The 'Shroom:Issue 223/Strategy Wing
Director's Notes
Written by: Hooded Pitohui (talk)
Hello, all you readers of The 'Shroom! October arrives, and with it, spooks and specters. I trust you've already heard about that elsewhere in the paper, though. October also brings changing leaves and cooler weather, which I have greatly appreciated. Autumn arrives, and I start feeling more lively and more productive! The air chilling provides a free dose of energy, I tell you! If only it provided additional time to go with that energy, then we could write even more sections...
To the news over here in Strategy Wing, we have a special Halloween treat - and it's not candy! Status the Slinker has joined the five other ghostly writers submitting guest sections to our teams, helping Boo1268 to complete a full sweep of six teams this issue. A hearty congratulations goes out to him for joining the small handful of writers to pull off the feat. What's in store for you in Poltergeist Plays? A Google Doodle game from 2016 starring the plucky feline Momo taking on specters. Whether you're hearing of it for the first time or you've played all the installments, read on to find out about Magic Cat Academy!
In addition, we have a suite of our regular sections brought to you by our dedicated writers. "Tax time" might be a frightening phrase to hear for some, but for Lord Kong Rong, it may as well be sweet music! See what our noble ruler invests in this month in Shoey's (talk) So You Want to Romance the Three Kingdoms?. Elsewhere, Sparks (talk) continues a campaign against the Robot Masters that sees Mega Man bounding through a blackout and climbing out to space. Meanwhile, Zange (talk) brings us the iconic Tap Trial, ninjas, bouncing balls, and... oho? Is this... a romance? You'll have to see for yourself! To round out the spooktacular month, The Tattle Log and Pokémon Academy present information on some adorable spirits.
I don't do you any favors by keeping you long, and I have some hosting work to do and Z-A to (hopefully) get back to, so I'll end off the updates here. If you're feeling inspirited and wish to discuss your own favorite games after reading this month's edition, you needn't be haunted by the thought. Simply send in an application and join the team! We enjoy a great variety of games and approaches in Strategy Wing, covering all genres with walkthroughs, simple tips, analyses, and even profiles of videogame critters, so there's plenty of room for you!
Section of the Month
Mwahaha, for Halloween, we've a treat, not a trick, in the form of a three-way tie for first! The expanded offerings of Mega Man 4 and Sparks' (talk) ever-entertaining guide to battling the Blue Bomber's baddies tied with Roserade's (talk) thoughtful analysis of ARKG's secret player (including a possible re-working). Joining the detailed walkthrough and game design considerations was the mythical Pokémon Victini. Perhaps it brought this three-way victory...? Nah, it was the dedication of our writers combined with your votes that brought this about, so keep on casting 'em!
| STRATEGY WING SECTION OF THE MONTH | ||||
|---|---|---|---|---|
| Place | Section | Votes | % | Writer |
| 1st | An Overly Detailed and Funny Walkthrough of Mega Man 4 | 3 | 21.43% | Sparks (talk) |
| 1st | Pitohui's Pokémon Academy | 3 | 21.43% | Hooded Pitohui (talk) |
| 1st | Killing the Killing Game Roles | 3 | 21.43% | Roserade (talk) |
Brothership Boss Battle Guide
October has arrived, and so has another issue of Brothership Boss Battle Guide, AKA the best place to learn about every boss in the incredible Mario & Luigi: Brothership game! That includes the optional ones, and the next boss is one of the three that does not have to be fought to progress! We're gonna be looking at Glohm Gobblick!
After Burnadette and Chilliam's wedding, a resident Mario and Luigi previously encountered at the Lushgreen Sea, Great Lighthouse Island appears on Shipshape Island. His name is Dewey Fightem, and he informs the brothers about a stronger version of Gobblick inhabiting the Lushgreen Sea Great Lighthouse. This Gobblick is glohmified, making it Glohm Gobblick. The player then has the option to battle Glohm Gobblick, but I wouldn't recommend doing so until later on, as the boss is several levels above the foes you've been fighting in the Brrrning Sea!
Now that Bowser's been beaten, we're now strong enough to confidently take on Glohm Gobblick. So, let's get this started!
These are the stats of Glohm Gobblick!
Glohm Gobblick's stats
| Image | Level | Location | HP | POW | DEF | SPD | Type | EXP | Coins | Item(s) |
|---|---|---|---|---|---|---|---|---|---|---|
|
35 | Lushgreen Sea, Great Lighthouse Island | 8200 | 190 | 144 | 506 | Glohm | 3000 | 1100 | Gold Medallion |
Glohm Gobblick's abilities
Being a stronger version of Gobblick, Glohm Gobblick uses the same attacks as its normal counterpart. Because of this, I won't repeat the attacks it can do. For in-depth analyses of the attacks, check out my guide for the Gobblick Battle. However, Glohm Gobblick's attacks are more difficult to avoid! I will list the changes here:
Jump Defense: During the attack where Glohm Gobblick spits out enemies, it spits out Glohm Capnaps and Glohm Spikelies instead of normal ones. There also aren't any coins, but instead Candies that get added to your inventory when you collect them! Additionally, the boss spits out all of these things at a faster rate.
Hammer Defense: When Glohm Gobblick spins one of its arms to grab Mario or Luigi and spin them, it charges up and stretches out its arm faster.
Hammer Defense: The attack where Glohm Gobblick sticks one of its arms in the group can be pretty fast, but could also be pretty slow.
Glohm Gobblick still gets angry when it has low HP remaining (about less than half). The boss gains its two other attacks as well:
Hammer Defense: Glohm Gobblick's eating attack is faster, and it heals much more than its normal counterpart.
Jump Defense: During the attack where Glohm Gobblick sweeps its arms along the ground, it charges up and swings faster. Remember that this attack will open up an opportunity for another Luigi Logic after the first successful Luigi Logic.
All of these attacks are much stronger than Gobblick's attacks. They can also cause the Glohm status effect! If Mario or Luigi get Glohmed, they cannot perform team attacks and Bros. Attacks with the other brother, and Luigi Logics can't be used. The effect only goes away when cured or if the character is defeated, so that's bad! Try to avoid getting hit from the boss's attacks.
Luigi Logic
Glohm Gobblick's Luigi Logic is the exact same as the regular Gobblick's. Press at the right time to throw Glohm Gobblick into the tornado to stun it for a few turns, allowing you to do critical hits against the boss! The first Luigi Logic has simple timing due to the constant spin speed, but all Luigi Logics after that one are more difficult because the speed is inconsistent, making it easier to fail. Watch the speed carefully, and time your throw!
As a reminder, the first Luigi Logic chance occurs when the fans in the background activate. To get this to happen, Glohm Gobblick must take enough damage, which isn't very much.
Tips and tricks
Recommended gear
Because there aren't many new options for gear after defeating Bowser, you use the same gear you had equipped during the Bowser Battle. There is a new hammer though, which I'll describe in a bit. For right now, here's the best gear available from the Wayaway Island and Gulchrock Sea, Great Lighthouse peddlers:
- Boots: Masterpiece Boots and Double-Edged Boots
- Hammer: Masterpiece Hammer and Double-Edged Hammer
- Wear: Masterpiece Wear and Full-Belly Wear
I won't waste too much time repeating the effects of these gear pieces, but remember that Double-Edged gear are many points stronger than the Masterpiece gear, but remember that you take 5% of the damage you deal! Full-Belly Wear is two points stronger than Masterpiece Wear, and also has the nice bonus of reducing damage taken by 30% when at full HP!
But now for the unique gear not sold in shops!
- High-Heal Boots DX: Remember that this is three points stronger than Masterpiece Boots, and allows you to heal 10% of your max HP after defeating an enemy! It's found on a ? Block on Meeger Islet.
- Bros. Hammer DX: This is a hammer you can get from the "Feelings of Dread" side quest after defeating Bowser. It's three points stronger than the Masterpiece Hammer, and has the helpful ability of restoring four BP after defeating an enemy with it!
- Disclaimer: The abilities provided from these two gear won't help at all during the battle, as Glohm Gobblick isn't supported by other enemies, but at least they're stronger than the Masterpiece ones!
Once again, use whatever gloves and accessories you wish!
Recommended Battle Plugs
Unlike Gobblick, you can actually bring Battle Plugs to battle Glohm Gobblick! You can use whichever ones you want, especially those that support your playstyle, but here are ones I recommend:
Auto Ampberry: With the Glohm status effect now in play, this Battle Plug is made to counter it! Make sure you have some Ampberries on you for this to work.
Boomerang Items: Ampberries are limited, and aren't sold in shops! The only ways to obtain them are from enemies, ? Blocks, and Dr. Vulko. With this Battle Plug, you'll be able to use Ampberries without using any from your inventory! Pairs well with the Auto Ampberry Battle Plug. Can also be used when using an item that fully restores your stats, like a Max Nut or Max Candy!
Bros. Boost and Performance Bonus: This Battle Plug duo strikes again! Equip both of them when Glohm Gobblick is stunned and unleash your strongest attacks with increased power!
Auto 1-Up: Oh man! Glohm Gobblick's surprisingly powerful attacks can easily wipe out Mario and Luigi if you aren't careful. It never hurts to have this Battle Plug as an emergency backup!
Damage Shield: A reliable Battle Plug that will reduce all damage taken by 20%! Very effective against multi-hit attacks.
Notdroppin: This is THE Battle Plug to save you from powerful, single-hit attacks, but keep in mind that you can still get KO'd from the boss's multi-hit attacks.
Attack Boost: This Battle Plug helps to speed up the fight while conserving your BP. That way you'll save your big Bros. Attacks for the right opportunities!
Other things
Being the first boss we fight that's capable of inflicting the Glohm status effect, be sure to bring in Ampberries to cure yourself! If you run out, all is not lost! Refreshing Herbs have a 50% chance of curing the effect, but always keep in mind the possibility of failure.
The best Bros. Attacks to use are Clockout Blow and Jump Helmet! Use them to deal high damage to Glohm Gobblick, but be mindful of how much BP you have remaining! You'll definitely want to use these attacks when the boss is dizzy from a successful Luigi Logic.
Glohm Gobblick's attacks can cause the same status effects as the Normal Gobblick's versions of them (Dizzy for its grab and spin attack for example), in addition to Glohm. That means the Surefooted Guard Battle Plug and Refreshing Herbs still have some use, but to a lesser extent.
Mushrooms and Syrup Jars are still as important as ever! Bring plenty to the battle just to be safe.
If you can't beat this boss, you can always come back later. By then, you'll be much more powerful, so this guide would be outdated.
If you're feeling brave, you can try to fight Glohm Gobblick after starting the side quest in the Brrrning Sea! It will be a very tough battle, but the reward (Gobblick Boots DX) will absolutely be worth it! It is two points stronger than Double-Edged Boots (whoa that's powerful!) and also increases STACHE by five points. Additionally, you will heal by 10% of all the damage you deal! You will crush your foes in the Gulchrock Sea, including Bowser himself! If you wish to do this, you will have to use the best gear available before the Pipegunk battle, so refer to my guide on the Pipegunk Battle to see what you can use.
- Adding to the above note, you also won't have access to Clockout Blow and Ampberries. You'll have to rely on the inconsistent Refreshing Herbs to cure the Glohm status effect should you get afflicted with it. You still will have access to Jump Helmet, so that's good! Your Battle Plug access will be limited as well, because you'll have only three slots available and less Battle Plugs to choose from in general.
This was a shorter issue of Brothership Boss Battle Guide, and it wasn't as exciting due to it being a harder version of a boss already fought. The other two optional bosses will be similar to this one. Fortunately, the next story boss will be the most exciting one yet, as it will be about Glohm Bowser! Despite it being about Bowser being Glohmed, it is not a repeat fight but instead an entirely new experience. See you in November, and have a happy Halloween!
Rhythm Review
Hello and welcome back to Rhythm Review! This is Zange, and there is nothing more terrifying and spooky than a whole decade without a new Rhythm Heaven game! Thank goodness Groove comes out next year… Last time, we covered Stage 4 in Rhythm Tengoku for the Game Boy Advance, and this time we’re keeping it going with Stage 5!
As a reminder: In most Rhythm Heaven games, a stage consists of four rhythm minigames, followed by one remix, in which all the other minigames in the stage are put together in a new way to new music. However, Rhythm Tengoku is weird and has five minigames in each stage instead of four, and there is still a remix. Let’s jump in!
Bouncy Road
Starting off this stage is Bouncy Road! Balls will bounce down a path in rhythm, and you will need to hit the A button (yellow pole) and the D-pad (red pole) to raise poles and help the balls finish their journey. Don’t let them fall off the path!!
Gimmicks
There are two different speeds of balls that will come down the path: the rhythm minigame starts out with the faster ones, but around halfway through you will get a few medium speed ones. Near the end, you will also have balls come down the path in groups of two or three.
How to Get That Superb
Okay, pretty straightforward criteria for a Superb rating here: first, you need to be able to get most of the balls to the end of the path. Second, you need to be able to successfully get the balls to the end when they come down in the groups of two and three. As long as you can get a grasp on the rhythms at which the balls come down, this should be a slam dunk.
Difficulty Rating
I’ll give this a 1.5/5, due to the fact that the timing is a little on the trickier side and it’s really easy to drop the ball (pun not intended) if you’re not locked in.
Ninja Bodyguard
Next up, we have Ninja Bodyguard! You are a ninja, and your lord is under attack! You will slice arrows shot at him in half using either the A button or the D-pad (depending on what is displayed above you, it alternates). Protect your lord at all costs!!
Gimmicks
You will have to slice one, two, three, or four arrows at a time, at any given point of the rhythm minigame. Each one has a slightly different rhythm attached to it, with the four arrows being the trickiest. You will be able to see how many arrows you have to slice, as well as the rhythm for it, before you actually have to make any inputs, so pay attention!
How to Get That Superb
Another rhythm minigame with very straightforward criteria for a Superb. First, you need to be able to accurately slice a majority of the arrows shot at your lord. Second, you have to be able to perfectly nail the strike of four arrows near the end. It might take a few tries to get a Superb rating, because the rhythm on the four arrows is nooooot easy by any means.
Difficulty Rating
Based on the four arrow strike and the sense of internal rhythm needed to be able to do well in this rhythm minigame, I’m giving this a 2/5. Yep, it took us five sets but we finally have our first normal rhythm minigame to get out of the 1’s! Wild…
Toss Boys
Moving on, we have Toss Boys! You control three kids tossing a ball back and forth. They’re color-coordinated and have their own button to press: Aka-chan / Red is the A button, Ao-kun / Blue is the B button, and Kii-yan / Yellow is the D-pad. After a character’s name is called out, you need to hit that character’s respective button after a specific amount of time, most commonly two beats. With enough practice, they can become the world’s best tossers, dang it!
Gimmicks
Occasionally, there are high tosses, usually to Kii-yan, where you must wait four beats before making your input. Additionally, each character has their own special toss technique that you will need to master, on top of the normal tosses. First, the AB Toss. Aka-chan will start this off, and the ball will be tossed between her and Ao-kun in one beat increments, until it gets passed off normally or with a high-toss. Second, the Self Blue. Ao-kun will start this off, and will bounce the ball up in the air. After two beats, he will continue to bounce it in the air on one beat increments for a while until passing it off to someone else. Finally, the Yellow Quick. Kii-yan will start this off, and will bounce the ball up into the air twice, in one beat increments, while calling out someone else’s name. After the second toss, you only have one beat to make the necessary input, as opposed to two. Do these special techniques seem overwhelming in writing? Fear not, you WILL have the opportunity to practice them before getting into the real thing!
How to Get That Superb
Pretty simple criteria here as well. First, you just need to have a good handle on the timing for the regular tosses. This includes not getting so many late / early hits. You also need to have a good handle on all of the special toss techniques. It might take a few tries if the exact timing is tripping you up, but this should be pretty easy to get otherwise.
Difficulty Rating
Once you’re familiar with all the techniques, it’s very easy to get into this rhythm minigame, so we’ll give it a 1.5/5.
Hanabi
Next in this stage is Hanabi! Ah, another case of no official English title… Anyways, fireworks will launch into the air, and you will need to hit the A button at the right time in order to make them properly go off. Make sure the fireworks show is a spectacular success!!
Gimmicks
There are three different types of fireworks. There’s the standard one, where you will make the input three beats after the cue. Next, there’s a quick one, where you will make the input one beat after the cue. Finally, there’s a taiko drum bomb, where you will make your input two beats after the cue. Additionally, there are moments in this rhythm minigame where you will get multiple types of cues in a given measure of music. However, these are all set up so that you only have to make one input to make them all go off!
How to Get That Superb
Pretty simple criteria here as well. You just need to make sure you’re making the fireworks go off with good timing, both individually and when there’s multiple types going off at once. Once again, if the exact timing is tripping you up this may take a few extra tries to get but it should otherwise be pretty easy.
Difficulty Rating
Once again, once you know how everything works, it’s very easy to get into the rhythm here, so we’ll give this a 1.5/5
Tap Trial
Capping out the normal rhythm minigames in the set is another iconic one, Tap Trial! You play as a girl tap dancing with some monkeys. Upon the monkeys’ cue, you will hit the A button to tap along with them. There’s also a giraffe here for some reason??? But he loves tap dancing, at least, so make him and the monkeys proud!
Gimmicks
There are four different types of taps, all accompanied by a unique cue. If there’s one ‘ook’, you will do a normal tap. If there’s two ‘eek’s, you will do a double tap. If you hear a short yell, the characters will jump up, and you will need to tap upon their landing. If you hear a longer yell, you will need to do a triple tap. There is also a slight tempo increase near the middle of the rhythm minigame, so stay sharp!
How to Get That Superb
Yet again, the Superb criteria is pretty simple: You just need to have a good handle on the timing for all of the different tap cues, even with the tempo change that happens. This should be another easy one to get.
Difficulty Rating
There’s quite a bit going on here, I’ll be honest. That combined with the fact that it is INCREDIBLY easy to get even slightly off-rhythm here means that I’ll be giving this one a 1.7/5.
Remix 5
We now arrive at the remix for this stage! This one is themed to be like a music video with a “bad boy protecting his girl”-type of love story. It’s very cool, and fits the original song that goes with it perfectly! This also happens to be my favorite remix in the game, so maybe I’m a little biased but it’s fineeee.
Gimmicks
There are no new gimmicks introduced in this remix, so as long as it was in one of the normal rhythm games in this set, it’s fair game to appear here!
How to Get That Superb
I’m gonna say the same thing I always say for these: This is a remix. Remixes always use the same lines of text depending on what rating you get, so it’s much harder to tell where the line is between a Superb rating and an OK rating. However, if you’ve gotten a Superb rating on all the normal rhythm minigames in this set, you should be able to get one here.
Difficulty Rating
Why is Tap Trial so prevalent here… Anyways, I’ll give this a 2.5/5 because there are a LOT of parts where it’s really easy to get thrown off-rhythm, and some of those transitions between rhythm minigames are snappy.
Final Remarks
What a thrilling stage we’ve gone over today! And we had more rhythm minigames with monkeys!! But it’s about to get MUCH harder from here… I’ll see you back here next month for Stage 6!
Pitohui's Pokémon Academy
Written by: Hooded Pitohui (talk)
Ah, yes, hello, hello. Do pardon if I appear lethargic today. I have lain awake for nights now, anticipating an important trip to Lumiose. There are so many considerations when traveling, I tell you, and I simply can't shake the feeling I have forgotten some important matter or another... Then, to make matters worse, that situation with the specters running rampant outside threatens to derail my whole itinerary!
I suppose, however, that is neither here nor there. It pleases me to see you all have arrived in order despite the spirits. Ghosts can certainly be cute and charming, but they're also masterful tricksters and can pose significant dangers to those unfamiliar with their natures and methods! To this very point, I've brought with me a Pokémon to demonstrate the cute and dangerous duality of Ghost-type Pokémon. Yes, I wholly advise you not to peek under its shroud, for today, we examine a Mimikyu rounded up for us by a historian with interest in paranormal matters.
| The following information applies to Pokémon Scarlet and Pokémon Violet. |
The standard disclaimer and glossary follow below. If you are familiar with our aims and terminology, please do skip them and we will get on with the lecture promptly!
First, a Smogon University course, this course is not. No, this academy's lessons are designed to get trainers of any stripe thinking about how they can raise their Pokémon, and, as a result, aren't designed to keep up with the widely-accepted metagame for the series. In rare cases, the way I've raised my Pokémon may even flies in the face of conventional wisdom. If you're looking for top-tier strategies, do check out Smogon, but if you merely want to get a little deeper into raising Pokémon while still doing things your own way, feel free to use this section as a reference.
Base Stats: Base stats are the values associated with a particular Pokémon species, and are the same across every individual Pokémon of a given species. You have no influence on them. You can think of them as traits tied to a species. A chimp isn't ever going to be able to get as good as digging as a mole will be, and, likewise, an Abra is never going to have the defensive prowess a Shuckle has.
Individual Values (IVs): Individual values, as their name implies, are associated with individual Pokémon. They range from 0 to 31 in each stat, with 31 being considered a "perfect" IV and higher numbers corresponding to different stats. Magikarp A and Magikarp B will have the same base stats, but they may very well have different IVs. To stick with the animal analogy, one mole may be born with larger claws than another mole, and that first mole is probably going to have an easier time digging through dirt than the latter. Individual values are set in stone, strictly speaking, but you can use Hyper Training (from Generation VII onwards) to functionally get a perfect IV in a stat.
Effort Values (EVs): Effort values are the one thing you can easily change. A Pokémon can earn, primarily through battling, but also through means like the use of certain items or mechanics like Super Training, up to a total of 510 effort values, with up to 252 in any given stat. To finish off the animal analogy, no matter what kind of claws a mole is born with, moles who have more experience digging are probably going to be better at digging than moles which have never dug.
Nature: A Pokémon's nature is, more or a less, a stat modifier with a name meant to make it sound like a Pokémon has some personality. Natures will raise one stat by ten percent and lower another stat by ten percent. Some natures raise and lower the same stat, canceling out the effect and leaving stats unchanged. Natures can be functionally changed with the use of special mint items from Generation VIII onwards.
STAB: STAB stands for Same-Type Attack Bonus, and refers to the boosted power of moves that match the type of the move's user. To illustrate this, consider the case of a Lombre, a dual-type Pokémon which is both a Water-type and a Grass-type. Any Water-type moves Lombre uses will have their power boosted by 1.5x, and any Grass-type moves Lombre uses will, likewise, have their power boosted by 1.5x. (There are circumstances where this does not apply, and, while the 1.5x multiplier is typical, some games use other multipliers.)
Bear that in mind for a moment, and let us discuss Mimikyu's base stats so we might determine what that strategy should be. Mimikyu's highest stat is its special defense at 105, so you might be inclined to paint Mimikyu as a defensively-oriented Pokémon. A middling defense is not an obstacle to this plan on its own... but terrible base HP calls the defensive approach into question. While Mimikyu can take a hit from a special attacker, it lacks the HP to take more than a couple of those hits.
Pivoting to the offensive stats, we can throw special attack right out. In fact, we'll consider it our dump stat, one we don't mind lowering when it comes to choosing a nature later. Attack and speed, however, are... respectable. They don't reach the high of Mimikyu's special defense, but they're serviceable. With a boost, they could be solidly reliable. Fortunately, Mimikyu does have moveset options for boosting these stats, so let's invest maximally in them and see how we can boost them later in the process. The leftover EVs, toss into special defense to bolster it.
| Name: | Mimikyu | Base HP: | 55 | ||
| Category: | Disguise | Base Attack: | 90 | ||
| Type: | Ghost | Fairy | Base Defense: | 80 | |
| Abilities: | Disguise | Base Special Attack: | 50 | ||
| Base Special Defense: | 105 | ||||
| Base Speed: | 96 | ||||
We nearly have stats settled, so let's conclude with selecting a nature. We know we want a nature that lowers special attack and raises either attack or speed. I suggest Jolly, which raises the latter, as it doesn't matter that much if Mimikyu can hit hard if it never has the chance to strike!
With stats settled, let's return to finding a one-turn strategy Mimikyu can set up to boost its two most important stats. Discounting unreliable options for stat boosting such as Copycat and Psych Up, Mimikyu can either raise its speed and deal damage with Trailblaze, raise its attack and accuracy with Hone Claws, or raise its attack by two stages with Swords Dance. Hone Claws is thoroughly outclassed by Swords Dance here, so the choice is truly between Swords Dance and Trailblaze. I could see an argument for Trailblaze doing a little bit of damage and ensuring Mimikyu can get a move off after its opponent busts its disguise. It might not be a terrible option. Conventional wisdom, however, holds that Swords Dance is preferable, and I'm inclined to agree. Two stat boosts at once with minimal risk (other than a faster opponent using Taunt) is hard to beat, and it sets Mimikyu up for at least one powerful strike - perhaps two against a weaker special attacker.
That does still leave open the possibility of a powerful faster foe striking before Mimikyu can leverage its attack boost. For that reason, I suggest adding the priority move Shadow Sneak, which will allow Mimikyu to act first (unless the opponent uses a priority move of their own). It's not very powerful, and probably won't KO an opponent even with the Swords Dance boost, but it will let Mimikyu put a major dent in their HP before it falters.
| Shadow Claw |
|
The user attacks by slashing the target with a sharp claw made from shadows. This move has a heightened chance of landing a critical hit. |
| Play Rough |
|
The user attacks by playing rough with the target. This may also lower the target's Attack stat. |
| Swords Dance | A frenetic dance to uplift the fighting spirit. This sharply boosts the user's Attack stat. | |
| Shadow Sneak |
|
The user extends its shadow and attacks the target from behind. This move always goes first. |
We're going in an unusual order everywhere today, aren't we? Finally, we turn to selecting STAB moves. As goes a Fairy-type move, there is only one practicable physical option, and that is Play Rough. It, unfortunately, has only 90 accuracy, but we have no alternative. May luck favor you! So long as it hits, with 90 base power and a Swords Dance boost, it ought to be effective, at least!
Now, we do have a Ghost-type move in Shadow Sneak, but its low base power renders it less than ideal for a first-choice STAB move. You can complement it with Shadow Claw, a respectable 70 base power Ghost-type physical attack which comes with an added bonus of an increased critical hit chance. It's a bit like the opposite of Play Rough, hm? Luck favors us, here. I do recommend Shadow Claw so Mimikyu can more effectively damage Poison, Fire, and Steel Pokémon, but, if you would rather rely on Shadow Sneak and prefer a coverage option, you might consider Drain Punch. It can give Mimikyu a threat against bulky Steel-types which can withstand Shadow Claw and allows Mimikyu to replenish its HP. If you find yourself particularly pestered by metallic monsters, consider giving it a try!
Just, I remind you, keep some distance and tread cautiously if you encounter a Mimikyu while out and about today. If it can draw the life out of monsters with metallic hides, you can imagine what it is able to do to you! That is all we need discuss today. I've presented you with a fairly standard set of options for Mimikyu, so be cautious. With years of use, your opponents may anticipate your strategy and attempt to disrupt it with a move such as Taunt. That said, you are always welcome to take the principles we've discussed and experiment with alternatives, so perhaps you can construct your own moveset and use this Ghost-type to play a nasty trick on your opponents.
Myself, well, I must be off! I cannot risk arriving to the airport late when Kalos awaits! So until next month, merci, and au revoir!
Poltergeist Playthrough
Written by: Status the Slinker
Why, hello hello hello, mortal fools! My name is Status the Slinker, but everyone calls me Stat. I've been ordered By Our Lich Lord Boo1268 into taking over this section of The 'Shroom with my fellow ghosts. Apparently some nerd named Hooded Pitohui runs this place? Well, NOT ANYMORE! Anywho, today I'm gonna give you all a walkthrough on a VERY spooky game which you can play this Halloween that's SURE to fill you with frightful fun! So without further ado, let's begin, shall we?
The game we will be covering today is Magic Cat Academy, released ALL the way back on October 31, 2016. That's THREE YEARS before me and my fellow ghosts debuted. It is considered to be one of the more popular Google Doodle games, so much so that it would gain sequels in both in 2020 and 2024. Well, now that I've made you all feel old, let's get on with the story, shall we?
Our story begins in the Magic Cat Academy as Freshman Momo (the black cat) is studying, seemingly for a test, with her fellow classmates, one of which being the Google weather frog. Suddenly, the Master Spell Book Momo was reading starts to float, then Marshmallow (yes, that is his ACTUAL canon name) the big Boss Ghost appears. He calls upon his ghost buddies, destroying the school, stealing the Spell Book, and capturing Momo's friends! Now it's up to Momo to stop the ghosts with her magic symbols and save the day!
The story, while simple, does provide the conflict needed to get the game rolling. It also allows players to not need the characters' names to understand the story. In fact, both Momo's and Marshmallow's names are only found in the description of the games themselves! But back to the game, we have our wand in hand. It's time to go to….
Level 1: The Library
Level one begins in the library, where we first begin our adventure. It gives very OG New Super Mario Bros. vibes by starting in the first world the intro cutscene takes place in. The level introduces you to the main enemy of the game, the ghosts! Each ghost has a corresponding symbol drawn above their heads that you need to draw as they drift towards you at differing speeds. They can appear far or close to you whenever they spawn in, although usually it's far away.
After a small tutorial, we're introduced to the first two symbols - the Side line and Up line, with each line being correlated with a color. In this case, it's Red for the Side line and Blue for the Up line (as such, we will be using line names and colors interchangeably). Afterwards, we proceed with simple single line ghosts moving towards you one at a time before becoming grouped together in smaller packs. These packs introduce you to combos that, while they don't do anything mechanically, are something fun to aim towards to see if you can get the highest score.
Midway through the level, we are introduced to the Up Green symbol and the Down Yellow symbol ghosts. They are first introduced in large-scale groups like the one picture above, and it's recommended you take care of Green and Yellow first before Red and Blue. Afterwards, the level gives you a difficulty curve with two ghosts with a string of symbols. Thankfully, they're not too hard to dispatch; this brief encounter quickly teaches you about long symbol strands and that certain ghosts with said strands can be comboed together.
Afterwards, you are attacked by multiple large groups of ghosts with single symbols on them, teaching the player that you can defeat multiple spirits at once if you draw the right symbol. This happens a few times before you're tested on your drawing skills and your ability to draw long strands of symbols with THE BOSS.
Finally, The Librarian arrives. The Librarian will first start with a complicated strand as she slowly floats towards you. This first strand can be fairly difficult, but thankfully since she moves so slowly you should be able to get it done easily. After her first hit, she will move slightly faster now but downgrade her strand difficulty. This part might trick you up due to her speed, but it's nothing you can't handle. After her second hit, she begins to move faster towards you, but this is complemented with a strand of only Blue and Red symbols, making beating her a breeze. Once the final hit is blown, she shatters to pieces, allowing you to progress to…..
Level 2: The Cafeteria
Level two takes you to the cafeteria. With all its pots and pans, the ghosts are sure to brew up some trouble here. Also, let's take a moment to talk about the artstyle; it has a very cute feel to it. Like, it has an old storybook feel to it, but not super old. It's more like those old books that had the Disney story retellings that you would find at the kindergarten library.
Anyways, back to the game. Immediately you are SWARMED by a group of ghosts with long strands and you have VERY little time to react. What do you do? Well, don't worry, 'cause the Lighting Ghost is here!
This helpful guy lurks in the background, usually spawning a bit after the other ghosts have spawned. This introduces you to the Thunder symbol, which damages ALL ghosts on screen at once. This also damages the ghosts with long strands SO MUCH it causes them to have only one symbol to draw, leading to some easy combo fodder! Thankfully though, if you DO get damaged, the Ghost Cat (as seen above) can heal you if you draw his difficult symbols. When a game like this requires fast-paced symbol drawing, this is a risk vs reward system that works well. In fact, many expert players can defeat the multi-symbol swarms without the Lightning Ghost for more combo score, rewarding skill and deeper knowledge of the game's mechanics!
Afterwards, the game teaches you about how you need to wait for just the right moment to use the Lightning Ghost. You need to time your drawing so that you're waiting for many ghosts to appear, but not SO long as to get damaged. You want just the right moment so that you can damage as many ghosts as you can.
After learning that mechanic, the game decides to throw a curveball and teach you something completely different from THE BOSS.
The Cauldron Conjurer finally reveals himself, ready to cook up some trouble, but this time he's not alone! For you see, throughout the bossfight, the Cauldron will summon ghostly minions to aid him in battle. These summons usually come with a short strand of symbols, so nothing you can't handle. After defeating them, he will slowly move towards you with a simple strand of symbols interrupted in the middle by a difficult one. Unlike The Librarian, who goes back to her starting position when hit, the Cauldron stays in place then summons another group of ghosts.
What makes this so tricky is that you aren't able to stop him fast enough to prevent him from progressing. He will be closer and more likely to hit you on the next go-round, but compared to the other bosses he's a cakewalk. Still, this is a VERY good intro to bosses summoning minions during a boss fight. Eventually, he cracks, being defeated and allowing you to progress to….
Level 3: The Classroom
Ah yes, the classroom, or in this case a laboratory filled to the brim with beakers, Bunsen burners, the works. Science is usually some people's favorite part of school, but these ghosts are here to give us the scientific breakdown on how to scare. Luckily, they're about to be schooled.
Level three begins with some smaller strand ghosts before quickly introducing long ghost strands which are ghost with VERY long strands of symbols that you need to micromanage by switching between the two and comboing when the upcoming symbol is the same. While these are the only two that are THIS LONG in the level, they will be showing up later.
This is then followed up by instances of ghost strands being combo'd getting interrupted by single-symbol ghosts attacking at high speeds, which makes you have to stop to take care of the problem before continuing your task, reinforcing the micro-managing aspect of this level.
Then the level ALSO reinforces the Thunder power-up level design with large groups such as the one pictured above. Here, you need to use the Thunder to deal with the hordes in an easy manner. Eventually, after a few moments of this, the game suddenly sends out a HUGE ghost swarm, with small single-symbol ghosts attacking you in quick succession. You need to use the Thunder to handle them all before they swarm you and chip down your HP.
Thankfully, after this attack we come to face off against the third BOSS.
Appearing to test your speed, the Solar Screamstem attacks with simple symbol strands that are VERY hard to perform in a fast setting.
That helps him more than you, though, since he always moves quickly when attacking and only moves faster with each hit! And instead of the typical three hits, this guy has FIVE, leading to more panic as he quickly moves towards you and drains your health. As long as you keep a cool head, draw quickly, and are able to heal quickly, you will eventually win, leading you to…
Level 4: The Gym
Ah yes, the gym, where people's best and worst years of high school are made, but we're not here to play.








