multihitting attack but requires not one but two lucky items/badges to be carried.
I wouldn't call it cheap. It's being clever and thinking outside the box.
clever edge cases like rare items and badges is exactly the point of the challenge, it's not "cheap"
@NobodyEvenReadsNames I don't see a real difference between having enemies carry items/badges and getting additional badges through enemies.
Well, getting enough P-Up D-Downs will make this challenge obsolete with every hit doing 99 damage (and Magnus 2.0 doing 10 times that)
By the way is you replace every T in "Tasty Tonic" with S, it spells "Sassy Sonic" 😄
TTYD 🤝 Pokémon Mystery Dungeon
Overpowered multi-hit moves
Could you beat paper Mario if you had to take the most damage possible every turn?
What if I just defeat every enemy on the first turn?
@@Koopatrol touche.
then it would be impossible because you aren't allowed to kill anything.
taking the most damage possible means you MUST leave them all alive every turn.
@@TheUltimateRare I meant it as 'if you were going to take damage, it must be the most possible damage.'
Meaning no blocking, no guarding, no defense up, and your badges and items must reduce defense/increase damage taken as much as possible as you progress through the game.
It's really hard to iron out any other holes in this challenge idea. I beat the game multiple times, but I haven't played this game in a few years and the memory isn't fresh.
I've got no idea if this is impossible or pis easy. But,
If there were any items that made the enemies stronger, you must use them, but if you can defeat the enemy you don't have to. That's the only unique catch to this idea that I can come up with.
Another idea while I'm writing this is that you could be forced to equip all hp up badges, that would eat up a lot of BP and attack power, making it so you couldn't just defeat everything in one turn (right?)
If anyone cares about this challenge, I'll fire up the game and flesh out the idea some more.
darn! im sad the game does not have an attack so powerful with the badges. that the enemy can one shot you even if you have maximum health possible
You can get one-shot from 100 health, just not under the rules of this video. This quiz bans the practice of farming P-up D-down badges via random drops. If you allow that, you *just barely* can turn a 1-damage Goomba headbonk into 100 damage. (Maximum BP is 99, which is enough for 49 P-up D-downs. (1+49)x2 = 100)
It might actually be possible to do that in the remake since the remake allows you to equip multiple Double Pain badges.
@@JZJ7777 fun. thanks
@@kennycarter5682 you’re welcome.
@@kennycarter5682oh, on second thought, I’m not so sure about what I thought. The remake would allow you to stack Double Pain badges, but I’m only aware of one that’s in the game.
Does Magnus 2.0's Cannon count? Doesn't it technically use the audience?
It's easy to misread, but it says "items/badges obtained from [...] the audience." So it does count
Lore of Most Damage Dealt By the Enemy ("Paper Masochist" Solution) momentum 100